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Miscellaneous Forums => Troubleshooting => Topic started by: Kranmer on 2010-04-11 15:55:37

Title: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Kranmer on 2010-04-11 15:55:37
http://backup.ninjaloot.se/share/ff7_opengl-0.7.7b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.7b.zip)

Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!

Changelog
Added a "mod path" option and a mods folder where .png textures will be loaded from in the same way as external textures except this is done automatically and uses the original file name (so you don't have to modify the original file at all).
Added show_missing_textures option for modders, this option will make the driver print a message to app.log every time it tries to load a png file and doesn't find it.
Direct mode no longer requires a full set of files to work, if a file cannot be found in the direct/ folder it will fall back to the original LGP archive.
Frame skip in movies is now an opt-in setting, add "skip_frames = yes" to the config file if the feature was useful to you.
Fellow programmers can add "load_library = <dll file>" to the config file and have their own libraries loaded into FF7.
FF8 credits and card game should be working again.
Models using the wrong vertex type are handled a bit differently, instead of complaining once when the first such model is drawn the driver will instead produce a glitch message whenever such a .p file is loaded, also printing the name of the file in question. I'm aware of the fact that this is really annoying to some people but hopefully some of these models will actually be fixed now.


If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)

Thanks for the new version Aali and for adding load_libary, I will test this shortly.

EDIT- just tested the DLL function and the speedhack.dll works great with your load_libary setting.
here is Aali's Custom Driver with Speedhack
http://www.mediafire.com/?wz3mmyofnmg
Title: Re: Custom graphics driver for FF7/FF8
Post by: Cesarepais on 2010-04-11 16:02:39
I have a problem ... After I copied these files (FF7Config.exe, ff7_opengl.cfg, ff7_opengl.fgd, eax.dll) inside the game folder, when I go on FF7Config.exe opengl section tells me broken ... After that I put that, I open the game in only one quarter of the screen as if it were whole, I see pieces of colorful maps bad, all in all purple or yellow etc ... But I put the mod is ok, but I would avoid this problem
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-04-11 16:12:08
Cesarepais in FF7CONFIG you need to click on "Custom Driver" and NOT "openGL driver (Broken)"
Title: Re: Custom graphics driver for FF7/FF8
Post by: Cesarepais on 2010-04-11 16:14:49
But the patch is not supported with this configuration of the game
Title: Re: Custom graphics driver for FF7/FF8
Post by: Hellbringer616 on 2010-04-11 16:42:38
But the patch is not supported with this configuration of the game

What patch? the only patch you should have is the official 1.02 patch (which you need to run this driver)

Also, great work Aali :D
Title: Re: Custom graphics driver for FF7/FF8
Post by: Cesarepais on 2010-04-11 16:46:18
Exactly ... I've always had that patch, but after I changed the configuration and start the game, leaving me a message that says "No-CD patches are not sipported, please use the official version"... just happened to me this thing?
Title: Re: Custom graphics driver for FF7/FF8
Post by: Rigel 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
Title: Re: Custom graphics driver for FF7/FF8
Post by: Covarr on 2010-04-11 17:53:24
Exactly ... I've always had that patch, but after I changed the configuration and start the game, leaving me a message that says "No-CD patches are not sipported, please use the official version"... just happened to me this thing?
2 questions:

1. Are you using a no-cd patch?
2. Are you using a non-English language version of the game? Aali's driver doesn't work with all the different official versions yet, but he's constantly working to add more.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Aali on 2010-04-11 17:55:52
: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.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-11 18:29:00
Not sure this has been mentioned before either, but when I am on title screen after load up or after gameover...the niblheim FMV starts to play and is then cut out by the "glitch" message.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Rigel 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
Title: Re: Custom graphics driver for FF7/FF8
Post by: Sp4wN26 on 2010-04-11 19:04:42
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg


What do you actually change into the ff7_opengl.cfg file?
Title: Re: Custom graphics driver for FF7/FF8
Post by: AngeBleu on 2010-04-11 19:17:44
Can we hide all messages that we can notice with Custom Driver 7.7b ?
Title: Re: Custom graphics driver for FF7/FF8
Post by: Sp4wN26 on 2010-04-11 19:44:42
Ok so I install FF7, apply the 1.02 official patch then extract your .zip into the installation folder and follow your instruction. Now It crashes on load before I can see anything :/

One thing I did not do is to change settings in the Opengl.cfg simply beacause I don't know what to change  :-X

Thank you for any help

Edit: at first my problem was for the game to crash at the first fight.

