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Messages - Rumbah

Pages: [1] 2 3
1
7th Heaven / Re: Speed mods
« on: 2021-04-10 14:55:33 »
If you use an up to date 7th Heaven you should have FFnx as a game driver. Then you have access to the build in hacks:

https://github.com/julianxhokaxhiu/FFNx/wiki/Shortcuts

Then you have things like speedhack, toggle random battles, movie skip, etc.

2
If you're using 7th heaven 2.2+ then the mod isn't compatible. The latest 7th heaven uses a new graphics driver that does not support that mod.

3
If you use FFNx as your game driver you can use http://forums.qhimm.com/index.php?topic=19701.0 to convert the png files to dds ones that load much faster and use less memory.

4
Does this update do anything to help alleviate the memory issue that makes the game crash with graphical/texture mods on?
Yes.

As 2.2 uses FFNx as game driver there should be no crashes anymore because of that. If it runs out of memory the small texture tiles just get black so you can save or anything and restart.

In addition to that you can convert your mods to dds files that take much less memory on disc and in RAM. If the Mod author doesn't offer that format (yet), you can convert it with: http://forums.qhimm.com/index.php?topic=19701.0 .

And in addition to that if you are on 64bit Windows, I think 7th Heaven patches your FF7 to be able to use more RAM and as FFNx supports that, too, you'll can load much more textures before running out of RAM (about three times as much).

5
For me it looks like a HiDPI issue.

Try right clicking your ff7 exe, Settings, Compatibility, Change high DPI settings, activate overwrite high DPI settings to application.

Save and try again.

6
7th Heaven / Re: [FF7] 7th Heaven+FFNx Guide&FAQ
« on: 2020-05-24 14:42:31 »
And it launches without FFNx?
Are you sure that you renamed and copied the files to the correct folders?

You coud try https://github.com/Rumbah2/psychic-garbanzo/releases to install it. If it still does not work then you'll have to wait for OatBran ;) .

7
The way I got it to work:

Start the Steam Big Picture mode
Enter Settings (gear wheel)
Enter controller settings
Enable XBox configuration assistent (you can enable and disable this only in Big Picture mode)
Then you can leave Big Picture mode

Now you can right click FF7 in your Steam library
Choose Manage --> controller settings
Now you can change your controller buttons for this game to anything you want (they are only active for this game)
The easiest way for FF7 is to just map your controller to the keyboard buttons (in the controller settings interface you can even download preconfigured community button placements for this game)

PS: This way you can remap your controller for any Steam game (e.g. if the game does not support button remapping) and even directly remap your Nintendo Pro Controller or PS4 controller to Xbox without any driver as Steam supports them natively. I don't know why they hide this great feature that much.

PPS: I think you could even map a stick to the mouse and a button to the left mouse button to click the launcher. Although I'm not shure if the remap only works when you enter the main game.

8
Just wanted to let you know that Windows Defender flags your installer as a false positive. I wanted to submit it to Microsoft but got an error message as a home user. You might want to try it as a developer before it "spreads" to the other big scanners. (https://www.virustotal.com/gui/file/cfc99ec2c9eaeab557c6e5ca9a8b498f0a2d615c2754d55c6554161b731b7916/detection)

9
7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-04-20 23:04:45 »
Thought so... Sigh... Will have to wait then. Thanks for quick response, cheers.
I just looked up you graphics chip and it only supports DirectX 9 and OpenGL 1.4 . So it seems you won't be able to use Aali's driver or ffnx.

10
Everyone should have this issue I guess.

The original videos are full range and the shader seems to assume this. And if the modded videos are tv range you'll get the grey blacks and washed out look.
You could either use the above shader for your mod and not worry about full/tv range or you could code the videos in full range.

11
In the thread someone reported that the 2nd shader did the trick, perhaps you could try it.

The shader to look for is the yuv.frag in the shader folder.

