Final Fantasy VII monsters run their own programming language
Ойындар
How are enemies scripted in Final Fantasy VII? What is the AI system capable of? In this video I give a technical overview before diving into a simple script, to tour how the system operates.
We reflect on the reasons behind the system's design and the surprising similarities between FFVII and modern videogames.
The tutorial is somewhat technical, but don't worry if you can't understand the whole thing.
#psone #finalfantasy7 #finalfantasyvii #psx #reverseengineering #gamemechanics #programminglanguage
Пікірлер: 15
Here's hoping for a finished rebirth mod!
@MasterBigCat11
6 ай бұрын
Any idea if you plan on continuing the project?
Great insight, you get my sub
very impressive!
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
Ай бұрын
Actually I've got a video coming up where I program a PSX game myself! Should be just a few weeks away
@belizetourism1218
Ай бұрын
@@jbreckmckye looking forward to it!
Are you saying, oneday soon, we will be able to use AI to create new bosses with their own unique AI?
How did we figure all this out. Decompilation?
@jbreckmckye
11 ай бұрын
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
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.
Are you still working on Final Fantasy 7 Rebirth mod? Pd: nice video
@jbreckmckye
6 ай бұрын
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