Edit2: working fine now, I had to run it under Windows Xp compatibility
Title: Re: Custom graphics driver for FF7/FF8
Post by: Mako on 2010-04-11 19:47:57
Thanks Aali your the best!. Regular updates too.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-11 20:55:59
also, I was in battle with Emerald Weapon and I heard Hades Sound effect
Title: Re: Custom graphics driver for FF7/FF8
Post by: Sawced on 2010-04-11 22:54:22
nvm i got it working properly again. for some reason it just needed a clean install lol. keep up the good work!
Title: Re: Custom graphics driver for FF7/FF8
Post by: Cupcake on 2010-04-12 06:15:07
Yeah, I'm getting a crash when it gets to the New Game screen.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Terid__K on 2010-04-12 11:32:27
Yeah, I'm getting a crash when it gets to the New Game screen.

Me too. It doesn't generate a crash dump either, it's just the usual "ff7.exe has encountered an error and needs to close". It's working fine in FF8.

I guess it's back to 7.5b for me.


Title: Re: Custom graphics driver for FF7/FF8
Post by: Cesarepais on 2010-04-12 12:38:06
Exactly ... I've always had that patch, but after I changed the configuration and start the game, leaving me a message that says "No-CD patches are not sipported, please use the official version"... just happened to me this thing?
2 questions:

1. Are you using a no-cd patch?
2. Are you using a non-English language version of the game? Aali's driver doesn't work with all the different official versions yet, but he's constantly working to add more.


1. I use a patch no-cd
2. I use the patch for the Italian version
Title: Re: Custom graphics driver for FF7/FF8
Post by: Rigel 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.



Title: Re: Custom graphics driver for FF7/FF8
Post by: Cupcake on 2010-04-13 00:31:18
Yeah, I'm getting a crash when it gets to the New Game screen.

Me too. It doesn't generate a crash dump either, it's just the usual "ff7.exe has encountered an error and needs to close". It's working fine in FF8.

I guess it's back to 7.5b for me.


Exactly the same issue as mine
Title: Re: Custom graphics driver for FF7/FF8
Post by: InuRa on 2010-04-13 00:36:34
The no-cd patch is used usually for the illegal downloaded version and obviously it's not supported.

...or with small laptops, don't forget those.
I have the original PS1 and PC versions of the game, yet, the place where I like to play it the most is on my 11.2' laptop of 'course since it makes it kinda portable. Daemon-Tools makes me waste some extra 600MB on the CD, when I even decreased my video quality to make them use a total of 400MB just so I have more space for stuff.
Yeah, upgrading my 160GB hard drive is not an option, and neither is wasting 1+GB with "nothing", need to upgrade the RAM to 3GB first. :P

This error doesn't seem to be related to the .exe changes tho, otherwise I'm pretty sure Aali would have made a nice "Go buy the game... somewhere... somehow..." message for everyone instead of that, but then again i haven't had a chance to analyze it yet.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Prince Lex on 2010-04-13 01:40:14
InuRa, you could make dummy images of the gamediscs and use those with Daemon tools. The only thing FF7 looks for is the name "FF7DISC1" etc., the contents of the disc doesn't matter. Which means that you don't need a No-CD crack, and can therefore use Aali's driver.
Title: Re: Custom graphics driver for FF7/FF8
Post by: InuRa on 2010-04-13 03:08:21
InuRa, you could make dummy images of the gamediscs and use those with Daemon tools. The only thing FF7 looks for is the name "FF7DISC1" etc., the contents of the disc doesn't matter. Which means that you don't need a No-CD crack, and can therefore use Aali's driver.

