Author Topic: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.95)  (Read 302693 times)

Simoneya

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #300 on: 2015-07-26 09:36:47 »
Mind telling me how? Kinda noobish at this :(

Kaldarasha

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #301 on: 2015-07-29 15:01:49 »
In your FF7 rootfolder: HL-Files -> Settings.ini -> open it with a text editor and remove ff7.exe from file and add it to process. Save it. If you now start FF7+ it should wait until you start the game through the launcher.

EZPZ

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #302 on: 2015-09-29 00:42:43 »
How to use it on the Steam version? Any guides?

Jahiliyyah

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #303 on: 2015-09-30 20:00:29 »
Without even looking at it I know it's useless. Why? Because we already know how to change the frame rate. The problem is the animations don't interpolate on their own. It's not just a question of models, the effects, the camera, and the animation scripts will all need to be adjusted. I'm the one that discovered all this and I'm the only one with knowledge about it. Not that someone else couldn't take up the cause, but I'm not interpolating all the ~3000 animation handlers. I've done the camera and most of the animation scripts, but all that is meaningless without interpolated effects. Don't even get me started on summons either.
Beating a dead horse, but I guess the issue is that you want to do it right or not at all. Rather than just having everything interpolated uniformly, you want to manually adjust the interpolation for each frame according to the character animation? Considering you're going from 15 to 60 fps that could be important. It's jarring in a way when interpolation is too smooth.

Even if you were ok with automatic uniform interpolation, that would have to be done by the renderer which would probably need to be way more advanced than what's used in FFVII. This can be done by a post-processing injector, but requires that the game engine pre-render the next frame which I doubt we can set the current FFVII engine to do.

http://www.peachpit.com/articles/article.aspx?p=1327260&seqNum=2
http://forums.guru3d.com/showthread.php?t=381912&page=10

I'm totally out of my depth.
« Last Edit: 2016-02-14 16:33:36 by Jahiliyyah »

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #304 on: 2016-01-24 19:34:35 »
Just saw this.  60fps on FFIX
https://www.youtube.com/watch?v=hhQ11oh-lL8&feature=youtu.be

He also managed 30fps in the actual battle, though the engine does struggle.

What are the chances whatever he did could be incorporated into FF7PC and even FF8PC?

Kaldarasha

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Aynath

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #306 on: 2016-02-10 18:21:11 »
Hello everyone,

I must already thank you for all the great work you did so far! I follow this forum for so long, but for some reasons I just subscribed now...
I was modding my FF7 everything is working nicely, but I found the battles very slow, and thus I realized that battles were actually always like that (15 fps), so I just downloaded the "60 fps" patch, so far I followed the instructions given on the folder... But I'm blocked on a step, probably because of my limited understanding (I'm not English, even though I understand most of it). I'l copy paste the blocking part.

Quote
7.  Create the folder C:/battle and put your battle.lgp in there.  Create C:/magic and put your magic.lgp in there

8.  Put lgp.exe in the main folder of your C:
    -> Do I have to put the lgp on the "C:" Disk? freely? (need Admin rights, which I have, but I still questionning myself if this is the right way to do)

Quote

9.  Put copies of unlgp.exe in both of your new battle and magic folders and drag/drop your lgp's onto it.  Once it finishes extracting the contents, delete unlgp.exe and the lgp files.
-> This one, I don't understand at all, can you please enlight me?

I think I understand the remaining part, I'm looking forward of your answers, many thanks and wow... Good Job!! <3

Aynath

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #307 on: 2016-02-10 21:29:09 »
Actually, ulgp http://forums.qhimm.com/index.php?topic=12831.0 is the best for extracting and recompiling lgp files.  It's easier to use.

The way it works is, if you drag your battle.lgp file on top of ulgp.exe, it will extract all of the battle contents into a new folder (battle.lgp will create a battle folder, magic.lgp will create a magic folder, etc).  From there, all you have to do is copy the 60fps files over the ones in the new folder.  Once that's done, you drag the folder over ulgp.exe and it will recompile all the files back into an lgp file.  Put that file back into your game data folder and you're ready to go.

