Author Topic: Custom graphics driver for FF7/FF8 [v0.8.1b]  (Read 426795 times)

Kaldarasha

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #350 on: 2017-04-20 09:27:46 »
I played a bit around with the texture dump. My focus were the light layer. So far I discovered that game makes a simple transition from pure black to the full colored texture and vice versa to animate it. In other words the game darken the texture step by step until it reaches black and removes it step by step to get the original texture back. The question is, if we can't bring it to work by default with custom textures, couldn't we mimic the effect with a script (for each scene), which tells the driver how fast and in how many steps to add/reduce the level of black to/from these textures?

Magnum

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #351 on: 2017-06-25 02:05:45 »
Hey, been trying to get FF7 up and running again, but running into some problems. Got the game running now, but have massive graphical glitches everywhere, wondering if I missed something or what is happening here. Drivers are up to date, running Win 7 Home Premium 64 Bit



APP log

#
Code: [Select]

[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 660 Ti/PCIe/SSE2 4.5.0 NVIDIA 376.53
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 1280x960, window size 1920x1080, output resolution 1920x1080, internal resolution 2560x1920
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: FF7Music helper plugin loaded
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] ERROR: could not open file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\Movieseidoslogo.avi
[00000001] ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\Moviessqlogo.avi
[00000002] set music volume: 127
[00002544] set music volume trans: 127->0, step=60
[00002609] END OF CREDITS!!!
[00002609] Entering MAIN
[00002609] set music volume: 127
[00002609] Exiting MAIN
[00002609] START OF MENU SYSTEM!!!
[00002838] END OF MENU SYSTEM!!!
[00002838] Entering MAIN
[00002842] Exiting MAIN
[00002842] Field Start
[00005754] WM_CLOSE
[00005754] Field Quit
[00005754] UNINITIALIZE DD
END UNINITIALIZE DD


Config File

Code: [Select]

# ff7_opengl-0.8b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution in window mode, your current desktop resolution will be used in fullscreen mode
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 0
window_size_y = 0
preserve_aspect = no
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
mod_path = none

# check your Nvidia/ATI/Intel control panel settings if this option doesn't seem to work
enable_vsync = yes

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
# only affects low-res textures, high-res replacements will still be filtered where appropriate
linear_filter = off

# plugin used to play music, VGMstream requires a set of looping .ogg files in the music/vgmstream folder.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# include armor in magic defense calculation
mdef_fix = yes

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# max size of the texture cache to hold in RAM, in megabytes
# don't set it any higher than 1GB unless you want your game to crash
texture_cache_size = 256

# use pixel buffer objects to speed up texture loading
# might crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# use mipmaps (anisotropic filtering) for high-res textures
use_mipmaps = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no




Kaldarasha

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #352 on: 2017-06-25 11:57:46 »
The settings of the config doesn't match with what I can read from your config (internal res, pbo). Did you use the disc version or the converted Steam version? Either way you may want to use the Gamesconverter and let it set up the things for you.

Magnum

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #353 on: 2017-06-25 20:02:01 »
You're my hero haha, I was running from the old school disc version but whatever that converter did, it's now playing perfect. Thanks a million, time to enjoy a 20 year old game now

Magnum

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #354 on: 2017-06-28 01:14:13 »
Well now this is a first. I've never had a problem before with the chocobo crash before, but now the damn thing won't work. screen goes black like it's gonna load the race, the chocobo music fires up, then crash to desktop saying the app crashed. Any thoughts here?

Code: [Select]
Problem signature:
  Problem Event Name: APPCRASH
  Application Name: ff7.exe
  Application Version: 0.0.0.0
  Application Timestamp: 35feae6f
  Fault Module Name: ff7.exe
  Fault Module Version: 0.0.0.0
  Fault Module Timestamp: 35feae6f
  Exception Code: c0000005
  Exception Offset: 0036ec32
  OS Version: 6.1.7601.2.1.0.768.3
  Locale ID: 4105
  Additional Information 1: 52d1
  Additional Information 2: 52d18ef64769b50b97b2eeee15476f9e
  Additional Information 3: e016
  Additional Information 4: e016fc082aafdf2c2c7d92ff65de73f5


APP log

Code: [Select]

