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Messages - Rigel

Pages: [1]
1
FF8 Tools / Re: Hyne 1.3 - My ff8 save file editor
« on: 2011-03-12 19:04:30 »
Ok, thanks. If can be usefull, I found a way to get the "ALL" rule working: I set "ALL" in actual use and direct in the city I want and this solution works.

2
FF8 Tools / Re: Hyne 1.3 - My ff8 save file editor
« on: 2011-03-10 10:29:52 »
Hi,
 I found a bug in triple triad regarding trade rule, if I change to direct, diff or All the rule in game remain "one" or nothing.
I use ff8 psx pal with epsxe 1.7 under window 7.
Can you solve?
Thanks

3
FF8 is pretty much broken in 0.7.10b, you're just lucky if you even get it started.
Then I'm lucky for once :D 
I'll wait for next relase ardently
Thank Aali

4
Hi,
   first of all, thanks for other language compatibility (for me ITA). I have some trouble for text like in this images:




and when the doctor asks Squall for the name the screen became black and ff8 crash with this dump e app/log:

Dump+app.log
App.log:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.10b
INFO: Auto-detected version: FF8 1.2 Italian (Nvidia)
INFO: ATI Technologies Inc. AMD Radeon HD 6800 Series 4.1.10524 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
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
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

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 [Emulazione]
GUID={0x37958682,0xb754,0x41e0,0x9f,0xd0,0x62,0x9e,0x6f,0x38,0x99,0x5e}
PORT 1: Microsoft GS Wavetable Synth [Emulazione]
GUID={0x3b81e868,0x48c2,0x4a19,0xae,0x58,0x85,0xa3,0x28,0x6b,0x3a,0x7d}
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: \ff8\data\ita\field\mapdata\st\start0\start0.sfx
BinkClose
SdMusicPlay ()
sd_music_play (number=0, song_id=38, volume=0)
ERROR: unhandled exception
This "Can't open file: \ff8\data\ita\field\mapdata\st\start0\start0.sfx" is an other error (before first video) that I don't understand because I don't have neither the radix of this folder but I have "C:\Program Files (x86)\Eidos Interactive\Square Soft, Inc\FINAL FANTASY VIII"

Thanks

5
Thanks,
   therefore apz Cloud should work in direct mode and this "ERROR: COULD NOT CHANGE TO DIRECTORY .\Data\BATTLE" is my fault. I tried "Final Fantasy VII ITA Reloaded 1.0.3 - an italian compilation mod" to start this time,  maybe it makes some mistakes, now I try to reinstall from zero.

Regarding point 3rd: I know I can see the action but I hope a thing like this in app.log:
Reading Cloud battle model from file...  aa1
............................................................. aa2
............................................................. aa3
Reading ok

An other little question, I try using Aerith HQ mod, in direct mode no success, and in lgp file I had file missing error on RVAE that not exist in original battle.lgp. In this case direct mode not works, right? I must check if all the mod file is in lgp before use it, I understand now?
Thanks

p.s. In future, can the driver host the mod without modify the original file?


6
Hi,
  I don't understand some things on direct mode:
1- Why can't I use direct mode instead of lgp files for normal games?
2- I try direct mode with apz Cloud but don't work, why?
3- There's a way to know if the driver loads form direct folder instead of lgp file?
4- I use direct mode with no error but when I compress in lgp file I have many error of missed files, why direct mode don't shows the errors?

Thanks
Edit:
p.s I have also this error:
Code: [Select]
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 52
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: COULD NOT CHANGE TO DIRECTORY .\Data\BATTLE

7
Graphical / Re: Custom HQ Aerith
« on: 2010-12-18 16:58:16 »
Hi,
  I put the file all in battle.lgp but I have some texture error:
Code: [Select]
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: COULD NOT CHANGE TO DIRECTORY .\Data\BATTLE
ERROR: failed to find file RVAE; tried direct/battle/RVAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RVAE, battle/RVAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: EARITH.T02 RVAE
ERROR: could not open file EARITH.T02
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T02
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T02
ERROR: failed to find file RVAI; tried direct/battle/RVAI, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RVAI, battle/RVAI (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: EARITH.T06 RVAI
ERROR: could not open file EARITH.T06
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T06
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T06
ERROR: failed to find file RVAJ; tried direct/battle/RVAJ, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RVAJ, battle/RVAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: EARITH.T07 RVAJ
ERROR: could not open file EARITH.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T07
ERROR: failed to find file RVAK; tried direct/battle/RVAK, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RVAK, battle/RVAK (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: EARITH.T08 RVAK
ERROR: could not open file EARITH.T08
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T08
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T08
ERROR: failed to find file RVAL; tried direct/battle/RVAL, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RVAL, battle/RVAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: EARITH.T09 RVAL
ERROR: could not open file EARITH.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T10
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T10
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T11
ERROR: COULD NOT LOAD TEXTURE DATA FILE EARITH.T11
How I can solve?
Thanks

