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conversion to pc

Posted: 17th February 2005 13:44

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is there a conversion version just for pc? NOT A EMU/ROM THING THAT WAY SUCKS and that godamn hunted to extinc game SUCKS it doesnt get the feel for the game its all these damn pictures and no action HOW BOARING

if not i think i might beable to do this i have all the file types and everything and a few web sites that go VERY far in details. I think it was coded in c++ I could put some thing together like this and i would never get board FFT is my most favorite game wub.gif i used to play this game for hours at a time and some times stay all up all night just playing laugh.gif If all goes good good ^^ I MIGHT BE ABLE to add a player vs player system and you could beable to use your save file from story^^ but it would only be direct connect with ip (I cant host servers) It would take about a few days to get started i wanna wipe my laptops hard drive so no virous and such ^^
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Posted: 17th February 2005 23:13

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Does any one wanna help? itll make things go faster!

ok let me resay that does anyone LIKE my idea?

This post has been edited by wytches on 18th February 2005 02:37
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Posted: 18th February 2005 11:26

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While this is an interesting idea, you found out yourself that no one answered here. My reason for not doing it (and I suspect it's the same for a lot of people) is that as numerous people before you, you brought up an interesting project here, but without bringing any evidence/material/anything to prove to us that you actually have something in project.

I'm sure that people will be more likely to want to help if you have at least some demo or a significant proof that the project is actually on its way. It doesn't invalid your idea whatsoever (which is actually something that most FFT fans would want), we just need proof.

This post has been edited by Mr Thou on 18th February 2005 11:26
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Posted: 18th February 2005 21:52

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o.0 and the truth comes out

well i havent started yet* one of these days i will tongue.gif

well ill throw somethin at you from the start XD

the website listed below has everything about the differnt file types and etc how to add on so all i really have to do is take my fft disk the one i about the day it came out ^^ get a psx iso ripper then rip it and then find a way to open it up in c++ i do know how to code a bit. After ive gone that far all i have to do is rename most of the base extensions and set the keys and get a video format for the pc so no no to emus tongue.gif

http://www.muc.muohio.edu/~greerga/fft/#Fi...ative%20Project
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Posted: 18th February 2005 22:11

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"Open it up in C++"? If you're looking to get C++ source code out of the compiled PS EXE, I think you're going to be disappointed. I've seen reference to a utility called WinBin2Src which might be able to produce some C code for you, but I doubt it would be pretty -- certainly not enough so to just do the few things you mention and magically produce a working Wintel program.

If it were that simple, console-to-PC ports wouldn't take so long to produce and wouldn't be as so poorly executed as they tend to be.

This post has been edited by Tiddles on 18th February 2005 22:12
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Posted: 18th February 2005 22:24

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no SHIT i know what im doing

its kinda easy to say "BULL SHIT"but MEH ill just do this only one thing at a time so i can over time maybe POSSIBLY get a demo or some thing of the sort all i can do is wait and do this step by step my self untill i have some thing to show everyone ^^

This post has been edited by wytches on 18th February 2005 22:25
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Posted: 18th February 2005 22:39

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Quote (wytches @ 18th February 2005 17:24)
no SHIT i know what im doing

its kinda easy to say "BULL SHIT"but MEH ill just do this only one thing at a time so i can over time maybe POSSIBLY get a demo or some thing of the sort all i can do is wait and do this step by step my self untill i have some thing to show everyone ^^

I, for one, have a lot of faith in you, because it seems as if you might have been on the original translation team and that might give you some additional insight.

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Posted: 18th February 2005 22:54

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Quote (wytches @ 18th February 2005 17:24)
no SHIT i know what im doing

With all due respect, it sounds otherwise... From the way you're posting, I doubt you even understand what a program is and how it relates to a platform.

Enter the processor. This little box could fit in the palm of your hand and is largely responsible for your computer's being able to run programs. Among other things, its main purpose is to translate...

MOV eax, 0x80

...into a transfer of the hexadecimal value "0x80" (128) into the extended register "eax."

But here's the thing: different processor families have different commands and architectures. What does this mean? Simple: while an 80x86 family processor may have an extended 32 bit register called "eax" in which to store operations, an old 68k Mac processor would have one of 8 address and data registers to store these in. In other words, since the 68000 chipset is different from the 80486 chipset, the program has to be written in a different manner with different instructions. It gets even more complicated: different instructions cannot simply be replaced by their equivalent on another processor family because sometimes there is no equivalent. For instance, the 68000 as stated before has 8 data registers and address registers. The 80x86 on modern computers typically uses registers eax, ebx, ecx, and edx to store thing. How can you port something that has access to a whopping 16 registers to something that only has roughly 4? You rewrite code, that's how. No magic conversion can occure here, sadly.

