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Author Topic: Japanese Version of FF7 character encoding?  (Read 2018 times)
Cyberman
Guest
« on: January 15, 2007, 05:09:13 pm »

Right the subject says it all, I do not have the original media for this (IE discs of the Japanese version).  I also do not know Japanese (big problem I suspect with that). Thus I am at a huge disadvantage of acquiring this data.  If anyone knows where to look etc. I would appreciate being notified.  I am not FF7 file data ignorant just of Japanese.

I'm sure they used more than 240 symbols in FF7 Japanese version so it's obvious they had multi byte encodings as well.  Let me know what you know? Smiley

I hope someone has a clue better than I do about it.

Cyb
Gemini
Guest
« Reply #1 on: January 15, 2007, 06:15:37 pm »

You mean you need a table?
Cyberman
Guest
« Reply #2 on: January 15, 2007, 06:40:45 pm »

Hmmm Good question if the table has the specific encodings for the Japanese Symbols used yes.
Do you know if the color(colour) attribute information, choco name attributes, character name attributes are the same as the US encoding?

Thanks for whatever you can tell me!

Cyb
Gemini
Guest
« Reply #3 on: January 15, 2007, 06:59:06 pm »

Quote from: Cyberman on January 15, 2007, 06:40:45 pm
Do you know if the color(colour) attribute information, choco name attributes, character name attributes are the same as the US encoding?
There are pretty much identical, except you can't access the "hidden side" of font in the us version, just because it's wasn't used anymore and thus removed for improving compression rate.
Cyberman
Guest
« Reply #4 on: January 15, 2007, 07:07:28 pm »

Ahhh interesting halkun was guessing that is what they did.  Well I can use whatever information you have and I'll credit you in the FF7 wiki (yes there is a real wiki for it surprisingly).

Cyb

Addendum it's the technical wiki not a normal wiki. That seemed to be neglected when I said that.  Basically it's also needed in order to run the media in the equivalent of SCUMMVM for FF7.  Current WIP.
« Last Edit: January 17, 2007, 03:21:46 pm by Cyberman »
Moulinoski
Guest
« Reply #5 on: January 17, 2007, 09:01:15 pm »

Quote from: Cyberman on January 15, 2007, 07:07:28 pm
Let me get this straight: You're cloning FFVII's engine? Not meaning you're "remaking" the game? Or am I just confused?
Cyberman
Guest
« Reply #6 on: January 17, 2007, 10:41:41 pm »

Quote from: Moulinoski on January 17, 2007, 09:01:15 pm
Quote from: Cyberman on January 15, 2007, 07:07:28 pm
Let me get this straight: You're cloning FFVII's engine? Not meaning you're "remaking" the game? Or am I just confused?
We are making an Engine to run the original script and content from the game.  No remaking of the original game content was, is, or will be planned and or implemented in this project. As I said before think SCUMMVM.  So you are confused if you believe we are remaking the game, that is a definate most vehment NO, period.

The logo on the page will be replaced soon also. The current one is temporary (until the something better is finished).  There is a considerable number years of hard work at stake amongst a number of people, so it's a "don't even mention remaking the game" let alone talk about it situation.

If you look through the pages carefully no mention of changing or modifying of any copyrighted material is given or demonstrated.

The latest version is 0.10. I believe there is a binary for download now.  (I am mostly dealing with source so... heh).

Cyb
« Last Edit: January 17, 2007, 10:47:10 pm by Cyberman »
Nightcrawler
Guest
« Reply #7 on: January 18, 2007, 09:09:22 am »

This is really an interesting project idea and it looks like it's come a long ways already. However, I have a question that I ask really out of curiosity because I don't fully understand, so don't take as anything else but.

What exactly is the purpose or ultimate goal of the project from your perspective? I understand you are recreating the FFVII game engine to run with all the original data files. What is your overlying goal though? Is this to preserve being able to play FFVII on modern PC's? Is it to enhance the game?

I know what the project is doing, now I'd like to know from your perspective WHY you are doing it?
KingMike
Guest
« Reply #8 on: January 18, 2007, 10:23:51 am »

So, is this like RPGMaker meets FF7?

