Author Topic: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions  (Read 584581 times)

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #700 on: 2012-09-04 14:18:05 »
Hi DestroGalacticmon

You can use YAMP (Yet Another Multi-Patcher) instead.

tigerae

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help please
« Reply #701 on: 2012-09-06 08:34:28 »
Hi, i've been fighting with my ff8 for hours now and it still keeps on crushing maybe u can give me some advice please.

App

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
INFO: NVIDIA Corporation GeForce 9800 GT/PCIe/SSE2/3DNOW! 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
ERROR: failed to stat file e:\final/shaders/nolight/main.vert
ERROR: failed to load shaders, reverting to fixed function
MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  creating 3D listener interface
  EAX: creating bogus sound buffer
  EAX: creating bogus 3D buffer
  EAX: Establishing listener property set interface
  EAX: Checking for EAX support
  EAX support initialized
  EAX: set global reverb
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: Mapowanie MIDI [Emulowany]
GUID={0xdb6eb796,0xed71,0x4855,0x85,0x58,0x76,0xe6,0xcb,0x1d,0x7e,0x19}
PORT 1: Syntezator SW Microsoft GS Wave [Emulowany]
GUID={0xee3a3342,0x24df,0x4d72,0x90,0x71,0x32,0x2,0x22,0xdb,0xd5,0x21}
PORT 2: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    Microsoft Synthesizer
  Port1 supports XG data
BinkClose
SdMusicPlay ()
sd_music_play (number=0, song_id=79, volume=0)
midi_play...
Stopping Performance
Loading DLS...
Playing Segment
midi_play successful
MIDI stop
Can't open file: h:\DISK1
SdMusicPlay ()
sd_music_play (number=0, song_id=16, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
Can't open file: \ff8\data\eng\field\mapdata\bg\bgmd3_2\bgmd3_2.sfx
SdMusicPlay ()
sd_music_play (number=0, song_id=16, volume=127)
Can't open file: \ff8\data\eng\field\mapdata\te\testbl3\testbl3.sfx
SdMusicPlay ()
sd_music_play (number=0, song_id=68, volume=127)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
BinkClose
Can't open file: \ff8\data\eng\field\mapdata\bg\bgmd4_1\bgmd4_1.sfx
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=87, volume=0)
SdMusicPlay ()
sd_music_play (number=0, song_id=78, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
BinkClose
BinkClose
BinkClose
Can't open file: \ff8\data\eng\field\mapdata\bg\bgsido_5\bgsido_5.sfx
SdMusicPlay ()
sd_music_play (number=0, song_id=78, volume=127)
SdMusicPlay ()
sd_music_play (number=0, song_id=78, volume=127)
SdMusicPlay ()
sd_music_play (number=0, song_id=72, volume=0)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
BinkClose
sd_music_play (number=0, song_id=78, volume=0)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=78, volume=127)
BinkClose
BinkClose
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=26, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
BinkClose
SdMusicPlay ()
sd_music_play (number=0, song_id=27, volume=0)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
ERROR: unhandled exception

Config
Code: [Select]
# ff7_opengl-0.7.10b 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 FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = none

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off



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

# 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.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

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

# display frames per second counter in upper right corner
show_fps = yes

# 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 = yes

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



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

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

ps. This wasnt the first one i had. One was at the end of cut scene in desert prison (just like here "end of movie") and one ealier just by walking in balamb
ps2. Tried for like 4th time to get past this point (posted app is about crash after Balamb garden lands in water this time game crashed just after the cut scene on observation deck before landing scene)
ps3. I have fixed that wrong line in shaders already for what its worth with crushing final xD


« Last Edit: 2012-09-06 09:16:29 by tigerae »

ajthedj747

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #702 on: 2012-09-07 15:42:11 »
i thought i would mention that I recently discovered windows 7 aero is incompatible with vsync unless u enable transparency

no idea if that issue affected ff7 or not, barely tested since redid my system. i had huge tearing issues even with vsync set to always on on my amd hd 6850, which enabling transparency in windows personalization>desktop color options fixed.
You have a better video card than me. I hope your computer is faster as well. It it 32-Bit or 64-Bit?

Template

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #703 on: 2012-09-08 05:02:56 »
I'm using windows 7 64 bit

I've tested this further and confirmed transitions and other aspects of FF7 pc were in fact being degraded by non active vsync until I enabled transparency in windows color settings. Totally silly.

As an example, when climbing the rope to Fort Condor, there is a moderate tearing and lurching effect as the screen transitions up, centered on Cloud. i had become grudgingly accustomed to that, and it manifests itself all throughout the game. Fixing vsync for me improved this effect. 

