Anonymous

Changes

From Final Fantasy Inside

FF7/History

277 bytes added, 01:06, 24 March 2018
no edit summary
<div id="mw-content-text" class="mw-content-ltr" lang="en" dir="ltr">
<small>''from [/web/20150705081842/http://wiki.qhimm.com:80/view/User:Halkun Halkun]'s "Gears" document''</small>
<h3br /><span  {| id="toc" class="mw-headlinetoc" |<div id="Prefacetoctitle"> == Contents ==</div>* [#Preface </spanclass="tocnumber">1</h3span><p>On January 31st, 1997, Final Fantasy VII was released to the Japanese publicspan class="toctext">Preface</span>]* [#Squaresoft_and_the_.22Big_N. This single game both revolutionized 22 <span class="tocnumber">2</span> <span class="toctext">Squaresoft and raised the bar of Japanese style console role playing games. It success was so staggering, it placed Squaresoft firmly on top the the the genre, displacing the Dragon Quest series created by the rival Enix company.<"Big N"</span>]* [#The_Production <span class="tocnumber">3</pspan><pspan class="toctext">The story of how this game came to be has a story more expansive than the game itself. It starts, as most stories do, with its prequel.Production</span>]* [#The_Release </pspan class="tocnumber">4<h3/span><span class="mw-headline" id="Squaresoft_and_the_.22Big_N.22toctext"> Squaresoft and the "Big N" The Release</span>]* [#The_PC_Port </h3span class="tocnumber">5<p/span>In 1994, Squaresoft released Final Fantasy VI in Japan through an exclusive contract with <a rel="nofollow" span class="external texttoctext" href="http://web.archive.org/web/20170707202316/http://www.nintendo.com/">Nintendo>The PC Port</aspan>]* [#Where_are_they_now. The game was for the Super Famicom, or more internationally known as the Super Nintendo Entertainment System. This game was a massive best-seller, and the powers that be decided to have the game 3F <span class="tocnumber">6</span> <span class="toctext"cross the pond" as it were for the U.S. audiences.>Where are they now?</pspan><p>Sadly]|} === Preface === On January 31st, as Nintendo had exclusive distribution rights to all games in the United States1997, the decision Final Fantasy VII was made released to alter the Japanese public. This single gameboth revolutionized and raised the bar of Japanese style console role playing games. The traditional Final Fantasy logo was changed to one American audiences were more used to. The sequel number It success was also dropped from VI to III. Nintendo had only released two Final Fantasy games in so staggering, it placed Squaresoft firmly on top the the states. Part I for the NESgenre, and Part IV for displacing the SNES (Part IV was actually going Dragon Quest series created by the rival Enix company. The story of how this game came to be has a NES story more expansive than the game, but was ported up in the middle of it's developmentitself. ThatIt starts, as most stories do, however is another story)with its prequel. The game was also edited for content. Several silly things like a programmers room  === Squaresoft and a porno book were removed. All in all the sales were modest, but it was nowhere near the success that the game enjoyed "Big N" === In 1994, Squaresoft released Final Fantasy VI in Japanthrough an exclusive contract with [http://web.</p><p>It was often said that the U.Sarchive. market was not appropriate for Japanese-style RPGs.<org/p><p>After the release of FF6 in the Uweb/20150705081842/http://www.Snintendo., com/ Nintendo started work on a new video ]. The game system. Codenamed the "Ultra 64" it was boasting a new 3D graphics core and a CD-ROM format for it's games. At the timeSuper Famicom, Nintendo and Sony were working together to create the "PlayStation Expansion" (PSX) CDROM system or more internationally known as an add-on to the Super NintendoEntertainment System. It This game was also rumored that this technology was going a massive best-seller, and the powers that be decided to be in have the game "cross the Ultra 64 system pond" as wellit were for the U.</p><p>Squaresoft decided that movie-like role playing games that took advantage of this new multimedia technology was the futureS. audiences. They invested billions of yen into SGI workstations when it was learned that  Sadly, as Nintendo had exclusive distribution rights to all games in the United States, the Ultra 64 decision was going made to use a 64 bit R4300 MIPS architecturealter the game. A new threaded 3D engine was developed for the The traditional Final Fantasy series. A demo of the new technology logo was created on their new development systemschanged to one American audiences were more used to. It The sequel number was a simple battle engine using the characters also dropped from FF6VI to III. It was assumed that this would be Nintendo had only released two Final Fantasy games in the beginnings of FF7 states. Part I for the Ultra 64.</p><p>Then NES, and Part IV for the rug SNES (Part IV was actually going to be a NES game, but was pulled out from under Squareported up in the middle of it's feet by Nintendodevelopment.