Really? Well, that's a good idea then if it takes no more extra space. I'll give it a try. Thanks. :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: SnEaKs on 2010-04-13 07:09:02
So I replaced the files for the 1.02 patch, then extracted the files for Aali's patch and followed the steps listed. But when I open ff7.exe it always says "ff7.exe has encountered a problem and needs to close. We are sorry for the inconvenience." But whenever I switch from the Custom driver back to the Direct3D my game will always start up to the new/load game screen.

I don't know what I'm doing wrong or what I could do to fix this, but with this patch are you able to play FF7 in window mode? I hope I can find some way to fix this because I would like to put the Avalanche High Res patch in there as well...
Title: Re: Custom graphics driver for FF7/FF8
Post by: AngeBleu on 2010-04-13 08:06:01
Can we hide all messages that we can notice with Custom Driver 7.7b ?
Title: Re: Custom graphics driver for FF7/FF8
Post by: InuRa on 2010-04-13 13:58:31
Yeah, it's definitely just an error.
To work around it for now just make sure you have saves in all 10 slots (00 to 09) and the game will start, I'm sure Aali just missed it by accident.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Aali on 2010-04-13 14:08:48
Well that was stupid. If you pass 0 to fclose MSVCRT gets pissy and shuts everything down without calling the crash handler. I never noticed it because I had all slots occupied. You don't really need to have saves in all 10 slots, just make sure all the save files exist and it will work. Already fixed for 0.7.8b.
Title: Re: Custom graphics driver for FF7/FF8
Post by: pyrozen on 2010-04-14 20:42:59
InuRa, you could make dummy images of the gamediscs and use those with Daemon tools. The only thing FF7 looks for is the name "FF7DISC1" etc., the contents of the disc doesn't matter. Which means that you don't need a No-CD crack, and can therefore use Aali's driver.

post edited out.... opened a can of worms i can't close!
Title: Re: Custom graphics driver for FF7/FF8
Post by: Prince Lex on 2010-04-14 21:25:19
I was aware of the renaming thing, but in my case, I just didn't want to change the name of my drives lol.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Hellbringer616 on 2010-04-14 21:40:22
InuRa, you could make dummy images of the gamediscs and use those with Daemon tools. The only thing FF7 looks for is the name "FF7DISC1" etc., the contents of the disc doesn't matter. Which means that you don't need a No-CD crack, and can therefore use Aali's driver.
actually you dont even need to do this. You can name your C drive FF7DISC1, and point your FF7 registry entry to the C drive and the game works just fine. Whenever you need to swap discs, simply rename the C drive to the next disc you need. You can also delete the CD check with a somewhat simply hex edit, but i won't discuss it here.

Anyway i can do it without renaming C drive? That'll save me TONS of room, as i need to play anything from images now, CD drive broke.. (ever try installing a CD over a networked CD drive? Not fun..)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Rigel 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.
Title: Re: Custom graphics driver for FF7/FF8
Post by: InuRa on 2010-04-14 23:25:51
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.
It's kind of Square-Enix fault for not re-releasing the game with an updated engine (ONLY!) on STEAM, I'd buy it a 3rd time just so I don't have to keep any media for the PC version anymore since may many computers don't have a DVD Drive anymore.
Plus I think the most valuable version is still the PS1 one with the original black label box, which i own of 'course. :)

Regarding Aali driver, it doesn't change the ff7.exe game file in any way, so his work is 100% clear.
Plus it helps everyone who has the game being able to play it with modern OS's, something Square-Enix did not do.
(Didn't Eidos even took a patch made by a user to fix the game before..?)