Aynath

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #308 on: 2016-02-13 10:54:10 »
Hey hey! :)

Thank You obesebear for your answer, I finally managed to make it work (to follow all the steps). But when I launch my game (with HextLaunch, with admin rights or not). I receive a message "You have an error in your config file, some options may not have been parsed. (no such option 'battleswirl_framerate).

I press OK, the game launches. I start my first and then... Holy. Battles are even more slower !!  :cry: :cry: But I see that the animations are smoother but everything is so slow, like in slow motion or something... Did you ever met this problem? How can I resolve this? :(

I reinstalled FF7 recently, and even before I felt that the game was slower, than before I don't why though... (I got a really good PC Config, I got a integrated graphic card (Intel) followed by NVidia GEFORCE 840m, Intel Core I5 Hawshell).

Looking forward for your answers, many many thanks <3

Aynath

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #309 on: 2016-02-13 13:35:18 »
 As for the battleswirl_framerate = 60, Ali may have discontinued that option in the driver, I'm not sure.

It sounds to me like you've added the **da files to your battle.lgp correctly but messed up something with HextLaunch.  Basically, your battle is still running at 15fps, but your models are running at 60fps making them appear slow.  All I can say is to go through the steps in the installation text file again and make sure you've followed every step.

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #310 on: 2016-02-13 15:39:26 »
The option (along with speed control of Snowboard, coaster, and G-bike) are present in latest driver :)  Although there should be no option, because there are correct frame rates for each.  All should be 60, except G-Bike, which should be 30.  So, really, they should just be set to that by default.

« Last Edit: 2016-02-13 15:42:02 by DLPB »

Aynath

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #311 on: 2016-02-14 11:25:39 »
Thanks again for your answers obesebear and DLBP :)

I'll try to redo the installation, and tell you if I managed to install it clearly :)

By the way I'm very impressed that you answer really quickly :) <3

Aynath

-EDIT-

After some researches on my files and all, I found that I hadn't the Aali 0.8 driver or highter version, but the 0.7.
So
Quote
*Requires Aali's driver version .8 or higher* Open ff7_opengl.cfg and add line battleswirl_framerate = 60. Then set Vsync to no. Save.
Simply couldn't work (I suppose that's the reason...).

What I've done to have my ff7 version (I may have done bad but it worked well).
          I have the re-release 2012 version (downloaded from the SQ-E Store), and I converted it to a FF7 1998 version thanks to a software. And then I modded it with Bootleg (Tifa's package), vanilla version, overhaul etc... With that, I patched it in order to play the New Threat Mod (Which I love it <3). It works but it's kinda slow as a I said before (I saw that it's actually normal, battles are at 15 fps, but it ran at 9-10 fps...) That's why I wanted to boost up in 60 fps.

I know that I should not use bootleg if I want the NT mod, but if I don't use Bootleg, I can't make FF7 work, weird huh...

Maybe those will help you to find what's wrong, thanks a lot <3 <3

Aynath

-EDIT 2-
After several tries, I actually managed to make the battles faster... But several animations were weird to see (Barret's Attack animation), and some were simply not animated (Cloud's Braver)... So I just give up this time, I actually managed to get the 14-15 fps like before so I'm OK with.

Thanks a lot <3

Aynath
« Last Edit: 2016-02-16 08:27:00 by Aynath »

eN7eRaF

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #312 on: 2016-07-27 18:43:45 »
I do not know why but it does not work with the version of Steam
« Last Edit: 2016-07-27 19:43:31 by eN7eRaF »

Kaldarasha

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #313 on: 2016-09-06 16:19:57 »
I have looked at this (http://magnetiktank.blogspot.de/) endless times, but never really get aware of that:

Code: [Select]
Some interesting bits:
bp_53cc holds a pointer to "some game object" which is a big singleton of a 0xaa0 byte long structure holding a lot of information and resources.
At offset 0x9f0 of this structure, there is an object holding the callbacks of the currently running system.