</p><p>Nintendo That, however is another story). The game was also edited for content. Several silly things like a programmers room and Sony had a falling outporno book were removed. An issue came about when both companies disagreed over who got to license All in all the games for the new CD-ROM systems. Sony wanted controlsales were modest, but Nintendo balked. Nintendo also had problems as Sony it was already making nowhere near the sound chip for success that the SNES which game enjoyed in Japan. It was difficult to program foroften said that the U. Nintendo wanted more controlS. market was not appropriate for Japanese-style RPGs.</p><p>Nintendo went behind Sony and asked Phillips for assistanceAfter the release of FF6 in the U.S., as they also could license CD-ROM technology. When Sony found out that Nintendo was going to someone else, (started work on a new video game system. Codenamed the "Ultra 64" it was boasting a new 3D graphics core and a foreign one at that&#33;), it was CD-ROM format for it's games. At the last straw and pulled their technology. They also convinced Phillips, Matsushita, NECtime, Nintendo and Pioneer not Sony were working together to license any optical drive technology create the "PlayStation Expansion" (PSX) CDROM system as an add-on to the Super Nintendo either.</p><p>Going alone, Sony decided It was also rumored that this technology was going to take their popular System 11 arcade boards, tack on a CD-ROM and called it be in the PlaystationUltra 64 system as well. You can read about  Squaresoft decided that movie-like role playing games that story in my PSX technical manual [<a rel="nofollow" class="external free" href="http://webtook advantage of this new multimedia technology was the future.archive.org/web/20170707202316/http://wwwThey invested billions of yen into SGI workstations when it was learned that the Ultra 64 was going to use a 64 bit R4300 MIPS architecture.zophar.net/tech/psxA new threaded 3D engine was developed for the Final Fantasy series.html">http://wwwA demo of the new technology was created on their new development systems.zophar.net/tech/psx.html</It was a> "Everything YouEver Wanted to Know About simple battle engine using the PSX But Were Afraid to Ask"]characters from FF6. It was assumed that this would be the beginnings of FF7 for the Ultra 64.</p><p>Nintendo, without Then the rug was pulled out from under Square's feet by Nintendo. Nintendo and Sony had a drive system, quietly disclosed to their third parties that falling out. An issue came about when both companies disagreed over who got to license the games for the Ultra 64 was going to be cartridge basednew CD-ROM systems. The maximum limit that any game could be was 32 megabytesSony wanted control, but Nintendo balked. Squaresoft Nintendo also had problems as Sony was now in a bind, they had invested millions of yen into creating a movie-like RPG experience and now had already making the sound chip for the SNES which was difficult to cut it down to fit on a cartridgeprogram for. When it was revealed that the PSX would also be using a MIPS CPU, Square abandoned Nintendo wanted more control. Nintendo went behind Sony and gained an exclusive distribution contract with asked Phillips for assistance, as they also could license CD-ROM technology. When Sony. The groundwork for Final Fantasy VII found out that Nintendo was now laid going to someone else, (and could continue unobstructeda foreign one at that!), it was the last straw and pulled their technology.</p><h3><span class="mw-headline" id="The_Production"> The Production </span></h3><p>Halfway through the production of Final Fantasy VIIThey also convinced Phillips, Matsushita, NEC, two very important things happenedand Pioneer not to license any optical drive technology to Nintendo either. First a second team was spun off  Going alone, Sony decided to start production of <take their popular System 11 arcade boards, tack on a href="/web/20170707202316/http://wikiCD-ROM and called it the Playstation.qhimm.comYou can read about that story in my PSX technical manual [[http:80/view/FF8" title="FF8">Final Fantasy VIII<web.archive.org/a>. This allowed a staggered development cycle were when one game one done, another would be half done, cutting production time in halfweb/20150705081842/http://www. Also half way through production, Hironobu Sakaguchi, the producer, learned that his mother Aki had diedzophar.net/tech/psx. Sakaguchi drew on this death and altered the story in a radical wayhtml http://www. It now revolved around life and death and the earthzophar.<net/tech/p><h3><span class=psx.html] "mw-headlineEverything You Ever Wanted to Know About the PSX But Were Afraid to Ask" id="The_Release"> The Release </span></h3><p>The game was shipped to stores in Japan January 31, 1997, but not ]. Nintendo, without a few problems. Firstdrive system, the quietly disclosed to their third parties that the Ultra 64 was going to be cartridge based. The maximum limit that any game could be was incomplete32 megabytes. A few scenes were not able to run correctly before release. Also the extra bosses were not added Squaresoft was now in time. These were minor issues that no one missed, and were later fixed in the U.S. version.