Also, don't bother to refer to it as Square-Eidos or something, Eidos was bought by Square quite some time ago, and think Eidos is also being renamed to Square-Enix Europe Inc. sometime soon.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Rigel 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.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-15 01:53:52
Well I do have an official Cd and I am looking forward to the day a no cd crack comes out, because it does get tiresome messing with images....
Title: Re: Custom graphics driver for FF7/FF8
Post by: eXistenZe on 2010-04-15 10:37:33
Is this the best this plugin has to offer to ff8 or am I missing something?
(http://img441.imageshack.us/img441/8023/94805970.th.jpg) (http://img441.imageshack.us/i/94805970.jpg/)
Title: Re: Custom graphics driver for FF7/FF8
Post by: BlitzNCS on 2010-04-15 11:02:50
It's not gonna be able to magic the field images into higher resolutions - They'll still be the same ones at the same old resolution. The only noticable Difference you're gonna see is the 3D aspect of the game, Which from that screenshot are quite clearly in a higher resolution than the original game.
Title: Re: Custom graphics driver for FF7/FF8
Post by: eXistenZe on 2010-04-15 11:07:17
The thing is, post-processing can do wonders with backgrounds, but it messes up too much. bloom2 causes with reflections all around.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Rigel 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
Title: Re: Custom graphics driver for FF7/FF8
Post by: phongvm90 on 2010-04-15 17:53:59
hello Mr Aali, i am a new member of the forum and i've just awared of the mod for FF7 since 4 days ago. Well, it is incredible! I am now using the REmix-patcher v2.5.1 from Titeguy3 which is using your opengl driver v0.7.3b.

The game is running smoothy!

But, would you like doing me a favor? Because i'm a newbie (which means noob, as you know it), so if i want to update the driver frm 0.7.3b to your newest driver 0.7.7b without destroying the remix-patcher v2.5.1, what should i do?

And if it's ok, i would like to update your version with the speedhack version from kranmer.

P/s: i copied and replaced the 0.7.3b in the Remix-patcher with yours 0.7.7b and the game can not start. after the starting movie it show that "ff7.exe has encountered a problem and needs to close. We are sorry for the inconvenience." . I can't even acess to the new game/continue screen.

thank you a lot for your great work.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-04-15 18:04:04
hello Mr Aali, i am a new member of the forum and i've just awared of the mod for FF7 since 4 days ago. Well, it is incredible! I am now using the REmix-patcher v2.5.1 from Titeguy3 which is using your opengl driver v0.7.3b.

The game is running smoothy!

But, would you like doing me a favor? Because i'm a newbie (which means noob, as you know it), so if i want to update the driver frm 0.7.3b to your newest driver 0.7.7b without destroying the remix-patcher v2.5.1, what should i do?

And if it's ok, i would like to update your version with the speedhack version from kranmer.

P/s: i copied and replaced the 0.7.3b in the Remix-patcher with yours 0.7.7b and the game can not start. after the starting movie it show that "ff7.exe has encountered a problem and needs to close. We are sorry for the inconvenience." . I can't even acess to the new game/continue screen.

thank you a lot for your great work.

phongvm90 if you read a few posts back you will find this is a error with the latest version. all you need to do is fill your empty save slots up (if you have any saves just go to your FF7 save folder and make a few copys then rename them until all slots are filled)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-15 19:07:07
ahh wondered what that was. and yes I checked the log and did just that a while ago :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Goku7 on 2010-04-15 21:00:49
Aargh.  I hate to bug you again Aali, but I've got another error.  It's kinda awkward:

(http://bin.mypage.sk/FILES/OdinError.JPG)

This was taken from Odin's "Gunge Lance" summon animation.  Naturally, its with the new battle interface turned on.  From my testing, it occurs in 5.7b, 6.7b, and 7.7b (I think that's the latest one), so that's why I think its either an unquashed bug or yet another Radeon driver screwup on my part.

If this is another case of my Radeon drivers screwing up, then my apologies.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-04-15 21:41:18
Aargh.  I hate to bug you again Aali, but I've got another error.  It's kinda awkward:

(http://bin.mypage.sk/FILES/OdinError.JPG)

This was taken from Odin's "Gunge Lance" summon animation.  Naturally, its with the new battle interface turned on.  From my testing, it occurs in 5.7b, 6.7b, and 7.7b (I think that's the latest one), so that's why I think its either an unquashed bug or yet another Radeon driver screwup on my part.

