Author Topic: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions  (Read 580993 times)

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #300 on: 2012-01-04 16:20:23 »
If you make the modpath called none, the files/folders would have to go inside the mods folder then in a folder called none.

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #301 on: 2012-01-06 05:10:50 »
Hi Richie,

Quote
However on my laptop, there is a constant epileptic-warning flickering/flashing throughout the entire game (FMV's, Menus and main game) it is entirely unplayable

With older ATI graphics card drivers in combination with Aali's driver FF8 is sometimes back to almost 0 FPS.
 I do not think you can use the Catalyst 11:12 for your graphics chip.
 Instead, you can maybe use FF8 in windowed mode.
  (fullscreen = no)

 Greeting Kompass63
« Last Edit: 2012-01-06 06:34:21 by Kompass63 »

Richie

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #302 on: 2012-01-06 06:32:43 »
Thanks Kompass, Windowed mode did not work, I did however get the legacy 10.2 Catalyst drivers which fixed the Problem, for anyone with similar issues using older ATI cards always use the legacy drivers, AMD apparently have given up on supporting them, and currently are providing less than standard drivers.

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #303 on: 2012-01-08 01:12:00 »
Turning sounds effects off (as in volume down to 0), is buggy.  Some of the effects still play, like the sound effect when you are on trains.

cloudkitt

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #304 on: 2012-01-08 04:33:46 »
Greetings everyone. I finally came into a copy of the PC version, and I'd like to check out all the mods I've been missing out on all these years.

I just went through the starting steps, installed the game, installed the patch and then installed this patch

Unfortunately all of the movies (both the company logos in the beginning and the intro scene) are just a white screen. And the title screen looks like this, flashing this error:

If I wait past the intro scene the prerendered backgrounds are also stark white I can only see character models (without eyes, which are also all white, and creepy).

I am on Windows 7 Home 64-bit with an Nvidea  GeForce 8800 GTX. Any ideas?

Thanks in advance!

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #305 on: 2012-01-08 04:50:26 »
I saw you at Lifestream but I don't want to log in there again

Your issue is probably related to shaders.  Either use the alternate ones found in aalis driver download, or disable shaders in the ff7_opengl.cfg file.  Open it with notepad and make the changes.  I believe this issue is sorted with next driver release as well.

See if that helps.

cloudkitt

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #306 on: 2012-01-08 05:33:48 »
That seems to have worked, thanks. (turning off the shaders, that is)
« Last Edit: 2012-01-08 05:50:27 by cloudkitt »

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #307 on: 2012-01-09 07:16:01 »
Turning sounds effects off (as in volume down to 0), is buggy.  Some of the effects still play, like the sound effect when you are on trains.

This happens even without Aalis driver?

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #308 on: 2012-01-09 09:53:23 »
This happens even without Aalis driver?

Very likely, but then so does chocobo racing crash and that got fixed too :)  It is a bug nonetheless.

Aali

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #309 on: 2012-01-09 16:42:14 »
SFX volume control is crap, only way to have consistent SFX volume is to leave it at 100.

Also, the sounds that you are hearing when its at 0 is probably the .wav music.
« Last Edit: 2012-01-09 16:44:26 by Aali »

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #310 on: 2012-01-10 13:02:33 »
Possibly..  summon sound also ignores the effect setting though, so does the battle swish.  (unless they are also wav?)

FeliX Leonhart

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #311 on: 2012-01-10 13:43:20 »
I turned off the global sound option in windows 7 and then enabled it for each programm except ffvii, that was the only way to turn of every sound in ffvii

ShardFenix

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #312 on: 2012-01-10 21:54:04 »
All of the zip files on the release thread are forbidden.

Covarr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #313 on: 2012-01-10 22:58:52 »
Oh really? The latest one, on the last post (probably the only one you should be using) downloads just fine for me.

WellSpokenMan

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #314 on: 2012-01-11 14:27:57 »
Greetings everyone,

I finnaly install FF7 on my pc and it works. I decide to upgrade the game with mods so I start with Aali's Custom Graphics. I do everything like in tutorial. Save games from save00.ff7 to save09.ff7, download ff7input coz i dont have this file, then I copy everything from ff7_opengl-0.7.11b to FF7 folder and when I open FF7Config there is no message about passing the test, and when I try to change Render to Custom Driver everything crash.