</p><p>In the Statesa bind, they had invested millions of yen into creating a demo of FF7 was released with the game "Tobal Nomovie-like RPG experience and now had to cut it down to fit on a cartridge.1". It When it was a modified version of revealed that the first part of the game PSX would also be using characters not available until latera MIPS CPU, Square abandoned Nintendo and gained an exclusive distribution contract with Sony. It was also the first release in the states that called the game by it's proper number. It was also the first time American audiences saw a true The groundwork for Final Fantasy logo. The game VII was released in now laid and could continue unobstructed. === The Production === Halfway through the the states September 3rdproduction of Final Fantasy VII, 1997two very important things happened. This release included First a round second team was spun off to start production of bug fixes, in including of the missing bosses, and the nonworking scenes were addedproperly.<[/web/20150705081842/http://p><p>Later, Japan got a re-release of the expanded Uwiki.Sqhimm. version, along with a scene viewer and other bonus contentcom:80/view/FF8 Final Fantasy VIII]. This was called "Final Fantasy VII International"</p><h3><span class="mw-headline" id="The_PC_Port"> The PC Port </span></h3><p>With allowed a staggered development cycle were when one game one done, another would be half done, cutting production time in half. Also half way through production, Hironobu Sakaguchi, the wild success of FF7producer, Square's shareholders were beginning to pressure the company to start diversifying their productslearned that his mother Aki had died. At Sakaguchi drew on this death and altered the time, Square was only making games exclusively for Sony, and limiting their marketstory in a radical way. It also became apparent that their older games were not suitable for more modern systemsnow revolved around life and death and the earth. Even Final Fantasy VI, the  === The Release === The game previous, was fixed shipped to a single platform and could stores in Japan January 31, 1997, but not be adapted easily to other computer systemswithout a few problems. Square made First, the choice to update their old games game was incomplete. A few scenes were not able to modern programming languages and platformsrun correctly before release. They also decided to port Final Fantasy VII to Also the PC.</p><p>Square chose Eidos of the publisher for their PC portsextra bosses were not added in time. At These were minor issues that no one missed, and were later fixed in the time Eidos has successfully handled U.S. version. In the conversion and release States, a demo of Core's widely popular FF7 was released with the game "Tomb RaiderTobal No.1" . It was a modified version of the first part of the game from the PSX to PCusing characters not available until later. Having experience It was also the first release in marketing and distributing PSX to PC conversions, the company seemed to be states that called the right choicegame by it's proper number.</p><p>In It was also the beginning, however, first time American audiences saw a true Final Fantasy logo. The game was released in the PC port suffered many problems. When the contract programmers received the FF7 source code from Squarestates September 3rd, it was 1997. This release included a horrible state round of atrophy. When work started on the portbug fixes, it was soon discovered that they had received an earlierin including of the missing bosses, buggy version of and the programnonworking scenes were added properly. Work had to stop while Square accumulated  Later, Japan got a later re-release of the expanded U.S. version, along with a scene viewer and other bonus content. It This was also discovered that called "Final Fantasy VII International" === The PC Port === With the people and equipment used to create the backgrounds for wild success of FF7, were now being used for FF8 and FF9. There was no way Square's shareholders were beginning to re-render pressure the backgrounds and the port team was forced company to use the original low color/low resolution PSX dependenciesstart diversifying their products. The movies faired worse. Squaresoft never rendered high resolution versions of At the movies. The movie format time, Square was incompatible with Microsoft's DirectX systemonly making games exclusively for Sony, so it was decided to convert the compressed PSX movies to one more native to a PC platformand limiting their market. This caused disastrous results. The movies It also became apparent that their older games were now a copy of a copy of a low resolution rendernot suitable for more modern systems.</p><p>Square also refused to have anything added. It Even Final Fantasy VI, the game previous, was fixed to be a straight port of the PSX version with the same exact interfacesingle platform and could not be adapted easily to other computer systems. Concessions were only Square made the choice to update their old games to text inputmodern programming languages and platforms. The game could run in a "high resolution" mode of 640x480, which isn't really a lot in terms of PC resolution. It was They also limited decided to 15-bit colorport Final Fantasy VII to the PC.