In the following bit:

if(lolo.bp_53cc->f_9f0.f_10) {
 lolo.bp_53cc->f_9f0.f_10(lolo.bp_53cc);
 lolo.bp_53cc->f_040 += 1.0;
}
the current "REFRESH" callback is called (and some frame counter is incremented)


Then we have:
if(lolo.bp_53cc->f_020 == 0)
 C_0066059C(lolo.bp_53cc);//G_DRV_10:Flip
That is the graphic's driver's "Flip" functions is called; i.e the backbuffer which has been updated during the "REFRESH" call is presented to the used.

Maybe it is nothing, but I assume that we only have made the renderer to put out 60FPS but do not update the backbuffer respectively. The irregular draw of the effects seems to be hint for that. Is this for some one useful? ???

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #314 on: 2016-11-27 13:12:10 »
I have fixed the new model animations to work properly at 60fps using my method. A few small issues remain (nothing we haven't fixed before). My method has introduced a few other issues too, but NFITC1 is looking into the biggest problem: Bahamut Zero flickering.

The pause method allows us to specifically duplicate frames for only the 2D magic effects - or other things we can't fix using interpolation.  Everything else can have the pause flag removed... allowing the full interpolation. This hybrid system is the ONLY way of getting something satisfactory.

I'll get NFITC1 to look at the changes so far - and then if it's all looking good I will add it to The Reunion as an option if I am free to use the interpolated effects.  I'll also place our work here too, of course.
« Last Edit: 2016-11-27 13:21:44 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #315 on: 2016-11-28 14:49:48 »
I've amended NFITC1's fix for the damage numbers at incorrect times to work with my pause method.  He'll have to see whether I've overlooked something, but so far it's looking good... with the exception of Scorpion tail attack.

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #316 on: 2016-11-28 16:41:11 »
#41BD9B: Camera speed related.

The summon flickering was caused by that. With my method, the pause limits it correctly.  But for a full flowing camera - it will need NFITC1's magic. Most camera operations are elsewhere - and have been fixed by NFITC1 (I have amended it to be a full flowing camera - not the 2x version on the main page). 

In other words, there are 2 main functions for camera movement.  Most are controlled by the other. I am not sure why the above causes the flickering, but if no fix can be found, it's ok, because my method fixes the issue.  New magic files also aren't needed.


obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #317 on: 2016-11-28 22:04:31 »
Man oh man.  Glad this is finally seeing some completion.  I hope all you had to do was some slight edits to my animations and not completely redo them yourself.

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #318 on: 2016-11-29 01:34:45 »
No edits at all... though the summon changes in magic.lgp aren't needed currently. They may be if the other camera function is made to be full motion... assuming it isn't already.

I'm going to need to record the game tomorrow and look at this stuff frame by frame.  It's looking very good though!

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #319 on: 2016-11-29 11:18:37 »
I never really checked anything in game, but in theory everything should work fine. The only ones that might have issues are models like proud clod and emerald weapon that are actually two separate models

nfitc1

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #320 on: 2016-11-29 12:38:32 »
Yin/yang and schizo come to mind as the most likely candidates for errors

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #321 on: 2016-11-29 13:21:13 »
Doesn't appear to be any problem with those enemies.  I'd need someone to revify that they are animating at correct speed, but looks good.  Only issue I saw was that Emerald's lower half was still animating as he was dying... but that may be an original game issue.

I'm gonna do some more testing and check frame by frame.
« Last Edit: 2016-11-29 13:48:57 by DLPB »

nfitc1

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #322 on: 2016-11-29 13:51:38 »
Lots of bosses continue to animate during the boss-death animation.

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #323 on: 2016-11-29 14:44:11 »
OK i've compared it frame by frame and I think i've missed something :P  The new model files make the battles go the correct speed again (when I disable pause for the model movement) - but it's still moving once every 4 frames. The camera is correct and moving each frame.

I'll check!

edit.

All is fine.  Testing.
« Last Edit: 2016-11-29 15:09:36 by DLPB »

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #324 on: 2016-11-29 16:09:59 »
There's also the guy in shinra mansion that swings on a chain and the robot that Reno makes attack you at the submarine dock that has long arms.

Also not sure about limit breaks