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

  • @MasterBigCat11
    @MasterBigCat1111 ай бұрын

    Here's hoping for a finished rebirth mod!

  • @MasterBigCat11

    @MasterBigCat11

    6 ай бұрын

    Any idea if you plan on continuing the project?

  • @ByteSizeFun17
    @ByteSizeFun1711 ай бұрын

    Great insight, you get my sub

  • @Mike.Garcia
    @Mike.Garcia11 ай бұрын

    very impressive!

  • @belizetourism1218
    @belizetourism12182 ай бұрын

    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

    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

    @belizetourism1218

    Ай бұрын

    @@jbreckmckye looking forward to it!

  • @wicked-witch-of-the-west
    @wicked-witch-of-the-west5 ай бұрын

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

  • @BHFFS
    @BHFFS11 ай бұрын

    How did we figure all this out. Decompilation?

  • @jbreckmckye

    @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

  • @bccra
    @bccra11 ай бұрын

    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?)

  • @BradCorrupts
    @BradCorrupts9 ай бұрын

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

  • @leonardosevastian01
    @leonardosevastian018 ай бұрын

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

  • @jbreckmckye

    @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

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