8
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-15 11:25:00 »
For post-processing try this wonderful from Kramer, copy and past in Final Fantasy VII\shaders\median.post as text file
Quote
uniform sampler2D tex00;
uniform float width;
uniform float height;

#define s2(a, b)            temp = a; a = min(a, b); b = max(temp, b);
#define mn3(a, b, c)         s2(a, b); s2(a, c);
#define mx3(a, b, c)         s2(b, c); s2(a, c);

#define mnmx3(a, b, c)         mx3(a, b, c); s2(a, b);                                   // 3 exchanges
#define mnmx4(a, b, c, d)      s2(a, b); s2(c, d); s2(a, c); s2(b, d);                   // 4 exchanges
#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);           // 6 exchanges
#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges

vec4 xlat_main( in vec2 tex ) {
   
    // Calculating texel coordinates
    float w = 640.0;
    float h = 480.0;

//    vec2 p0     = vec2(1.0/width,1.0/height);
    vec2 p1     = vec2(1.0/w,1.0/h);
   vec2 p0     = p1*0.6;

   vec4 v[9];

   //MEDIAN-Filter to round edges

   // Add the pixels which make up our window to the pixel array.
   for(int dX = -1; dX <= 1; ++dX) {
      for(int dY = -1; dY <= 1; ++dY) {      
        vec2 offset = vec2(float(dX), float(dY));
            
        // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
        // pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
        // bottom right pixel of the window at pixel[N-1].
        v[(dX + 1) * 3 + (dY + 1)] = texture2D(tex00, tex + offset * p0);
      }
   }

   vec4 temp;

   // Starting with a subset of size 6, remove the min and max each time
   mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
   mnmx5(v[1], v[2], v[3], v[4], v[6]);
   mnmx4(v[2], v[3], v[4], v[7]);
   mnmx3(v[3], v[4], v[8]);
   return v[4];
}

void main() {
    gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;
}

If this is too slow use // to comment this line:
Quote
//#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges
//mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
If still too slow use comment also this line:
Quote
#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);           // 6 exchanges
mnmx5(v[1], v[2], v[3], v[4], v[6]);
Thanks to Kramer

p.s. Remember to change Aali config

9
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-15 01:34:07 »
Fault or not fault bypass cd-check without original cd is illegal. Don't have a dvd drive is not a reason. I don't have a dvd drive from five year and I don't use FF original disk from ten years. I rip the original CD of FFVII - FFVIII for pc and FFIX-FFXII for emulator before they works on emulator and also now I can play FFX and FFX-2 on pcsx2.
How can you know if a user speaking about no-cd have the original copy? And if you speak about bypass cd-check, are you sure that I user without original CD use this knowledge for illegal purpose?
No matter the software house name, anyone has the copyright of FF can take action against the user that not respect the license, fault or not fault. Would you like to risk or you prefer to use this wonderful mod?
I hope not to be melodramatic but FFVII and FFVIII are my best preferred game and even if I am a Newbie on this forum I read this from long time.

10
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-14 21:48:08 »
I think it's not important how but the principle, if we can speak about no-cd  check we can not differ from who have the original CD and not. I think eidos-squaresoft tolerate mod only for original CD and speaking about copy protection can lead them to action against Quimm or worst against Aali and is incredible driver and I prefer have original FF with mod that a possible solution for cd-check without mod.
I hope to not hurt anyone but I already read about legal action and project lost for this and this is a very pity.

11
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-12 17:10:50 »
Hi,
  FFVII works perfectly on my pc without error:

 1 - I have the original Final Fantasy VII CD and I use cd images with daemon tools (no mini-image).
 2 - I use cetramod guide to translate FFVII in Italian with Sadness translation patch but without theirs two avi videos with subtitle. The translation doesn't give me any error or problem.

The no-cd patch is used usually for the illegal downloaded version and obviously it's not supported.




12
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-11 18:32:05 »
:cry: Again no support for FF8 Italian version, Aali, can you release in future a working version of yours driver for my language?
Thanks

It's on my todo-list, don't worry. Adding support for a new language is a quite boring and time-consuming process at the moment though. FF7 is a lot better than FF8 in this regard but I'm working on making it easier for FF8 aswell. Maybe it will be in the next version, maybe not.
Thanks, Aali, you are the BEST  ;D

13
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-04-11 17:41:03 »
 :cry: Again no support for FF8 Italian version, Aali, can you release in future a working version of yours driver for my language?
Thanks

14
You can disable automatic screensaver and call it with icon as I do.
Or you can use external program like autohotkey to map a more used joypad button to keyboard button and to send the same joypad event.