Actually I found two of these in my old folder so you could try both (should do the same, perhaps performance differences):

Code: [Select]
#version 110

uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;

uniform bool full_range;

const mat3 mpeg_rgb_transform = mat3(
1.164,  1.164,  1.164,
0.0,   -0.392,  2.017,
1.596, -0.813,  0.0
);

const mat3 jpeg_rgb_transform = mat3(
1.0,  1.0,   1.0,
0.0, -0.343, 1.765,
1.4, -0.711, 0.0
);

void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;
vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color;

if(full_range) rgba_color = vec4(jpeg_rgb_transform * yuv_color, 1.0);
else rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0);

gl_FragColor = rgba_color;
}
Code: [Select]
#version 110

uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;

uniform bool full_range;

const mat3 rgb_transform = mat3(
1.0,    1.0,   1.0,
0.0,   -0.344, 1.77,
1.403, -0.714, 0.0
);

void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;

if(!full_range) y = (y - (1.0 / 255.0) * 16.0) * (255.0 / (255.0 - 16.0));

vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color = vec4(rgb_transform * yuv_color, 1.0);
gl_FragColor = rgba_color;
}
If both do not work because either ffmpeg does get the info wrong or the videos are not correctly signaled then one could hardcode the correct one in the shader.
And it depends on Aali's driver version, I think earlier ones always assumed full range, then it changed to (buggy?) detection.



12
In the thread someone reported that the 2nd shader did the trick, perhaps you could try it.

The shader to look for is the yuv.frag in the shader folder.

Actually I found two of these in my old folder so you could try both (should do the same, perhaps performance differences):

Code: [Select]
#version 110

uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;

uniform bool full_range;

const mat3 mpeg_rgb_transform = mat3(
1.164,  1.164,  1.164,
0.0,   -0.392,  2.017,
1.596, -0.813,  0.0
);

const mat3 jpeg_rgb_transform = mat3(
1.0,  1.0,   1.0,
0.0, -0.343, 1.765,
1.4, -0.711, 0.0
);

void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;
vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color;

if(full_range) rgba_color = vec4(jpeg_rgb_transform * yuv_color, 1.0);
else rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0);

gl_FragColor = rgba_color;
}
Code: [Select]
#version 110

uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;

uniform bool full_range;

const mat3 rgb_transform = mat3(
1.0,    1.0,   1.0,
0.0,   -0.344, 1.77,
1.403, -0.714, 0.0
);

void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;

if(!full_range) y = (y - (1.0 / 255.0) * 16.0) * (255.0 / (255.0 - 16.0));

vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color = vec4(rgb_transform * yuv_color, 1.0);
gl_FragColor = rgba_color;
}
If both do not work because either ffmpeg does get the info wrong or the videos are not correctly signaled then one could hardcode the correct one in the shader.
And it depends on Aali's driver version, I think earlier ones always assumed full range, then it changed to (buggy?) detection.



13
Completely Unrelated / Re: Article 13 Passed
« on: 2019-03-29 01:49:51 »
I'm not arguing a political opinion. You can have any opinion you like. For me this was mainly about a statement that was false and I wanted to correct it.

There are scientific criteria to those political/economic terms and "the EU is a dictatorship" is just wrong.
What you described there in your problem with the EU is federalism to me. And if you don't like federalism, fine by me. But it's not a dictatorship. Just like vaccination doesn't cause autism, the WHO's suggested thresholds are not completely arbitrary and the earth is not flat.

On a political point of view thing I think I don't your understand the argumentation. If the EU laws didn't supersede the local laws then I don't see the sense in EU legislation at all. If every country can do what it wants and ignore the EU stuff to their liking wouldn't it be the same "chaos" as without the EU? Or is that the point, that we don't need the EU?

14
Completely Unrelated / Re: Article 13 Passed
« on: 2019-03-28 22:49:24 »
Isn't it also ironic that the nations of Europe fought two great wars to keep Germany from being in charge, only to give up their national sovereignty without a fight?
Come on, "keep Germany from being in charge" sounds so nice. At least in WW2 the Germans invaded multiple countries and killed everyone not to their liking (jews, gays, disabled, ...). It was genocide. Not just "I want to tell you what to do".
No.  The US is its own country where its own electorate vote for the people who ultimately rule them - however flawed the system.  The EU is a super state that supersedes actual countries.  It would be like the Supreme Court making a ruling in the US and then the EU overruling it.
In the EU you vote for the people who rule you, too, the EU parliament. And you could argue that in the US it's similar as you vote your state government and for your USA government in Washington. There are things that Washington can decide and the states have to follow (there are even things that the president alone can decide without any vote). And there are things the states decide for their own. And I guess there's even a smaller division like county or city. Federalism.

