
- Final fantasy 7 mod field items update#
- Final fantasy 7 mod field items code#
- Final fantasy 7 mod field items Pc#
Final fantasy 7 mod field items code#
"The documentation was the code itself, and the comments (if any) were mostly in Japanese. We had to reverse engineer what they were doing and recreate the effect under Direct3D. This allowed their code to make certain assumptions about resource locations (such as specific regions of video memory for character textures) and they were able to do tricks like changing color look-up tables (ie, a palette) and manage dynamically streaming of data, like large Summoning effects while the character was playing the casting animation. Something that the console programmers were able to do was to meticulously lay out the memory usage. "Obviously for low level systems that interfaced with PS hardware (eg, rendering, sound, FMV) we had to replace with PC-specific versions trying to mimic the original functionality. All the data assets (models, textures, pre-rendered field backgrounds and FMV) were from the original PS versions. We tried to get as much of the original system's code compiled and running. "Different programmers did have areas that they were responsible for: world map, field system (ie the pre-rendered area screens), UI system, battle system, mini games, etc. The documentation was the code itself, and the comments (if any) were mostly in Japanese. This enabled the original UI portion of the screen to be updated at refresh rate making interaction feel very responsive, while the rest of the Battle System screen refreshed at a much lower rate.
Final fantasy 7 mod field items update#
For example, I recall the UI programmer had some unique challenges because the original Battle System UI update was hooked up directly to the Vsync which would update just the UI portion of the screen (bottom), something the PS hardware allowed you to do. The Playstation architecture was obviously different and some of the code was written specifically to take advantage of that hardware platform. "As far as tools, we were just using Visual C++ and Direct3D 5 at the time. Here's Fong describing the development process: Porting Japanese PlayStation games, at the time, was no easy task-language was a serious barrier, and 3D graphics accelerators were in their infancy on PC.
Final fantasy 7 mod field items Pc#
So I set out on a quest to learn more about Final Fantasy 7's infamously quirky PC port: what it was like to port an early PlayStation game to PC, why new localization errors were introduced while others were fixed, and mostly, why the hell Cloud has a mouth. But after coming across this Gamefaqs thread and doing a little digging into Final Fantasy 7's PC credits, I realized that all of the development staff had worked at Squaresoft USA. Because Eidos's name was on each box, I'd always assumed that the British company had ported Square's games itself. Why are they there? Who added them, and who decided they should be there? I started searching for the answers to those questions after looking into the history of the PC ports of Final Fantasy 7 and Final Fantasy 8, two rare, early examples of console games being ported to the PC. But when FF7 came to PC a year after the PlayStation, suddenly there they were: little mouths, in the form of a terse line or a comically large, gaping black O. The more detailed battle models did, of course, but out on the field? Nope. On the PlayStation, the lumpy-limbed character models of Cloud and Barret and the gang had big anime eyes, square fists and absolutely no mouths.