Start of APP log

DD MODE: W 1280 H 960 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 1024 P 1280 RGB 1 BPP 8
DD MODE: W 640 H 480 P 1280 RGB 1 BPP 16
DISPLAY MODE MATCH
DD MODE: W 720 H 480 P 1440 RGB 1 BPP 16
DD MODE: W 720 H 576 P 1440 RGB 1 BPP 16
DD MODE: W 800 H 600 P 1600 RGB 1 BPP 16
DD MODE: W 1024 H 768 P 2048 RGB 1 BPP 16
DD MODE: W 1152 H 864 P 2304 RGB 1 BPP 16
DD MODE: W 1176 H 664 P 2352 RGB 1 BPP 16
DD MODE: W 1280 H 720 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 768 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 800 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 960 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 1024 P 2560 RGB 1 BPP 16
DD MODE: W 640 H 480 P 2560 RGB 1 BPP 32
DD MODE: W 720 H 480 P 2880 RGB 1 BPP 32
DD MODE: W 720 H 576 P 2880 RGB 1 BPP 32
DD MODE: W 800 H 600 P 3200 RGB 1 BPP 32
DD MODE: W 1024 H 768 P 4096 RGB 1 BPP 32
DD MODE: W 1152 H 864 P 4608 RGB 1 BPP 32
DD MODE: W 1176 H 664 P 4704 RGB 1 BPP 32
DD MODE: W 1280 H 720 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 768 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 800 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 960 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 1024 P 5120 RGB 1 BPP 32
Ramp Emulation
  Microsoft Direct3D Mono(Ramp) Software Emulation
RGB Emulation
  Microsoft Direct3D RGB Software Emulation
Direct3D HAL
  Microsoft Direct3D Hardware acceleration through Direct3D HAL
EXCLUSIVE MODE
16-BIT Z BUFFER CREATED IN HW
HAL
HEL
TEXTURE FORMATS:
  PALETTE 0 BITS 16 RGBA 5:6:5:0
  PALETTE 0 BITS 16 RGBA 5:5:5:0
  PALETTE 0 BITS 16 RGBA 5:5:5:1
  PALETTE 0 BITS 16 RGBA 4:4:4:4
  PALETTE 0 BITS 32 RGBA 8:8:8:0
  PALETTE 0 BITS 32 RGBA 8:8:8:8
INITIALIZE D3D 2
VIEWPORT INITIALIZE
VIEWPORT 2 INITIALIZE
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Games\FF7\data\midi\midi.lgp
midiOutGetVolume returned: 58b058b0
MIDI INITIALIZED
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
set music volume: 127
MIDI set volume: 127
10036743060f 127 = 127
set music volume: 127
MIDI set master volume: 35
MIDI set volume: 127
3536743060f 127 = 44
Entering MAIN
Exiting MAIN
START OF CREDITS!!!

End of log

MIDI stop - OK
set music volume: 127
MIDI set volume: 127
3536743060f 127 = 44
Field Quit
Entering MAIN
Exiting MAIN
SET VOLUME 1: 127
SET VOLUME 2: 127
SET VOLUME 3: 127
SET VOLUME 4: 127
SET VOLUME 5: 127
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
TEXTURE LOADED INTO VIDEO MEMORY
MIDI play: 8
reading midi file: FIDDLE.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!

« Last Edit: 2017-06-28 02:18:05 by Magnum »

Ansem

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #355 on: 2017-06-28 10:47:30 »
That log is full of Direct3D messages, and there's nothing from the custom driver. It stands to reason the custom driver isn't being loaded; try running the ff7_opengl.reg again and see if that doesn't change.

Magnum

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #356 on: 2017-06-28 23:20:46 »
That did it. For whatever reason it changed back to Direct3D, so put it back to custom driver and then it worked perfect. Thanks

Godlift

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #357 on: 2017-07-21 17:58:28 »
If anyone wants to disable error messages, this should do it

file: ff7_opengl.fgd (0.8.1b only).

Patch: HERE

Password is "error".  This is to avoid false positives by Google (the last time I uploaded a small patch file, they sealed my account off until I removed the file and proved who I was.  Which is pathetic.)

You may also find your antivirus deleting the file for the same reason.  There is no virus.