Nightcrawler, you can play FF7 on modern PCs. Use an emulator, or get a patch so the PC version doesn't crash at the Chocobo racing minigame.  Grin
Cyberman
Guest
« Reply #9 on: January 18, 2007, 11:09:08 am »

There are numerous issues with attempting to run FF7. Although possible to do on several platforms through emulation, the windows port, was really bad and had numerous execution issues, this article might be helpful with that discussion.  We needed something to be portable, that is the target is numerous other platforms. The big issues is the engine needed to be highly fault tolerant, a very important issue with modern PC's it would seem and the old version of the FF7 engine for windows.  Some odd issues with running FF7 include, 16bpp verses 32bpp, viewing movies (a big problem on the PC version), the duck video encoder (has numerous ... issues Smiley ). Lots of things that you have to do to get the PC version to work.  Then comes other platforms such as Linux, the Palm, GP2X etc.  However the biggest reason of all is ... we wanted to do it already. Cheesy

Final Fantasy 7 is the first in a series of games for the engine(s).  This is/was primarily for developing skills and tools using our favorite game and one that has been picked apart by us already, others are planned and are being worked on as well.  It's progression has been quite fast, but it's more rolling down hill since the guts of FF7 had been hashed out on for 3-8 years prior to this.  SCUMMVM as you know runs several different versions of a similiar code and engine from broken sword to Maniac Mansion.  Q-Gears will be something like that, since Square did not throw out the engine completely but recycled the ideas and concepts as they developed new games.  It appears the scripts are similiar or close enough in function that the structure of the engine will be recyclable (a good thing really).  In fact it is suspected that FFXII still uses bits and pieces of there code ideas from FF7.

Interesting trivia, FF7 was coded in C++.
Another interesting bit of trivia, FF7's original complete PS1 source code and data, is LOST (IE Square ... managed to loose it after it went gold). Square now is much more rigorous in there method of handling there most valuable assets. Smiley

Cyb
Nightcrawler
Guest
« Reply #10 on: January 18, 2007, 01:08:27 pm »

Alright. Good answer. Thanks.

I wish you luck with the project. It sounds like a hell of a lot of work. Although, it's probably pretty fun to really learn the innards of your favorite game and recreate and enhance it. Examing a game in depth hands on like that is also a nice learning experience to improve your skills as you mentioned.
Cyberman
Guest
« Reply #11 on: January 18, 2007, 04:10:24 pm »

Well one of the people went crazy (hence why it is so far along) currently we are pondering (as opposed to bickering LOL) what the deal is with the battle system.

More trivia, the script for the field is OOP based.  It uses entities of which each are limited to 32 total scripts, the first of which is the instantiation (creator) script/timer script.  Square appears to have had trouble using the gateway system they initially created so they added more scripting to take care of the limit of only 12 entrance/exits per field local.

The script codes for the battles has completely different encoding and opcodes.  All battle scripting is in \\BATTLE but... oddly not the battle scenes. (STAGEXXX has these).
Suzaku
Guest
« Reply #12 on: January 18, 2007, 05:47:58 pm »

So am I correct in assuming that once the engine is done, it should be possible for people to make their own games from it, a la RPG Maker? Or is that beyond what you are working to accomplish?
Cyberman
Guest
« Reply #13 on: January 18, 2007, 09:26:23 pm »

Well I suppose you could make new games for the engine.  Square used the original engine they had to it's furthest possible extent.

Our primary concern is to make an engine to run this game (and games) before anything that can goes extinct.

Additions such as script debugging, compilation, and dissasembly are to be pondered after the engine is complete.

IE add ons/tools we already have one or two, there may be more after a while.

As for entity/script dumping we are discusing proper syntax for it.  Using the opcode names seems a bit unpolished so we are looking at cleaning up things to look more presentable.  Creating something to take labels and lexical elements is not beyond my reach, however first the rest of the engine namely the battle module, needs finished. The latter is the really big and challenging part.

Cyb
Moulinoski
Guest
« Reply #14 on: January 18, 2007, 09:39:50 pm »

Alright, so what you're really doing is fixing up the code and everything to improve FFVII and hopefully any other game that Sqaure made with the same or similar code... So it'd possible to improve FFVIII as well, correct?

Or am I, again, confused?

Also, and this might be a silly question but I feel inclined to ask it any way, this engine will only apply to PC games that use this engine? So, only the PC ports of FFVII and FFVIII will be able to use them?
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