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #704 on: 2012-09-08 13:49:56 »
Hi Template

I'm not sure but do you mean "enable_vsync =" in Aalis driver?
This option will work for me only in some mini-games (G-Bike, snowboard) and the battleswirl.

Use "show_fps = yes" and "enable_vsync = off" and play in Goldsaucer once G-Bike.
"transparency" on or off makes no difference to me.

Greetings Kompass63

Kindo

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #705 on: 2012-09-12 18:32:51 »
Greetings,

I seem to have utterly failed at installing this properly; I downloaded the latest version (0.7.11b) and unpacked it into the installation directory. I've tried leaving the config on default, but the results are the same. Basically, the graphics don't work. At all. A suspect title screen where most of the stuff is missing, and once in game, it's all white, like so:



While selecting the custom driver in the FF7 Config, I do get the message that all should be okay, by the way.

Thank you in advance, and thank you, Aali, for all the work you've put into this.  :)

Kindo


APP.LOG
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 470/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1440x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
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:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\Movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 28
reading midi file: AYASI.mid
ERROR: failed to find file midi/AYASI.mid (LGP) (path: )
ERROR reading MIDI data
WM_CLOSE
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD

ff7_opengl.cfg
Code: [Select]
# ff7_opengl-0.7.10b 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 (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1920
window_size_y = 1080
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = none

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# 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
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# 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 = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# 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.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

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

# 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 = yes

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

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

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# 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

EQ2Alyza

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #706 on: 2012-09-12 18:55:17 »
@Kindo

See if this works: Everything is made of white

Kindo

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #707 on: 2012-09-12 20:09:04 »
@Kindo

See if this works: Everything is made of white

Thanks for the tip - the download links are out of date, but at least now I know what's up and I can keep searching for a solution. I noticed it's a problem that's been posted many times already, but my keywords while searching proved insufficient. Sorry if it's annoying receiving the same questions over and over again...

EDIT: Found this post and followed its instructions, and now it's all working again. Thank you for your help, and thanks to all the modders and coders who help improve on this timeless classic!
« Last Edit: 2012-09-12 20:20:57 by Kindo »

InuRa

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #708 on: 2012-09-12 20:36:17 »
This might be a "weird" request as it's not directly related with the graphical part of the thing, but I'd love to have built in analog movement.

Analogs also make it much easier to run in diagonal, and at least we wouldn't need to press "X" ("Space bar") all the time. (Basically, like Final Fantasy VIII on the PlayStation)
All of this while not losing the digital controls, which are a unbeatable when it comes to navigate any menus.

Do have a Dualshock 2, Dualshock 3 and cabled Microsoft XB360 controller to test it all out.

I've tried JoyToKey with the 360 controller, but I've had really poor results so far.
« Last Edit: 2012-09-13 19:26:43 by InuRa »

Hellbringer616

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #709 on: 2012-09-13 16:27:08 »
Hey Aali, Just curious what the state of the next release is (if you're even still working on it) haven't heard anything in a while. Soo i just thought i'd check :D

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #710 on: 2012-09-14 04:41:28 »
Hey Aali, Just curious what the state of the next release is (if you're even still working on it) haven't heard anything in a while. Soo i just thought i'd check :D

^^ Wondering about this myself.

Salk

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #711 on: 2012-09-14 05:11:30 »
^^ Wondering about this myself.

Same thing here.

Aali

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #712 on: 2012-09-14 05:15:30 »
Every time someone asks that it is delayed by two months.

EQ2Alyza

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #713 on: 2012-09-14 05:30:18 »
lol so expect a 2013 release?  :P

InuRa

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #714 on: 2012-09-14 13:18:14 »
lol so expect a 2013 release?  :P

Now that one just delayed the release for 2014, lol.

I'm positive that the accurate release date is "When It's ready".
He's a hobbyist not a company with tight dead lines. :)

Hellbringer616

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #715 on: 2012-09-14 13:24:21 »
Every time someone asks that it is delayed by two months.

Not sure that's fair.. I was simply curious if you were still working on it, Or if you had retired it.

I'm sure you were kidding (at least i hope) I've no idea how often you get asked that, But if you are in fact just delaying the release because of people asking, That's pretty rude man.

Now i can't speak for anyone else, But I personally am not pushing you to release it, or even work on it. But you've had zero updates as to the state of  if you are even working on it, So you've have to expect people to get curious.. Now i am sorry if my last post, or even this post, offended you in some way. But a response of "I'm working on it still, But i've no idea when i'll get around to getting a proper release out" is a lot better then "You asked a question because you love my work? Well screw you 2 months wait" because that's how i took your response.