Here's the picture:

http://imageshack.us/photo/my-images/822/92811650.png/

http://imageshack.us/photo/my-images/534/73163422.png/

I dont know how to fix that problem. I hope you have any solution.

Os: Windows xp with sp2
AMG Athlon 2200+
1gb Ram
Radeon 9550 with the latest drivers.

Ps. Sorry for my english.

« Last Edit: 2012-01-11 14:31:22 by WellSpokenMan »

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #315 on: 2012-01-11 17:20:49 »
1 GB Ram? I think that's a bit less for so many programs at once. ???

WellSpokenMan

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #316 on: 2012-01-11 18:19:15 »
I hope it's enough for Bootleg Full preset. I've already uninstall the game and start downloading require mods. I use Daniish's Tutorial so it should work's fine. Do you think my PC handle game with all of the mods?

Vgr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #317 on: 2012-01-11 23:26:28 »
I hope it's enough for Bootleg Full preset.

Do you think my PC handle game with all of the mods?

It's not enough, and most likely will not handle these well.

As a matter of fact, I have 4GB of RAM and something that is WAY less than the Full preset makes my pc lags like hell, sometimes.

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #318 on: 2012-01-11 23:27:19 »
I'd say 1 GB is enough.  I have only 2 and loads of programs running (and kernel and page file forced into RAM).  Works just fine. This game was designed to run on much less.

WellSpokenMan

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #319 on: 2012-01-12 01:14:40 »
Ok Guys I change my mind and try Kylos tutorial ( http://forums.qhimm.com/index.php?topic=11248.0 )
Everything was fine, but when I try to update Aali graphics driver I have the same crash like at first time (pictures in my first post) I can't change render to custom driver. Any suggestions?

Silent Warrior

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #320 on: 2012-01-13 03:17:55 »
I have a number of crashes I'm having trouble sorting out. They happen at the same spots, and only with this driver. (I installed FF8 on another computer, no mods, and it works like it should.) Forgive me if I'm hesitant to upload the crash dump - it's a whopping 70-ish Mb, after all. On your say-so, though, I can upload it to Mediafire.
app.log:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
INFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2/3DNOW! 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x1024, output resolution 1280x960, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
INFO: main program link log:
Fragment info
-------------
0(43) : warning C7050: "texture_color.xyz" might be used before being initialized

MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: SB Live! DirectMusic Synthesizer [A800]
GUID={0xc6402642,0x888,0x11d3,0xbd,0x6b,0x0,0x0,0xe8,0x4e,0x5d,0x7}
PORT 1: SB Live! Audio [A800]
GUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}
PORT 2: Microsoft MIDI Mapper [Emulated]
GUID={0x2c0eab2b,0x8f6c,0x4373,0xb0,0xec,0x9b,0x49,0xe1,0xb7,0x9b,0x5d}
PORT 3: SB Live! Synth A [A800] [Emulated]
GUID={0xeb26be56,0x9394,0x40f4,0x9d,0xef,0x1e,0x52,0x81,0xb0,0xc9,0x60}
PORT 4: Microsoft GS Wavetable SW Synth [Emulated]
GUID={0xf54cc91a,0x3007,0x4da8,0xb1,0x7b,0x27,0xb6,0x63,0x4f,0x1b,0xb3}
PORT 5: SB Live! Sw Synth [A800] [Emulated]
GUID={0x6b0476e4,0xaa6f,0x4097,0xa0,0x74,0xa9,0x4c,0x30,0x1c,0x5b,0x11}
PORT 6: SB Live! Synth B [A800] [Emulated]
GUID={0x637c9468,0x2698,0x42ac,0xad,0xa0,0x35,0xcd,0x5b,0x8b,0x5f,0x4c}
PORT 7: SB Live! MIDI Port [A800] [Emulated]
GUID={0x8685e038,0xc53c,0x445b,0x99,0xf8,0xbb,0x63,0x21,0x94,0x1f,0xde}
PORT 8: SB Live! MIDI Port [A800] [Emulated]
GUID={0xf21d8fae,0xfd9,0x406d,0x88,0x44,0xc2,0x83,0xe8,0x88,0x6b,0x46}
PORT 9: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    SB Live! Audio [A800]
  Port1 supports XG data
BinkClose
GLITCH: missed palette write to external texture data/eng/menu/icon
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: \ff8\data\eng\field\mapdata\bg\bgmon_5\bgmon_5.sfx
SdMusicPlay ()
sd_music_play (number=0, song_id=27, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=5, volume=127)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
GLITCH: unsupported texture format
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=1, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
MIDI stop
sd_music_play (number=0, song_id=27, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=5, volume=127)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
GLITCH: unsupported texture format
MIDI stop
sd_music_play (number=0, song_id=27, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=13, volume=0)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
GLITCH: unsupported texture format
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=1, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
MIDI stop
sd_music_play (number=0, song_id=27, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=65, volume=0)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
ERROR: unhandled exception

ff8_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 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 = 1280
window_size_y = 1024
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 = seed

