Author Topic: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions  (Read 580870 times)

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #75 on: 2011-08-07 12:30:44 »
Just a few notes:

1.  The movie sound goes off never to return if clicking away from the window during a movie (and obviously clicking back)
2.  BY clicking away from window,.. even if you have sound effects turned down to 0, they seem to return briefly, sometimes for an entire battle.
3.  Certain sound effects are not stopped by turning the volume down.  The battle intro swirl sound is one.  The disappearing of characters before a Summon is another.
4. The hand graphic (hand_1_01.png) in flevel modpath is not handling transparency very well, if at all.  When the hand graphic has a nice blur outline it shows up in game as a dark outline and no blur effect.

5. After the credit screen has played to the end (and fully allowed to complete) 2 things happen:  1.  The prelude music stops and is never told to return unlike PSX, and 2. I can't be sure until I test it, but looks like anything that was in the modpath does not load...  it doesn't load the modpath items at all.

suggestion:
place by default in the config file, the ability to turn off screen messages.
« Last Edit: 2011-08-07 12:34:56 by DLPB »

Ertoil

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #76 on: 2011-08-14 10:19:44 »
I have a problem with my FF8; I have the 1.2 .exe, Aali's latest driver and eax.dll. Problem is, my game appears like this, before and after installing Aali's driver.

I've tried almost everything that I know to fix it and nothing has changed. I guess I must be doing something wrong but I don't know.

Hayena

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #77 on: 2011-08-14 12:59:31 »
I had that problem aswell, but that was AFTER I installed the Aali driver, you sure it didnt work before you installed it?

Vgr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #78 on: 2011-08-14 13:48:50 »
Then, it has nothing to do with the driver. There's no reason to post here...

Ertoil

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #79 on: 2011-08-14 14:30:28 »
Then, it has nothing to do with the driver. There's no reason to post here...
There actually is as I had a similar problem with FF7 (which was sort of by chance, cuz it would either work properly or I'd have to re-extract the driver).

EDIT: It is definitely from Aali's drivers. I've tried the game after a fresh re-install, and with the 1.02 patched .exe and it works great. But after installing Aali's drivers, the game goes crazy black and white. So I dunno what to do right now. :/
« Last Edit: 2011-08-14 15:15:35 by Ertoil »

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #80 on: 2011-08-14 15:51:58 »
Post your config file and APP log.

Ertoil

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #81 on: 2011-08-15 01:35:22 »
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 GT 330M/PCI/SSE2 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 800x600, output resolution 800x600, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
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 [Emulated]
GUID={0xa70f4117,0x21e,0x45ae,0x90,0xe0,0xf0,0x22,0xae,0x5c,0x52,0x87}
PORT 1: Microsoft GS Wavetable Synth [Emulated]
GUID={0x709e1444,0xf6f,0x4635,0x96,0x43,0xca,0xea,0x66,0x59,0x7d,0x61}
PORT 2: LoopBe Internal MIDI [Emulated]
GUID={0xfff7765d,0xb0d,0x4f32,0xb5,0xf3,0x2c,0x29,0xf9,0x69,0x12,0x27}
PORT 3: LoopBe Internal MIDI [Emulated]
GUID={0xfc250170,0x2fb3,0x4dd3,0x94,0x39,0x8b,0x66,0xf0,0x4b,0x2,0x35}
PORT 4: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    Microsoft Synthesizer
  Port1 supports XG data

Config file:
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 = 800
window_size_y = 600
preserve_aspect = yes
fullscreen = no

# 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 = 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



## 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

PitBrat

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #82 on: 2011-08-15 01:37:52 »
Ertoil,
In ff7_opengl.cfg
Make this change:
    use_shaders = no

Vgr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #83 on: 2011-08-15 01:38:46 »
Screw you PitBrat. Guess I'm 2 seconds slower than you.

PitBrat

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #84 on: 2011-08-15 01:52:38 »
The solution I use is different but not as simple to explain.
    Xion999's 'everything is made of light' fix for white and black graphics:
    Copy and replace the files .\shaders\main.frag and .\shaders\main.vert into .\shaders\nolight\

Possibly my imagination, but the visuals are better that way.

Ertoil

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #85 on: 2011-08-15 02:34:09 »
That fixed it, thanks.

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #86 on: 2011-08-15 12:11:57 »
Hey guys. i'm having the same issue Ertoil did, but with FF7. Now the fix that pitbrat mentioned works, but then the avatars don't change when I replace them in the mods/menu folder. Any ideas?

Vgr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #87 on: 2011-08-15 12:13:46 »
Post your config file and APP log. We need it.

EDIT : First post edited. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post. Read first post.
« Last Edit: 2011-08-15 12:16:42 by Vgr »

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #88 on: 2011-08-15 12:20:51 »
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 9800M GTS/PCI/SSE2 3.3.0
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1200, output resolution 1920x1200, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: E:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 406
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD


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 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 = 1200
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=DK

# 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 = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit

# 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 = 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 = 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

# Disable Error Notifications
disable_popup = on

Vgr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #89 on: 2011-08-15 12:23:16 »
fancy_transparency = off

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #90 on: 2011-08-15 12:27:24 »
Tried that and it didn't work. It also made the font in the game scrambled like.