But wait, there's more! Many, if not all, programs on modern platforms do not interface directly with the hardware! Oh heck no; can you imagine just how dangerous it would be for a malicious program to blast your components with unwanted data? Being able to send something directly to the graphics card, for instance, is impossible for anything but the lowest of programs very tightly integrated with the OS. Instead, you need to go through a middle-man: the Win32 API or DirectX being well known for Windows, as well as OpenGL for pretty much any modern OS, are examples. Interfacing with the file system? Ever wondered why you can't use a Mac disk on a PC or vice-versa with some special utilities? How about input devices? Obviously this, while higher-level than assembly instructions, is even more of a problem.

Does it end there? No, not at all. Resources from one platform vary significantly from another. Did you know that the PSX doesn't use bitmaps? You probably did; you probably also knew that the most commong PSX image format, .TIM, isn't used on a PC/Mac natively either!

So how ARE programs ported? Easy: they're recompiled on another platform. This involves having the source code, which the compiler will make an executable binary program out of. And how does it do that? It converts your code to instructions and algorithms specific to the platform it's being compiled on: 80x86, 68k, PSX, etc..

I'm guessing that, if you DO know what you're doing, and seeing as you don't have the source to FFT, then you know enough about the PSX to code an emulator for it (how else will you be able to MANUALLY disassemble a compiled binary?) You're also willing to completely rewrite an entire game based on nothing but an assembly dump. This means you also have the skills to follow foreign assembly as if it were written english, not to mention enough time to do so for an entire game. You have a good enough gasp of C/C++ to rewrite the algorithms the game uses from assembly to C/C++ on an 80x86 platform. You're probably also very familiar with most techniques used to compress files, such as LZH and Huffman. Given your god-like omniscient, perfect knowledge of the PSX's inner workings, your mastery of PSX assembly, your unbelievable skills with C/C++ and advanced game algorithms, and your unreasonable amount of spare time, tell me... why not just code a better game from scratch?

See, if people are skeptical, it's because you have nothing to back up what's, with all due respect, a completely unreasonable claim... It'd be far more feasible to just rewrite your own interpretation of the game (perhaps using sprite/music/whatever rips to help) or your own game. smile.gif

Good luck; you might want to look into SDL for an easy-to-use 2D graphics API and see if you can get off at least a simple 2D strategy RPG. It would be a good start and would give you insight into what this implies.

This post has been edited by Silverlance on 18th February 2005 22:55

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Posted: 19th February 2005 00:06

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well tomarrow (saturday) ill start by reformattin my comp then installin all the software i need and get my iso up on here and that will be it for tomarrow* and i wont code a better game from scratch because fft is my favorite game** years ago the only game i would ever play was this and i modded my psx just to play differnt versions of fft like changing my char looks and what not with levels. it was fun back in the day ^^

I can only do things one day at a time tongue.gif

and i dont use proper grammer when i type because i dont feel like it tongue.gif

This post has been edited by wytches on 19th February 2005 00:08
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Posted: 19th February 2005 08:29

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So... you got any proof of that? smile.gif

Seriously, I'm somewhat drunk right now (it's the weekend, back off tongue.gif) but it's care to go into details about how you modded the game? smile.gif Y'know, since you're a skilled programmer and all, how about a programmer to programmer talk about how you did this stuff? Spread the knowledge, yeah? smile.gif Give a fellow programmer some knowhow about how you did this stuff; I'm guessing you cracked the graphic compression algorithms FFT uses? An algorithmic laydown would be good for us collectors so we could rip the sprites right outta the source.

This post has been edited by Silverlance on 19th February 2005 08:32

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Posted: 19th February 2005 14:13

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just go2 the web site i got above^^ then click the link at the top of the page its a community of psx modders i would explain but i g2g to school
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Posted: 19th February 2005 16:20

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Seeing as there's very little actual information there, other than "file x contains y's data", and definitely no actual code, I doubt that site would be of any use to anyone intending to port this game to another platform. On top of that, there's absolutely no information on the algorithms the game uses (sooo... how's the music encoded? The sounds? How are camera mechanics handled? wink.gif )

Seriously, if you want to prove you can do this, you might want to start explaining things yourself and giving us a reason you can pull something of this magnitude off. "I would explain but I have to go" sounds, with no intended offense, like an excuse. Otherwise you might as well give SDL a shot and see if you can at least come up with a 2D strategy RPG; demo screenshots give a much better incentive than saying "I have an idea of mostly unreasonable magnitude, does anyone want in?" smile.gif

Good luck!

This post has been edited by Silverlance on 19th February 2005 16:50

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