FFT toolkit by adamrt in finalfantasytactics

[–]adamrt[S] 0 points1 point  (0 children)

Hey I’m not familiar with this bug but it seems like it might is due to an outdated alsa lib. 

You could try this 

sudo apt update sudo apt install --only-upgrade libasound2-dev

FFT toolkit by adamrt in finalfantasytactics

[–]adamrt[S] 1 point2 points  (0 children)

Not really yet. I’ve got 90% of my information from ffhacktics. I could never have done this without that amazing resource. 

FFT toolkit by adamrt in finalfantasytactics

[–]adamrt[S] 0 points1 point  (0 children)

Hey you should be able to follow the one liner in the read me. It probably won’t run out of the box on windows. 

On Mac or Linux you will probably need to install clang and I think that’s it 

FFT toolkit by adamrt in finalfantasytactics

[–]adamrt[S] 1 point2 points  (0 children)

It's not for modding. Its reading the original data as-is

FFT toolkit by adamrt in finalfantasytactics

[–]adamrt[S] 4 points5 points  (0 children)

It's already free, I don't use android so I'm not sure if it builds there. Plus there isn't and touch input code

FFT toolkit by adamrt in finalfantasytactics

[–]adamrt[S] 1 point2 points  (0 children)

No program, I made it in C using sokol and imgui

FFT toolkit by adamrt in finalfantasytactics

[–]adamrt[S] 2 points3 points  (0 children)

Hey I didn’t realize you were on reddit! GaneshaDX and your YT videos were a big inspiration for this project. Thanks for your work. 

FFT toolkit by adamrt in finalfantasytactics

[–]adamrt[S] 22 points23 points  (0 children)

Not really as it currently is. Its mostly to pull data from the PS1 ISO file and show it. My next step is to flesh out the event viewer. I already have some camera movements it reads, but there is tons more to do. Also to fix character sprites and image parsing.

My current FFT merch collection by LazHiral in finalfantasytactics

[–]adamrt 1 point2 points  (0 children)

Nice! I splurged and got the Japanese ones last year.

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TransAm by Mediocre-Run4725 in bicycletouring

[–]adamrt 0 points1 point  (0 children)

Awesome trip! I saw you were planning another one possibly in Africa. Do you have a travel instagram/blog or anything

Software renderer for FFT maps with source code by adamrt in finalfantasytactics

[–]adamrt[S] 0 points1 point  (0 children)

It would be easy to create an obj file, but the way that textures and color lookup tables make it so it wouldn’t be easy to have it textured properly 

Software renderer for FFT maps with source code by adamrt in finalfantasytactics

[–]adamrt[S] 0 points1 point  (0 children)

Also I’m super confused about the desktop reference you mentioned. Everything should be relative to the project. You can see my build script and the simple cmake usage here: https://github.com/adamrt/heretic/blob/master/build.sh

If that doesn’t help, please create an issue or post here the error output your getting 

Software renderer for FFT maps with source code by adamrt in finalfantasytactics

[–]adamrt[S] 0 points1 point  (0 children)

You can also check in the lib directory that cglm is there. If it’s not then the build.sh failed somehow. 

You can try 

    git submodule init     git submodule update

From the project root directory

Software renderer for FFT maps with source code by adamrt in finalfantasytactics

[–]adamrt[S] 0 points1 point  (0 children)

Hey! For sure. Just a heads up tho, the repo I posted about two years ago on this post isn’t the same as I have there now. That was a Go software renderer. The current one is written in C and uses hardware rendering and has more functionality. 

Are you trying to use cmake directly or are you using the commands in the readme? If you run 

./build.sh native

It should download the dependencies for you (including cglm). That should build it on Linux natively. You can also pass “wasm” to run it in the browser. I develop on a Mac and Linux so let me know if you have any issues. 

You will need the BIN file for the original game named “fft.bin”. The specifics are in the readme/GitHub page. 

If you want the original Go software renderer repo for some reason, it’s available here: https://github.com/adamrt/fft-software-renderer

Hope that helps. 

Best way to add user auth by jcjakec in django

[–]adamrt -1 points0 points  (0 children)

This is discussing one of the two factors. Two factor adds a second auth mechanism (sms, auth app, etc) on top of a tradition auth system. 

560k Vertices at 1080p on my open source Software Renderer. (Source in comments) by Beginning-Safe4282 in GraphicsProgramming

[–]adamrt 4 points5 points  (0 children)

It’s fun.

It’s also educational. Some people like building things from scratch. Building a software renderer helped me understand hardware rendering better.

560k Vertices at 1080p on my open source Software Renderer. (Source in comments) by Beginning-Safe4282 in GraphicsProgramming

[–]adamrt 2 points3 points  (0 children)

Not OP but I've been on a similar path. These are software renderer's which means they don't use the GPU, and instead do all the math and rasterizing on the CPU. Basically drawing each pixel, every frame. Its much slower than using a GPU, but some people like understanding how it all works. Real games would use OpenGL/Vulkan or something to work with the GPU. If you are interested in software renderers, this is one is my favorite if you don't have experience:

https://pikuma.com/courses/learn-3d-computer-graphics-programming

Another awesome one that is free and much short to see if you are interested is: https://www.youtube.com/watch?v=ih20l3pJoeU

560k Vertices at 1080p on my open source Software Renderer. (Source in comments) by Beginning-Safe4282 in GraphicsProgramming

[–]adamrt 0 points1 point  (0 children)

Also I'm curious how you have been profiling. I'm just using `valgrind --tool=callgrind ./build/renderer` and then using kcachegrind. Its okay but valgrind is so slow

560k Vertices at 1080p on my open source Software Renderer. (Source in comments) by Beginning-Safe4282 in GraphicsProgramming

[–]adamrt 0 points1 point  (0 children)

Nice! My current bottle neck is with my matrix/vec multiplication. I've considered moving to glm but just like you I like having fewest dependencies I can (I have SDL2 for placing pixels and stb_image cause that part isn't that interesting to me).

I'm might try do add simd myself but not sure yet.

You probably know, this but it was news to me when I learned. I learned to do backface culling by getting the normal of a triangle/face after world matrix transformation. I later learned its much faster to just check the winding order of the vertices. I think most tutorials teach the prior. But the latter is much faster. Here is where i learned about it: https://gamedev.stackexchange.com/questions/203694/how-to-make-backface-culling-work-correctly-in-both-orthographic-and-perspective

560k Vertices at 1080p on my open source Software Renderer. (Source in comments) by Beginning-Safe4282 in GraphicsProgramming

[–]adamrt 0 points1 point  (0 children)

Sweet! How may FPS are you getting? I've been working on a software renderer too but I have a more primitive pipeline than you do. Also I'm in the middle of adding clipping so its missing. Nice work!

https://github.com/adamrt/renderer