Does anyone have a working link to this?

DLPB_

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #358 on: 2017-07-21 18:12:45 »
https://drive.google.com/open?id=0B43luAxFZKC-UWJmcUpwUUloT00

It will come as a plain text file patch with my dll when released... so no patcher will be needed.

Godlift

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #359 on: 2017-07-21 20:52:49 »
Thank you very much!

Chrysalis

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #360 on: 2018-01-03 06:45:56 »
Hi guys, I last played this a fair few years back on win7, I still have the game files in place on my hdd with all my customisation's, but the game wont launch.

The opengl registry file is applied.

I get this showing in ff7music, suggesting its not trying to use the driver.

Code: [Select]
Ramp Emulation

  Microsoft Direct3D Mono(Ramp) Software Emulation

RGB Emulation

  Microsoft Direct3D RGB Software Emulation

Direct3D HAL

  Microsoft Direct3D Hardware acceleration through Direct3D HAL

NO REQUESTED DISPLAY MODES SUPPORTED

I only have 0.79 version of the driver, 0.81 link in the first post is dead so needs a mirror, thanks.

--edit--

Things are sort of working now, but I would still like a download link to the latest version thanks.
« Last Edit: 2018-01-03 09:14:54 by Chrysalis »

Vertria

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #361 on: 2018-01-07 00:29:30 »
Crap. Normally the edit button is in the top right with delete and quote. At least where I used to frequent... Whatever. I guess I shoulda pondered that confirmation a little longer.

Anyway, I posted how all the links I have found are broken or just not cooperating and giving me a 408 error.

After extensive hunting, I finally found a working version... I think. It appears in the Driver Select thing in the FF7 Config, but I just haven't installed any mods yet to play with it.

Edit: Agh! The button IS there, it's just «between» the quote and delete instead of far right! Bugger!
« Last Edit: 2018-01-07 00:31:02 by Vertria »

Kaldarasha

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #362 on: 2018-01-23 07:22:19 »
@Aali

I'm sorry, but I have to ask you if you could implement support for apng? https://en.wikipedia.org/wiki/APNG
Since this update I request is a focused on texture moding I would like to have the alpha blending from the previous version back. Even if it means that a few textures has to be adjusted for it, but it let us control the alpha blending more effectively. And I'm sure we fix the problematic textures in no time. With animated textures we could simulate the light layer for the field screens and I could create for the characters a much nicer blink effect of the eyes.

Still, I must thank you for your mod. Without it nobody would be able to play the game on PC so well.

Firelawa

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #363 on: 2018-02-11 05:14:07 »
Is there a way to make the battles 25 FPS? I know it speeds up the game but i want a smoother experience.

The FNG

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #364 on: 2018-03-31 19:05:53 »
Hello ,
So far i've spent 2 days trying to get Aali's to work on my pc version of FF7 updated to 1.02 with no luck. I'll list every step i take when installing it here so maybe someone can help me.

Im running Winbloze 10 Pro i have tried game run as admin and without no difference.
the first thing i did was a fresh install of FF7 at c:\games\FF7
next i copied the 1.02 patch files to that Dir. FF7.exe and FF7config.
nest i started the game up and got to the first save point. i then saved and quit. Now i have a save file to make the 10 save files i read i need and i have ff7input.cfg.
then i extracted  ff7_opengl-0.8.1b to desktop then copied the contents to c:\games\FF7
next i ran ff7config (in videos i see people getting a test window popup when they goto the graphics tab, i have never had this popup) i leave the graphics at the default settings(d3d hardware , 640 full screen . check in Nvidia and TNT selected i then set and test sound and MIDI.
next i run the ff7_opengl.reg file and i leave opengl.cfg alone.

Any help would be greatly appreciated.
Thank You

Kaldarasha

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #365 on: 2018-05-23 08:38:45 »
You don't need to deal with the other languages. The GamesConverter main purpose was actually to uniform the different versions to use the English file system. So we have the files to patch the game language.

Aali

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #366 on: 2018-05-23 16:38:16 »
You're such a doof Dan ::) The encoding of that particular file has been flipped up, if you look at the original on github you can tell what's supposed to happen there.

vitgil

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #367 on: 2018-05-23 17:00:09 »
In the coming days, I will be releasing a new version of the driver - though it will likely have a few hiccups, given Luksy has had to rebuild it for VScode. I'll try to iron those out with him before that day.

