The new frorums won't allow me to change the title, so it's a little difficult to make updates. Because so much has advanced, I decided update the thread from the beginning with new screenshots, and new troops to command...
For those of you not in the know, for the last 7 years and some change, I've been reverse engineering Final Fantasy 7 with a small band of international cohorts. Very recently, we have decided to re-create the FF7 engine for newer computers. This goal is almost the same as ScummVM, which is an engine to play old SCUMM games on new platforms.
Progress has been going well. I'll present a small FAQ of common questions and then go on to the new screenshots and technologies we have found...What is this Q-gears thing you keep posting about?
Q-gears is an attempt to make a clone of Squaresoft's Final Fantasy 7 game engine. It is designed to be cross-platform and run on modern operating systems such as Win32 and Linux. In the future this is to serve as a framework for compatibility with other Square games. Many games after this were created with the same same code base and design philosophy. Written in C++, it uses cross-platform graphics libraries (SDL and OpenGL) along with GCC, a cross platform C/C++ compiler. It is named after "Gears" which is a wholly inaccurate and incredibly incomplete reference for the original FF7 engine. The "Q" means nothing, other than it's a cool letter to differentiate between the document and the program.Hey, isn't this illegal? I mean, this sounds kind of like Chrono Trigger Resurrection, and that was shut down by Square.
No, because at the core of it all, Q-gears is just a virtual machine that does nothing without external game data, which is not included. The creation of virtual machines to play games is nothing new. Others exist, such as ScummVM
, and Fortz
. Making an implementation isn't illegal or else Linux (an implementation of UNIX) wouldn't be around right now.Are you sure you can talk about this here?
The mods have been generous and have given permission, (though it was tenuous for a bit).When can I get more information?
Q-gears has a homepage now. It's http://q-gears.sourceforge.net
Stop by the forums if you want to say "Hi"
The old thread shows so pretty bad shots with not-so good layering being shown. The big thing is that we actually have 3D avatars walking on the field background now.
I would first like to thank Squagesoft for leaving in the debug rooms. Those rooms have proven to be so incredably valueable to the development of Q-gears. It actually gives us access to play with the kernel functions, and to test the original engine. From this we can then re-implement the kernel on our new engine. The screen shot above a slightly modded debug room running on our engine. You can talk the the entities and "start" the game.
Do you want to know how far you can get in Q-gears? The following below is a screen of that...
You can get all the way to the bottom of the first reactor. We have only implemented enough of the fieldscript system to get cloud down there, but the game is still far from playable. The blue-green box is the entity rootpoint, and the red/white lines are the walkmesh the enttiy can walk on. the white box will be the actual screen boundry. As I have said before, for now, we are not going to be running the game in resolutions that it wasn't originally designed in. This means it will be running in 320x240x16 until we get it stable.
Also, we have broken the movie format. The screenshot below is a tool that one of my programmers have to work on it.Linked for H-Scroll
This the moive, frame-by-frame. The .bs files contain the extracted camera data that was imbedded in the moive.
All in all, much progress has been made.