If this is another case of my Radeon drivers screwing up, then my apologies.

i just tested this and the same thing happened to me with so its definatley not your drivers (i am using a geforce 9600GSO with 197 drivers)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Goku7 on 2010-04-15 22:08:15
Thanks for the confirmation, kranmer.  Now, we wait for Aali. 8-)

*Shines giant silhouette of the openGL logo into the sky*
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-16 02:40:27
I don't mean to keep brimging this up but the title screen (the one with prelude music) does seem to be way too fast, it should be 30fps not 60fps....and the menu's should be 30fps too.
Title: Re: Custom graphics driver for FF7/FF8
Post by: phongvm90 on 2010-04-16 06:40:16
hello Mr Aali, i am a new member of the forum and i've just awared of the mod for FF7 since 4 days ago. Well, it is incredible! I am now using the REmix-patcher v2.5.1 from Titeguy3 which is using your opengl driver v0.7.3b.

The game is running smoothy!

But, would you like doing me a favor? Because i'm a newbie (which means noob, as you know it), so if i want to update the driver frm 0.7.3b to your newest driver 0.7.7b without destroying the remix-patcher v2.5.1, what should i do?

And if it's ok, i would like to update your version with the speedhack version from kranmer.

P/s: i copied and replaced the 0.7.3b in the Remix-patcher with yours 0.7.7b and the game can not start. after the starting movie it show that "ff7.exe has encountered a problem and needs to close. We are sorry for the inconvenience." . I can't even acess to the new game/continue screen.

thank you a lot for your great work.

phongvm90 if you read a few posts back you will find this is a error with the latest version. all you need to do is fill your empty save slots up (if you have any saves just go to your FF7 save folder and make a few copys then rename them until all slots are filled)

Thank you Kranmer, I can play the game with your instruction now. But one more thing, the "original" remix-patcher v2.5.1 has a Ficedula music patch starts with the game, but after i copy Aali opengl driver 0.7.7b, these is no Ficedula music patch, only the speed hack of you appear. I wonder if the things happenned with the Ficedula patch also happen with other patch like limitBreak, choboco race patch, etc then the game may be broken in the future.

And now the game show a message : "libpng error: Read error" but still playable. I don't know what does it mean  :evil:
Title: Re: Custom graphics driver for FF7/FF8
Post by: Goku7 on 2010-04-16 07:31:35
Just to get your bases covered:

Doublecheck your "ff7_opengl.cfg" file, as it probably got overwritten when you upgraded to 7.7b.  There should be an entry under "#plugins" that reads something like this:

Code: [Select]
#music_plugin = plugins/ff7music.fgp
You'll want to remove the "#" symbol that's in front of it, if you haven't already.  It lets the OpenGL driver know that you're trying to use FF7music with it. :mrgreen:
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-04-16 07:35:35
hello Mr Aali, i am a new member of the forum and i've just awared of the mod for FF7 since 4 days ago. Well, it is incredible! I am now using the REmix-patcher v2.5.1 from Titeguy3 which is using your opengl driver v0.7.3b.

The game is running smoothy!

But, would you like doing me a favor? Because i'm a newbie (which means noob, as you know it), so if i want to update the driver frm 0.7.3b to your newest driver 0.7.7b without destroying the remix-patcher v2.5.1, what should i do?

And if it's ok, i would like to update your version with the speedhack version from kranmer.

P/s: i copied and replaced the 0.7.3b in the Remix-patcher with yours 0.7.7b and the game can not start. after the starting movie it show that "ff7.exe has encountered a problem and needs to close. We are sorry for the inconvenience." . I can't even acess to the new game/continue screen.

thank you a lot for your great work.

phongvm90 if you read a few posts back you will find this is a error with the latest version. all you need to do is fill your empty save slots up (if you have any saves just go to your FF7 save folder and make a few copys then rename them until all slots are filled)

Thank you Kranmer, I can play the game with your instruction now. But one more thing, the "original" remix-patcher v2.5.1 has a Ficedula music patch starts with the game, but after i copy Aali opengl driver 0.7.7b, these is no Ficedula music patch, only the speed hack of you appear. I wonder if the things happenned with the Ficedula patch also happen with other patch like limitBreak, choboco race patch, etc then the game may be broken in the future.

