@@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)
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?
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?)
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
Here's hoping for a finished rebirth mod!
Any idea if you plan on continuing the project?
@@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)
very impressive!
Great insight, you get my sub
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?
Actually I've got a video coming up where I program a PSX game myself! Should be just a few weeks away
@@jbreckmckye looking forward to it!
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?)
Fun fact: Kirby's Adventure makes heavy use of a scripting system as well.
How did we figure all this out. Decompilation?
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
Are you saying, oneday soon, we will be able to use AI to create new bosses with their own unique AI?
Are you still working on Final Fantasy 7 Rebirth mod?
Pd: nice video
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