PitBrat

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #91 on: 2011-08-15 13:36:09 »
KyubiNemesis,
Delete the files from the 'cache' folders.
    .\Final Fantasy VII\cache
    .\Final Fantasy VII\cache\mods\cache

And don't forget the virtual store:
    32BIT
        C:\Users\[USERNAME]\AppData\Local\VirtualStore\Program Files\Square Soft, Inc\Final Fantasy VII
    64BIT
        C:\Users\[USERNAME]\AppData\Local\VirtualStore\Program Files (x86)\Square Soft, Inc\Final Fantasy VII
« Last Edit: 2011-08-15 14:01:34 by PitBrat »

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #92 on: 2011-08-15 13:41:48 »
Thank you PitBrat, that did the trick.  :lol:

Pieku

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #93 on: 2011-08-16 10:25:33 »
Hey guys! I'm in the Esthar's Laguna dream and the game keeps crashing at the same point. Here's my config and log

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 = 600
window_size_y = 480
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 = 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



## 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.log
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
ERROR: failed to set fullscreen mode
INFO: ATI Technologies Inc. RADEON X800 XT 2.1.7412 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
ERROR: failed to stat file K:\Eidos Interactive\Square Soft, Inc\FINAL FANTASY VIII/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: SoundMAX Digital Audio
GUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}
PORT 1: MIDI Mapper Microsoft [Emulazione]
GUID={0xa8b46ba9,0x94f4,0x4afe,0xa2,0x8a,0x4a,0x9f,0xb8,0xaf,0x55,0x1c}
PORT 2: SoundMAX WDM MIDI [Emulazione]
GUID={0xb417cbbe,0x1a0d,0x4585,0xa4,0xc4,0xc4,0x6b,0xc4,0xfa,0x9a,0x1b}
PORT 3: Sint. SW Microsoft GS Wavetable [Emulazione]
GUID={0xd414b4e,0x9d9c,0x4b38,0xaf,0xe3,0xc6,0x8c,0x72,0xa3,0x82,0xd2}
PORT 4: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    SoundMAX Digital Audio
  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: f:\DISK1
Can't open file: f:\DISK2
SdMusicPlay ()
sd_music_play (number=0, song_id=55, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=55, volume=127)
SdMusicPlay ()
sd_music_play (number=0, song_id=55, volume=127)
BinkClose
ERROR: unhandled exception

You're my last hope, help me finishing this awesome game!


EDIT: It crashes constantly before a battle and sometimes when i open the menu, but nearly at the same point
« Last Edit: 2011-08-16 10:27:38 by Pieku »

Terid__K

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #94 on: 2011-08-16 11:31:51 »
You need to post the crash dump as well, just the APP.log isn't going to help.



Pieku

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #95 on: 2011-08-16 13:12:21 »
Code: [Select]
7C9209E6  add         ecx,eax
7C9209E8  cmp         ecx,0FE00h
7C9209EE  ja          7C920739
7C9209F4  cmp         byte ptr [ebp+14h],0
7C9209F8  jne         7C95AF5F
7C9209FE  mov         al,byte ptr [esi+5]
7C920A01  and         al,10h
7C920A03  test        al,10h
7C920A05  mov         byte ptr [edi+5],al
7C920A08  jne         7C920AA0
7C920A0E  mov         ecx,dword ptr [esi+0Ch]
7C920A11  lea         eax,[esi+8]
7C920A14  mov         edx,dword ptr [eax]
7C920A16  mov         dword ptr [ebp+0Ch],ecx
(7C920A19)  mov         ecx,dword ptr [ecx]
7C920A1B  cmp         ecx,dword ptr [edx+4]
7C920A1E  mov         dword ptr [ebp+14h],edx
7C920A21  jne         7C921752
7C920A27  cmp         ecx,eax
7C920A29  jne         7C921752
7C920A2F  push        esi 


This is the fragment of the crash.dmp where the error is. The rounded brackets point out the error. It says unhandled exception  at 0x7c920a19 in crash.dmp

Vgr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #96 on: 2011-08-16 18:27:39 »
Since when do we need the crash dump? Well. Turn off your shaders, and, if still not work, fancy transparency.

Pieku

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #97 on: 2011-08-16 20:39:12 »
Hey Vgr, just.... Thank you. You made my day. BTW sorry for the crash dump, i was asked to post it and i did, because i was kinda desperate  :P

Terid__K

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #98 on: 2011-08-16 23:56:19 »
Just updated my video driver to 280.26 (newest WHQL), and I got a white screen when trying to play either FF8/FF7. I guess this problem with newer nvidia drivers is never going to be fixed.



Dzero

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #99 on: 2011-08-18 15:38:23 »
Hi there!
New to this forum and tried installing FF7 following Kylos' extremely helpful guide. Running Windows XP virtualised in VirtualBox on my Macbook Pro. Initially, it didn't seem to work (crash on launch) with just the official install and the FF7 Remix compilation patch, however, when I updated it to the latest drivers from Aali, it worked! However, the only problem I'm having is that the models all appear to have a metallic blue look to them. I have tried rolling back to 0.7.5b and the same thing happens. Any help would be extremely appreciated! Thanks!