And now the game show a message : "libpng error: Read error" but still playable. I don't know what does it mean  :evil:

well in the file "ff7_opengl.cfg" if you open it with notepad you will see a line that says
#music_plugin = plugins/ff7music.fgp
on this line just remove the # so it says
music_plugin = plugins/ff7music.fgp
then save the file and that should (hopefully) enable it again.
also the chocobo patch is no longer needed (Aali's driver elimnates the need for chocobo patch and True motion codec) and the 9999 limit break and other patches are usually done on the EXE which Aali's driver doesnt touch so they should be fine.
Also i have never had the "libpng error" before so i cant help there, sorry.

EDIT- LoL looks like Goku7 beat me to it.
Title: Re: Custom graphics driver for FF7/FF8
Post by: phongvm90 on 2010-04-16 08:28:50
hello Mr Aali, i am a new member of the forum and i've just awared of the mod for FF7 since 4 days ago. Well, it is incredible! I am now using the REmix-patcher v2.5.1 from Titeguy3 which is using your opengl driver v0.7.3b.

The game is running smoothy!

But, would you like doing me a favor? Because i'm a newbie (which means noob, as you know it), so if i want to update the driver frm 0.7.3b to your newest driver 0.7.7b without destroying the remix-patcher v2.5.1, what should i do?

And if it's ok, i would like to update your version with the speedhack version from kranmer.

P/s: i copied and replaced the 0.7.3b in the Remix-patcher with yours 0.7.7b and the game can not start. after the starting movie it show that "ff7.exe has encountered a problem and needs to close. We are sorry for the inconvenience." . I can't even acess to the new game/continue screen.

thank you a lot for your great work.

phongvm90 if you read a few posts back you will find this is a error with the latest version. all you need to do is fill your empty save slots up (if you have any saves just go to your FF7 save folder and make a few copys then rename them until all slots are filled)

Thank you Kranmer, I can play the game with your instruction now. But one more thing, the "original" remix-patcher v2.5.1 has a Ficedula music patch starts with the game, but after i copy Aali opengl driver 0.7.7b, these is no Ficedula music patch, only the speed hack of you appear. I wonder if the things happenned with the Ficedula patch also happen with other patch like limitBreak, choboco race patch, etc then the game may be broken in the future.

And now the game show a message : "libpng error: Read error" but still playable. I don't know what does it mean  :evil:

well in the file "ff7_opengl.cfg" if you open it with notepad you will see a line that says
#music_plugin = plugins/ff7music.fgp
on this line just remove the # so it says
music_plugin = plugins/ff7music.fgp
then save the file and that should (hopefully) enable it again.
also the chocobo patch is no longer needed (Aali's driver elimnates the need for chocobo patch and True motion codec) and the 9999 limit break and other patches are usually done on the EXE which Aali's driver doesnt touch so they should be fine.
Also i have never had the "libpng error" before so i cant help there, sorry.

EDIT- LoL looks like Goku7 beat me to it.

 :'(

thank you for the guide, but the Ficedula music patch still not appear.
and about the errors, i got some more:

1- i got that libpng error every time i get to the world map (ie: after finish a battle)
2- i got another error when i put tifa into the team, each time i encounter a battle, the game prints a message :"error: could not read from file tifa.t09" - But still playable.
3- i got a deadly error at the time i reach junon (after jumping to the top of it with the help of Mr. dolphin), a movie about the highwind showed but in the middle of it , a message showed: "error: could not read from file E:\programs\Squaresoft, inc\Final Fantasy VII\Data\music\wind.wav" . The game was still playable after that but when i go to the "big elevator", it crashed! It should play the "junair_d.avi" instead of crashing, i think.

