Final Fantasy VII monsters run their own programming language

Поділитися
Вставка
  • Опубліковано 29 вер 2024

КОМЕНТАРІ • 16

  • @belizetourism1218
    @belizetourism1218 4 місяці тому +1

    I'm trying to go down the old-school game coding rabbit hole. Have you got any other videos on the subject, or recommendations for channels that focus on it?

    • @jbreckmckye
      @jbreckmckye  3 місяці тому +1

      Actually I've got a video coming up where I program a PSX game myself! Should be just a few weeks away

    • @belizetourism1218
      @belizetourism1218 3 місяці тому

      @@jbreckmckye looking forward to it!

  • @MasterBigCat11
    @MasterBigCat11 Рік тому +4

    Here's hoping for a finished rebirth mod!

    • @MasterBigCat11
      @MasterBigCat11 8 місяців тому +1

      Any idea if you plan on continuing the project?

    • @jbreckmckye
      @jbreckmckye  Місяць тому

      @@MasterBigCat11 I was thinking of getting back to it at the end of this year. I've just been working on a homebrew PSX game (which I'll be doing a video on shortly)

  • @wicked-witch-of-the-west
    @wicked-witch-of-the-west 7 місяців тому

    Are you saying, oneday soon, we will be able to use AI to create new bosses with their own unique AI?

  • @Mike.Garcia
    @Mike.Garcia Рік тому +1

    very impressive!

  • @ByteSizeFun17
    @ByteSizeFun17 Рік тому

    Great insight, you get my sub

  • @BradCorrupts
    @BradCorrupts 11 місяців тому +1

    Fun fact: Kirby's Adventure makes heavy use of a scripting system as well.

  • @leonardosevastian01
    @leonardosevastian01 10 місяців тому

    Are you still working on Final Fantasy 7 Rebirth mod?
    Pd: nice video

    • @jbreckmckye
      @jbreckmckye  8 місяців тому +3

      Ah, not really, but the original disc one demo more or less works for the whole game. I always meant to go back and complete it though

  • @BHFFS
    @BHFFS Рік тому

    How did we figure all this out. Decompilation?

    • @jbreckmckye
      @jbreckmckye  Рік тому

      It was a while back. Eidos released a PC port pretty quickly and this was reverse engineered first. The PSX game architecture was understood by the early-mid 2000s.
      The .X files are not too obfuscated. They are compressed using gzip and lzs. If you unpack them you can pass them through a MIPS disassembler
      You can also trace code in an emulator and match code in the cache with literals in the unzipped X files. That helps establish which blocks do what

  • @bccra
    @bccra Рік тому +1

    Interesting to see a bit of the battle bytecode. Comparing e.g. FF6's system to FF7's might be neat to do. I'd bet FF6 (and earlier) did similar modularization of code, being even more ram-constrained. How 6 did battles would be interesting as well, as I'd also bet they were so ram-constrained that inefficient compiled scripting wasn't an option. (maybe data tables of stimulus/responses, still simple enough for non-assembly folks to grok?)