Meanwhile, I noticed a slight bug in the code that I am awaiting Aali's input on.

I have added my screen centring code for field and FMV already.  I intend to modify the driver for use with Steam versions of FF7 (albeit with a check for proper install / non-pirate game).  It may be the case that, in the future, I decide to create my own fork that supports FF7 English only (it would be working with my own DLL too - to allow anyone to use 1.02 English for modding purposes)  - but for now I am adding some fixes for all - and will try to fix the odd issue we had with FF8 (like controllers losing focus). 

I will have to make a decision on how much work I am willing to do for FF8 and non English FF7.   Of course, Aali has now released his source and I am willing to work with any programmer who wishes to maintain the driver (minus any way to bypass buying the game).

Ultimately, I want to create a way for people to be able to use FF7 1.02 English as the sole exe. I have a great deal of thinking to do.

Wow! Great news! Will you add android version support?
« Last Edit: 2018-05-23 17:27:52 by vitgil »

ProtoX

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #368 on: 2018-05-23 17:35:42 »
full mod support for the steam version would be great due to the fact that steam version has exclusive fixes yet to be fully implemented in the original

DLPB_

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #369 on: 2018-05-23 22:04:21 »
You're such a doof Dan ::) The encoding of that particular file has been flipped up, if you look at the original on github you can tell what's supposed to happen there.

Code: [Select]
font_map['í'] = 114;That doesn't answer my point at all.

Why is this one being assigned and the other specials are not? Was this originally a problem?
« Last Edit: 2019-12-30 05:09:02 by DLPB »

DLPB_

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #370 on: 2018-07-22 13:14:29 »
no longer relevant
« Last Edit: 2019-04-11 20:06:23 by DLPB »

picklejar

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #371 on: 2019-05-31 00:23:07 »
About the links in the first post:
The 1st link (Covarr's Mega link) appears to be v0.8b, not v0.8.1b, despite the zip filename saying v0.8.1b.
The 2nd link (ninjaloot link) is broken.

However, I was able to get v0.8.1b by running the FF7_GameConverter_7H.exe. Of course, I got a lot of extra stuff with it.)

BTW, if you compare what happens if you "install v0.8b plain" vs. "install v0.8.1b via FF7_GameConverter_7H.exe", then here are the differences that I found:

v0.8.1b (or GC) added the following lines:
internal_size_x = 3840
internal_size_y = 2160
#minigame fixes
snowboard_framerate=60
highway_framerate=30
coaster_framerate=60
battleswirl_framerate=60

GC (or v0.8.1b) modified the following settings:
changed mod_path from "none" to "Textures"
enabled (uncommented) "music_plugin=plugins/vgmstream_music.fgp"
changed transparent_dialogs from "off" to "on"
changed post_source from "shaders/bloom2.post" to "shaders/SmartBloomAdvanced.post"
changed enable_postprocessing from "no" to "on"

TrueOdin

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #372 on: 2019-09-19 11:58:41 »
Hi Aali, I'm one of the contributors to the revival of your driver ( https://github.com/FFT-Hackers/FF7_OpenGL ) and I am quite close in getting the behavior right on top of VS2019 MSVC compiler. Although I'm struggling a bit with one last point: it seems that for some unknown reason to me, the driver once built is not able to allow hooks on the WriteFile API from 7h.

Can you please try it on your side and maybe let me know please what is missing to allow that? The side of this is that most of the patches ( like menu overhaul ) is not able to be applied. Could be we're missing some linker flags or maybe did you built using static compiling?

If you could maybe share how you used to build the driver I can also figure out myself the difference.

Thank you in advance :)
« Last Edit: 2019-09-19 12:05:40 by TrueOdin »

jumpercable

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #373 on: 2019-09-23 16:20:01 »
are donations allowed for this project or is this a labor of love?

Kahenraz

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Re: Custom graphics driver for FF7/FF8 [v0.8.1b]
« Reply #374 on: 2019-10-13 00:40:48 »
Is it possible for plugins loaded with "load_library" to draw custom diagnostic messages to the game screen?