Please help me T_T
Title: Re: Custom graphics driver for FF7/FF8
Post by: Goku7 on 2010-04-16 08:39:21
Hmm....perhaps some of the other files related to the remix-patch got lost, overwritten, or flat out corrupted?  Check to make sure your Textures folder and Mods folders are in order, as well as any other folders that the remix-patch added.

Secondly, (I'm probably overthinking this) the error in junon regarding "wind.wav" and FF7music might be soundcard related.....what output plugin is FF7music using, out_wav.dll?  I'm thinking that both FF7 and FF7music are fighting over who gets to use the wav device in that particular spot.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-04-16 08:41:27
hello Mr Aali, i am a new member of the forum and i've just awared of the mod for FF7 since 4 days ago. Well, it is incredible! I am now using the REmix-patcher v2.5.1 from Titeguy3 which is using your opengl driver v0.7.3b.

The game is running smoothy!

But, would you like doing me a favor? Because i'm a newbie (which means noob, as you know it), so if i want to update the driver frm 0.7.3b to your newest driver 0.7.7b without destroying the remix-patcher v2.5.1, what should i do?

And if it's ok, i would like to update your version with the speedhack version from kranmer.

P/s: i copied and replaced the 0.7.3b in the Remix-patcher with yours 0.7.7b and the game can not start. after the starting movie it show that "ff7.exe has encountered a problem and needs to close. We are sorry for the inconvenience." . I can't even acess to the new game/continue screen.

thank you a lot for your great work.

phongvm90 if you read a few posts back you will find this is a error with the latest version. all you need to do is fill your empty save slots up (if you have any saves just go to your FF7 save folder and make a few copys then rename them until all slots are filled)

Thank you Kranmer, I can play the game with your instruction now. But one more thing, the "original" remix-patcher v2.5.1 has a Ficedula music patch starts with the game, but after i copy Aali opengl driver 0.7.7b, these is no Ficedula music patch, only the speed hack of you appear. I wonder if the things happenned with the Ficedula patch also happen with other patch like limitBreak, choboco race patch, etc then the game may be broken in the future.

And now the game show a message : "libpng error: Read error" but still playable. I don't know what does it mean  :evil:

well in the file "ff7_opengl.cfg" if you open it with notepad you will see a line that says
#music_plugin = plugins/ff7music.fgp
on this line just remove the # so it says
music_plugin = plugins/ff7music.fgp
then save the file and that should (hopefully) enable it again.
also the chocobo patch is no longer needed (Aali's driver elimnates the need for chocobo patch and True motion codec) and the 9999 limit break and other patches are usually done on the EXE which Aali's driver doesnt touch so they should be fine.
Also i have never had the "libpng error" before so i cant help there, sorry.

EDIT- LoL looks like Goku7 beat me to it.

 :'(

thank you for the guide, but the Ficedula music patch still not appear.
and about the errors, i got some more:

1- i got that libpng error every time i get to the world map (ie: after finish a battle)
2- i got another error when i put tifa into the team, each time i encounter a battle, the game prints a message :"error: could not read from file tifa.t09" - But still playable.
3- i got a deadly error at the time i reach junon (after jumping to the top of it with the help of Mr. dolphin), a movie about the highwind showed but in the middle of it , a message showed: "error: could not read from file E:\programs\Squaresoft, inc\Final Fantasy VII\Data\music\wind.wav" . The game was still playable after that but when i go to the "big elevator", it crashed! It should play the "junair_d.avi" instead of crashing, i think.

Please help me T_T

Did all these errors happen before you installed the latest version of Aali's driver ? (i mean when you first installed the remix patch did the same things happen)
Also if you could post your app.log it might be possible to help you more.
Title: Re: Custom graphics driver for FF7/FF8
Post by: phongvm90 on 2010-04-16 09:25:53
Phew, now i found a way to make it through the crashing point. I went to the Ficedula folder and start the ff7music.exe . Then i pressed the button "Run ff7" and well, i now can pass the junair_d movie without any problem. But the error messages i mentioned above still appear (although the game is still playable but i think it's annoying).