The EU is becoming - and has intentions of being - an empire.  There's a very big difference. You're comparing night to day.
Imperialism is something different. If it would be an Empire it would be, e.g. Greece decides everything that's done in the EU. One country to influence/rule them all.
But you've got double standards since it's a socialist left dictatorship.
Again, that's wrong, it is no dictatorship. Free elections and alternation of power. It can be improved, yes, but it is not a dictatorship.


15
Completely Unrelated / Re: Article 13 Passed
« on: 2019-03-28 01:10:46 »
Ok, I just wanted to say that the statement "The EU is a dictatorship" is wrong. And that's not an opinion, it's just a fact.

The rest was just my opinion. And the law study thing was just an example. I didn't want to say that I think that the people are too stupid at all. It was about the "free, open vote and secret ballot on law proposals" for everything that I think that most people don't want to sit down for hours after work to learn about the new proposals for the week. Just reading and understanding them would take much time.

The governments of some european countries decided it's a good thing to start a common market and they made contracts. They were elected by their people. And my guess is that every change the EU made is in a contract, too, that the participating parties signed. So "leaving" means getting out of a ton of contracts and obligations (e.g. pension rights) that were signed. That means many negotiations in a magnitude not seen before. I don't know how you can solve it another way?
It's not like: "Oh, in 1957 I just wanted a common market and then I just blinked and all these contracts were signed although I didn't want to and everything is complicated now". It's just like it is nowadays, big problems are pretty complex and there won't be easy solutions.

And the laws the EU makes are mostly decided by the parliament that every EU citizen can vote for directly. So the people that decide are from your own country and elected. It's just federalism. And if then politicians blame the EU for anything then most likey their own party voted for it on a EU level (e.g. Article 13 that most of the european conservative parties voted for. So in 2 years the national parties will say: We have no choice, the EU says we must du this while themselves voting for it 2 years ago).


And sorry if some sayings may sound strange, English is not my native language.

16
Completely Unrelated / Re: Article 13 Passed
« on: 2019-03-27 22:41:36 »
What about it? :)
For very selected things I guess.
Else you would have to inform yourself on every single issue and that can be very complex if you, for example, haven't studied law.
Or you have to hear on what the representatives have to say explaining it to you but then they might just lie to you (Brexit, Trump, ...). Or there might be unpopular choices that could be for the greater good (raising taxes for social stuff).

So in an ideal world I'd be totally in but in reality there are some caveats I guess.

17
Completely Unrelated / Re: Article 13 Passed
« on: 2019-03-27 19:26:02 »
Well, the EU parliament passed it so it's a normal elected parliament. I don't know where that is a dictatorship.
If you don't like what your representatives vote for then let them know by not voting for them again (elections are in the end of may).

And don't get me wrong, I don't like article 13 and 11 at all and all the lobby work that got thrown at it. And if it ends in upload filters for everything I guess the European Court of Justice will have a look at it.
But that's democracy, too. In the end you might get some kind of compromise and something you don't like at all (but most people are ok with).

And if you have a better idea than free, open vote and secret ballot paired with seperation of power... :)

18
On your blog I saw that you wanted to try to do the videos, too, but the were very noisy to begin with.
A very good denoiser is bm3d (https://en.wikipedia.org/wiki/Block-matching_and_3D_filtering). There is a Vapoursynth implementation that works reasonably fast as the resolution is so small ;) .
A not at all tuned example with nearly standard settings:
https://www.invictus-xv.de/opening.avi  (about 90MB, lossless RGB h264).

19
Well, I actually tested for the right color space back then when I did the video files but I don't remember much as it's been a while :D
The shader to look for is the yuv.frag in the shader folder.