</p><p>More problems aroseSquare chose Eidos of the publisher for their PC ports. The PSX had At the ability to use different color depths on time Eidos has successfully handled the screen at conversion and release of Core's widely popular "Tomb Raider" game from the same time. Many graphical effects depended on this abilityPSX to PC. Many Having experience in marketing and distributing PSX to PC graphic cards did not have conversions, the ability company seemed to use color look up tables when placed into high color modesbe the right choice. This caused  In the beginning, however, the game to go into a low resolution software renderer if this functionality wasn't availablePC port suffered many problems. When the contract programmers received the FF7 source code from Square, it was also designed for 15 bit graphicsa horrible state of atrophy. This caused noticeable color banding When work started on a PC screen. The sound architecture is also wildly different and suffered as well.</p><p>The PC the port , it was released in June soon discovered that they had received an earlier, buggy version of 1998the program. Work had to stop while Square accumulated a later version. It was late, buggyalso discovered that the people and equipment used to create the backgrounds for FF7, were now being used for FF8 and not very well portedFF9. The game initially There was incompatible with Cyrix no way to re-render the backgrounds and AMD CPUs, the port team was forced to which Eidos technical support simply refused to support at firstuse the original low color/low resolution PSX dependencies. Many people with The movies faired worse. Squaresoft never rendered high-end graphic cards found themselves forced into a software renderer due to a lack resolution versions of a color lookup the movies. The movie format was incompatible with Microsoft's DirectX system. Movies played upside down, or crashed so it was decided to convert the system all together, as it used compressed PSX movies to one more native to a 3rd-party rendererPC platform. This caused disastrous results. The only solution Eidos came up with was to offer movies were now a save game past the crash point, destroying hours copy of a copy of work by the usera low resolution render. Many sound cards were not designed for MIDI playback and  Square also refused to have anything added. It was to be a straight port of the software player used too much in PSX version with the way of resources, slowing the whole systemsame exact interface. The initial keyboard configuration was grossly unintuitive, using Concessions were only the numeric keypadmade to text input. Many laptops without one couldn't even use the The game as you had could run in a "high resolution" mode of 640x480, which isn't really a lot in terms of PC resolution. It was also limited to use the number pad to access the configuration menu15-bit colorMore problems arose...... and The PSX had the ability to use different color depths on the box was uglyscreen at the same time.</p><p>Eidos was dropped when Final Fantasy VIII for the PC was releasedMany graphical effects depended on this ability.</p><h3><span class="mw-headline" id="Where_are_they_now.3F"> Where are they now? </span></h3><p>The Many PC port is now out of print and does not run on the Windows NT type kernels due to some farflung misallocated pointers. Many now play FF7 via PSX emulation. With this way of playing the gamegraphic cards did not have the ability to use color look up tables when placed into high color modes. This caused the game to go into a low resolution software renderer if this functionality wasn't available. FF7 was also designed for 15 bit graphics. This caused noticeable color banding on a PC screen. The sound architecture is also wildly different and suffered as well. The PC port was released in June of 1998. It was late, buggy, and not very well ported. The game initially was incompatible with Cyrix and AMD CPUs, to which Eidos technical support simply refused to support at first. Many people with high-end graphic cards found themselves forced into a software renderer due to a lack of a color lookup system. Movies played upside down, or crashed the system all together, as it used a 3rd-party renderer. The only solution Eidos came up with was to offer a save game past the crash point, destroying hours of work by the user. Many sound cards were not designed for MIDI playback and the software player used too much in the way of resources, slowing the whole system. The initial keyboard configuration was grossly unintuitive, using only the numeric keypad. Many laptops without one couldn't even use the game as you had to use the number pad to access the configuration menu....... and the box was ugly. Eidos was dropped when Final Fantasy VIII for the PC was released. === Where are they now? === The PC port is now out of print and does not run on the Windows NT type kernels due to some farflung misallocated pointers. Many now play FF7 via PSX emulation. With this way of playing the game, graphic modes higher than 1024x768 resolution, 32-bit color, and texture filtering, can all be used. The PSX version is also stable and for the most part, bug free. The engine has continued to be built upon. It has also been used in other non-Final Fantasy games such as "Parasite Eve", which was the first to support full body textures before FF8. The PC port is still supported by a small band of users. Unofficial patches have also been released with varying degrees of success. Not bad for a little engine that could. </div>
Anonymous user