# 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 = on



## 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/bloom2min.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 = 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 = yes


## 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
disable_popup = yes
And now I've discovered another bug/random glitch in FF8: Eyes. With this driver, Quistis's eyes always semmed to be closed in the beginning, even when I remember they should be open. It's a small thing, but eventually solving it adds polish.

[Update]
Updated with the latest crash information - this time when you meet Ellone at the Training center.
I'm declarin' this to be untenable... Too many random crashes. I'll continue with an unmodified install on another computer (powered by ATI - curiously, FF8 must be the only game ever to actually benefit from their morphological AA), while keeping an eye on how this is coming along.
« Last Edit: 2012-01-13 05:52:49 by Silent Warrior »

Silent Warrior

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #321 on: 2012-01-13 07:38:11 »
I don't know if this justifies a near-double post, but I adjusted some numbers in the bloom shader. The UI doesn't light up like a Christmas tree with this one. It isn't tuned obsessively, so there's probably still room for improvement, but here's an alternate take on the bloom2.post:
Code: [Select]
// very simple bloom shader, shamelessly stolen from http://myheroics.wordpress.com/
// Further tweaks to suit FF8 PC made by Arve Eriksson

uniform sampler2D tex;
uniform float width;
uniform float height;

void main()
{
   vec4 sum = vec4(0);
   vec2 texcoord = vec2(gl_TexCoord[0]);
   int j;
   int i;

   for( i= -4 ;i < 4; i++)
   {
        for (j = -3; j < 3; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.12;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.008 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0055 + texture2D(tex, texcoord);
        }
    }
}

arikado

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #322 on: 2012-01-15 05:04:30 »
guys idk how can i install mods on my game and yes i have Aali's driver and remix patch and i just downloaded the avatars mod but idk how to install them


Silent Warrior

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #323 on: 2012-01-16 16:53:42 »
Either ask the mod's author, or consult the readme. This topic is only about Aali's driver - questions about mods and other tweaks are best asked elsewhere.

A generic hint for using the mods dir option in ff7_opengl.cfg is another thing, but I don't feel familiar enough with it to offer any insight, sorry.

Telémaco

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #324 on: 2012-01-18 23:39:12 »
Hi there, partners.

I couldn't use fullscreen mode. Appears a message saying something like... "FAILED TO SET FULLSCREEN MODE, NOW CHANGING TO A WINDOW MODE".

This is the information of my configuration and the app log:

FF8 OpenGL Configuration
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 = 600
window_size_y = 480
preserve_aspect = no
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 = on



## 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 = 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 = 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 = yes



## 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

app
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
ERROR: failed to set fullscreen mode
INFO: NVIDIA Corporation GeForce Go 6150/PCI/SSE2/3DNOW! 2.1.2
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: Microsoft MIDI Mapper [Emulado]
GUID={0x1fe96268,0x29eb,0x49f6,0x8b,0xf,0x31,0x62,0x2c,0x97,0xe1,0x70}
PORT 1: Microsoft GS Wavetable Synth [Emulado]
GUID={0xaf44efc7,0x8ebf,0x47ff,0xbc,0x2c,0xee,0xe2,0x1b,0x28,0x91,0x5c}
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
SdMusicPlay ()
sd_music_play (number=0, song_id=41, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=5, volume=127)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
GLITCH: unsupported texture format
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
BdLinkTask: FAILED !!!!
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=1, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
MIDI stop
sd_music_play (number=0, song_id=41, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
Can't open file: \ff8\data\eng\field\mapdata\bd\bdview1\bdview1.sfx
SdMusicPlay ()
sd_music_play (number=0, song_id=41, volume=127)
WM_CLOSE

Releasing Performance...


Releasing Loader...


Releasing Port1...


Releasing DirectMusic interface...

Releasing COM...