AutohotkeyScript
Joy1:: Send {Joy1}{space}

or
Joy1:: Send{myKey}

where myKey is the keyboard button with the same aciton of joy1 button in game

15
Hi,
 Aali, there will any future support for FF8 italian version?
Thanks

16
Hi,
  Aali, in next verison can you add if FFconfig the option to chose your driver version? And in, this case, can you store your driver versions in different directory?
Thanks

17
Hi,
   With 0.7.6b ver video have too problem and video remain black, in app log I have this:
Quote
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
GLITCH: video playback is lagging behind, skipping frames (frame #: 2, skipped: 1, lag: 2468.666667)
GLITCH: video playback is lagging behind, skipping frames (frame #: 3, skipped: 2, lag: 2411.000000)
GLITCH: video playback is lagging behind, skipping frames (frame #: 5, skipped: 4, lag: 2316.666667)
GLITCH: video playback is lagging behind, skipping frames (frame #: 9, skipped: 8, lag: 2163.000000)
GLITCH: video playback is lagging behind, skipping frames (frame #: 17, skipped: 16, lag: 1773.666667)
GLITCH: video playback is lagging behind, skipping frames (frame #: 33, skipped: 32, lag: 961.000000)
GLITCH: video playback is lagging behind, skipping frames (frame #: 65, skipped: 64, lag: 5.666667)
set music volume trans: 127->0, step=60
GLITCH: video playback is lagging behind, skipping frames (frame #: 129, skipped: 128, lag: 1.000000)
GLITCH: skipped 146 frames
END OF CREDITS!!!

So I have installed the version ver 0.7.5b and finally the movies works again :) but the perfomance slow down remain.
I hope in a new version.
bye

18
Hi,
   I try new nvidia driver 197.13 but never change, movies is also black with many frame skip. But it's only my problem or someone else have this issue? Otherwise I still don't bore to you.
However, it's possible to have a postprocessing filter in world map and an other in battle where with 15 fps run smootly.
Thanks

19
Quote
O_o Try Installing previous GFX Card drivers I know that helped for me horrible framerate issue.

EDIT: DO NOT change Aali's driver just GFX Card...
Yes, I could but I don't complain for my pc's performance but for the slow down between 0.7.3b and 0.7.5b. Now I play happily with minor postprocessing but if there are reasons for the slow down and the greate Aali solve the problem I will be much happier with highest postprocessing filter and also people with poor performance pc will be happier ;D
Furthermore, I think, if a little problem was discovered between nearest versions it's more simple to reveal and correct it instead of wait and the check all the code with a big history change.
I'm a programmer and I think so but if I hurt someone, I ask excuse.
Bye,
    Rigel

p.s.  A little question? Is it possible to reduce battle gui? It could be wonderful if I can set in option file screen coord x,y and width/high dimensioning also without maintain gui's aspect ratio  :-D

20
Hi,
With the last version I can't see the movies with outputDebug: lag between 7 and 11, skipped between 64 and 500+ , 15 fps. The screen remain black for all the test below with and without postprocessing.

Tests:

post-processing shader:
FPS
60 | enable_postprocessing = no
60 | post_source = shaders/bloom2.post
15 | post_source = shaders/median.post     6 pass (with 0.7.3b 25 fps)
20 | post_source = shaders/median2.post   5 pass (with 0.7.3 30-40 fps)
30 | post_source = shaders/median3.post   4 pass

From now all the test is with median2.post   5 pass

fps
60 | use_shaders = no (with no 40 fps better)
28 | enable_vsync = no  (8 better)

no difference between on/off and yes/no :
prevent_rounding_errors
minigame_framelimiter
battleswirl_framelimiter
use_new_timer
use_stable_timer
linear_filter
transparent_dialogs
new_battle_interface
fancy_transparency
compress_textures

I hope to be helpful.

21
Hi,
   now postprocessing is slower than 0.7.5b ver and more slowest than 0.7.3a. With postproccesing active and set on median ver 1 (my previous post) with this version videos remain a black screen with sound. With median ver2 it's still playable. What can I do return on 0.7.3b performance? Made I some error?
Bye,
    Rigel

22
Hi,
   your driver is fabulous. Thanks for your works :)
I upgrade to new version only yesterday and I have a little performace problem that there isn't in version 0.7.3b.
I use median postprocessing filter by Kauto http://forums.qhimm.com/index.php?topic=8306.msg125508#msg125508
but, because of my PC, I modified some things to improve performance limiting filter range:

  • Ver 1 - I deleted:
    • //#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges
    •    //mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
  • Ver 2 I deleted also
    • //#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);  // 6 exchanges
    • //mnmx5(v[1], v[2], v[3], v[4], v[6]);
With previous driver ver (0.7.3b) median v1 works great but with the last version I must use median v2 because of slow down but v2 is not so good. I don't understand the difference from previous to actual version, there is a solution for my postprocessing problem?
Thanks,
    Rigel
   

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