Tenko Kuugen

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #716 on: 2012-09-14 13:33:21 »
The whole "Every time someone asks it gets delayed by X" is the oldest response to "when is X gonna be done?????" ever.
it's practically a joke and just means "No release date yet."

Hellbringer616

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #717 on: 2012-09-14 13:36:51 »
I figured he was, But it was a just in case type thing, I prefer the "When it's done" response, But i asked the state. So "Yeah i'm working on it" or "no i'm not reality is taken hold of me with a death grip, But i'll get to it when i can!" would have been a better response i feel.

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #718 on: 2012-09-14 15:19:14 »
Well it was supposed to be done a long time ago.  I remember an update saying January looked good :P  I thought my updates were bad!  :evil:

But in all seriousness, I know how irritating it gets being asked, but we have been what 6 months or more now?  So, this is to be expected and even I've asked.  It would be good to know a time frame.  "Within 2 months" would do.  Or even an update on what has been done so far (I do this all the time, and so do most people).
« Last Edit: 2012-09-14 15:23:20 by DLPB »

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #719 on: 2012-09-14 19:51:56 »
dude's pretty grumpy

Aali

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #720 on: 2012-09-14 23:00:26 »
I don't know whats going to be in the next release.
I don't know when it will be done.

Seriously, just stop asking.

the_thirteenth

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #721 on: 2012-09-17 04:58:31 »
I've been having problems with the driver. So i've installed it on this laptop before (hp dv6, i7 3rd gen,nvidia geforce gt 650M) and I recently had to reinstall ff7 because it wouldn't start. I've completed all of the install steps for the driver, but the damn thing won't start. I'd post the APP log but its blank. Not sure why.

Kaldarasha

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #722 on: 2012-09-20 08:29:37 »
I've been having problems with the driver. So I've installed it on this laptop before (hp dv6, i7 3rd gen,nvidia geforce gt 650M) and I recently had to reinstall ff7 because it wouldn't start. I've completed all of the install steps for the driver, but the damn thing won't start. I'd post the APP log but its blank. Not sure why.

Ok this gets now stupid but that's how to get FF7 to work on nvidia - intelsystems:
1. change in nvidia 3D graphicsetup the used GPU to the intern unit
2. open FF7config and chose custom driver (if the intergraphic-accelerator is on its chosen automatically)
3. change the GPU back to nvidia
Now you should be able to run the game, if you have graphic problems like me open the window for changing screen resolution (its a windows window not Intel or nvidia)
and let it open!!! then run the game.  :mrgreen:
I don't  know why the last step works but it is in most cases the solution for graphicproblems of old games.

Kaldarasha

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #723 on: 2012-09-20 15:59:36 »
Forget the thing with the screen resolution window, it was the compressed texture option which causing me trouble. :-[

peinneon

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #724 on: 2012-09-22 02:44:12 »
Hi, I want to use ff8 opengl but it doesn't work, it shows me a black screen, but sounds are still working (I think the game is working but the graphics aren't.) and I'm using Win7 64-bit

Can you help me? Thanks before and sorry for my bad english.

here's my log:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
INFO: Intel Intel 965/963 Graphics Media Accelerator 2.0.0 - Build 8.14.10.1930
INFO: PBO not supported
INFO: Found swap_control extension
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1024x768, output resolution 1024x768, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  creating 3D listener interface
  EAX: creating bogus sound buffer
EAX not supported
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: Microsoft MIDI Mapper [Emulated]
GUID={0x7a3ef61f,0x2f76,0x40e9,0xa5,0xac,0x9a,0x23,0x32,0x9c,0x65,0x29}
PORT 1: Microsoft GS Wavetable Synth [Emulated]
GUID={0x4a18fc9d,0x9c01,0x4974,0x91,0x23,0x43,0x59,0xce,0x90,0xe7,0xeb}
PORT 2: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    Microsoft Synthesizer
  Port1 supports XG data
WM_CLOSE
BinkClose

Releasing Performance...


Releasing Loader...


Releasing Port1...


Releasing DirectMusic interface...

Releasing COM...


and here's my ff8 config:

Code: [Select]
# ff7_opengl-0.7.10b 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 FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1024
window_size_y = 768
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = none

# check your driver settings if this option doesn't seem to work
enable_vsync = no

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off



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

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = yes



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

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = no

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

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

# display frames per second counter in upper right corner
show_fps = yes

# display some real-time debug information
show_stats = yes

# 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 = yes

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



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

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