Actually I found two of these in my old folder so you could try both (should do the same, perhaps performance differences):

Code: [Select]
#version 110

uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;

uniform bool full_range;

const mat3 mpeg_rgb_transform = mat3(
1.164,  1.164,  1.164,
0.0,   -0.392,  2.017,
1.596, -0.813,  0.0
);

const mat3 jpeg_rgb_transform = mat3(
1.0,  1.0,   1.0,
0.0, -0.343, 1.765,
1.4, -0.711, 0.0
);

void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;
vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color;

if(full_range) rgba_color = vec4(jpeg_rgb_transform * yuv_color, 1.0);
else rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0);

gl_FragColor = rgba_color;
}
Code: [Select]
#version 110

uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;

uniform bool full_range;

const mat3 rgb_transform = mat3(
1.0,    1.0,   1.0,
0.0,   -0.344, 1.77,
1.403, -0.714, 0.0
);

void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;

if(!full_range) y = (y - (1.0 / 255.0) * 16.0) * (255.0 / (255.0 - 16.0));

vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color = vec4(rgb_transform * yuv_color, 1.0);
gl_FragColor = rgba_color;
}
If both do not work because either ffmpeg does get the info wrong or the videos are not correctly signaled then one could hardcode the correct one in the shader.
And it depends on Aali's driver version, I think earlier ones always assumed full range, then it changed to (buggy?) detection.


20
That sounds like a simple Tv/full range problem that could be solved with a change in the Aali video shader or by recoding the video.

21
Troubleshooting / Re: Anyone got a gamma shader?
« on: 2015-10-26 21:18:27 »
I haven't installed FF7 so I cannot test it and I've never written a GL fragment shader. But some time ago I emulated the old BSNES gamma procedure in cg.

I tried to copy it to GL by editing the bloom2 shader:
Code: [Select]
// very simple bloom shader, shamelessly stolen from http://myheroics.wordpress.com/

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

void main()
{
   vec2 texcoord = vec2(gl_TexCoord[0]);

   vec3 res = texture2D(tex, texcoord).xyz;
   res = (res > 0.5) ? res : pow(res * 2, vec3(1.5))*0.5;
   
   gl_FragColor = vec4(res, 1.0);
}

But as I said I can't test it on my system. So yours might explode :p If I got the correct syntax at all.


If it does not work you might ask the guys at the libretro.com forum in the shader section.

22
The problem is with the color conversion shader, you can try the following one:

http://forums.qhimm.com/index.php?topic=14925.msg209483#msg209483

23
General Discussion / Re: [REL] The Reunion
« on: 2014-03-18 22:59:43 »
If it was just a wrong color conversion you can change the yuv to rgb in the shader conversion to equalize it (you might get a little bit banding but i doubt it). I'll have a look into it. That way only the movies are affected.

Someone here did a color conversion for the 2012 movies an reencoded them. You can use those, too.


EDIT: Wait, I just remembered, wasn't it just a fault in the latest Aalis driver shader? Is it still wrong with the following yuv.frag:

Code: [Select]
#version 110

uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;

uniform bool full_range;

const mat3 mpeg_rgb_transform = mat3(
1.164,  1.164,  1.164,
0.0,   -0.392,  2.017,
1.596, -0.813,  0.0
);

const mat3 jpeg_rgb_transform = mat3(
1.0,  1.0,   1.0,
0.0, -0.343, 1.765,
1.4, -0.711, 0.0
);

void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;
vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color;

if(full_range) rgba_color = vec4(jpeg_rgb_transform * yuv_color, 1.0);
else
{
yuv_color.x = yuv_color.x - (1.0 / 16.0);
rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0);
}

gl_FragColor = rgba_color;
}

Or did you mean the original 2012 release without Aalis driver?

24
General Discussion / Re: [REL] The Reunion
« on: 2014-03-18 10:49:00 »
If your desired color conversion is a linear transformation you could include it in the yuv to rgb transformation matrix without any performance hit (as matrix multiplication is associative). Or you could just add it in the conversion shader after the transformation. What color correction do you have in mind?

25
Troubleshooting / Re: FMV Brightness
« on: 2014-01-13 15:59:59 »
Your change will break full range codecs though so try this shader instead:
Yes, you're right, I didn't see that one. Now your corrected formula looks correct for both ranges.

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