I just copied the new opengl files in the download of Kranmer (the one with speed hack) and pasted it to the ff7 folder, let it replace any file it want. after that, i met those errors. May be the files of the opengl driver in remix-patch v2.5.1 was changed and those changes was replaced by the new "fresh" file of opengl v0.7.7b which i pasted into the ff7 folder.

But i don't know it's true or not, just guess.

I hope there will be no more freezing point in the future.

EDIT: those errors did not happen before i copy the new opengl driver

This is the content of my app.log:

INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Mobile Intel(R) 4 Series Express Chipset Family 2.1.0 - Build 8.15.10.2104
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 800x600, output resolution 800x600, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library speedhack.dll
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:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: E:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
INFO: No errors.
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
-=-=[START OF WORLD MAP!!!]=-=-
ERROR: libpng error: Read Error
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.tim
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
WM_CLOSE
-=-=[END OF WORLD MAP!!!]=-=-
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-04-16 09:31:38
Phew, now i found a way to make it through the crashing point. I went to the Ficedula folder and start the ff7music.exe . Then i pressed the button "Run ff7" and well, i now can pass the junair_d movie without any problem. But the error messages i mentioned above still appear (although the game is still playable but i think it's annoying).

I just copied the new opengl files in the download of Kranmer (the one with speed hack) and pasted it to the ff7 folder, let it replace any file it want. after that, i met those errors. May be the files of the opengl driver in remix-patch v2.5.1 was changed and those changes was replaced by the new "fresh" file of opengl v0.7.7b which i pasted into the ff7 folder.

But i don't know it's true or not, just guess.

I hope there will be no more freezing point in the future.

EDIT: those errors did not happen before i copy the new opengl driver

hm. well the speedhack isnt fully tested so maybe you could try disabling it and seeing if the errors still happen to see if that is the cause.
also you could try going back to 0.7.3 (the one the remix patcher uses) to see what happens.
Title: Re: Custom graphics driver for FF7/FF8
Post by: phongvm90 on 2010-04-17 07:38:57
Phew, now i found a way to make it through the crashing point. I went to the Ficedula folder and start the ff7music.exe . Then i pressed the button "Run ff7" and well, i now can pass the junair_d movie without any problem. But the error messages i mentioned above still appear (although the game is still playable but i think it's annoying).

I just copied the new opengl files in the download of Kranmer (the one with speed hack) and pasted it to the ff7 folder, let it replace any file it want. after that, i met those errors. May be the files of the opengl driver in remix-patch v2.5.1 was changed and those changes was replaced by the new "fresh" file of opengl v0.7.7b which i pasted into the ff7 folder.

But i don't know it's true or not, just guess.

I hope there will be no more freezing point in the future.

EDIT: those errors did not happen before i copy the new opengl driver

hm. well the speedhack isnt fully tested so maybe you could try disabling it and seeing if the errors still happen to see if that is the cause.
also you could try going back to 0.7.3 (the one the remix patcher uses) to see what happens.

I think the problem is not the speed hack, because i tried disabling it and those error messages still appear! I tried back to the 0.7.3 (the one with v2.5.1 - i'd made a backup of it before update it into 0.7.7b+speedhack) and the game run well without error! May be you could try to install remix-patcher v2.5.1 on your machine and then update the opengl drive to 0.7.7b to see if any problems appears. You are an experienced developer so i think you could see the problem wider than me- a novice user  :cry:. And please post a solution if you find it out. Thank you alot.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-04-17 09:28:31
Phew, now i found a way to make it through the crashing point. I went to the Ficedula folder and start the ff7music.exe . Then i pressed the button "Run ff7" and well, i now can pass the junair_d movie without any problem. But the error messages i mentioned above still appear (although the game is still playable but i think it's annoying).

I just copied the new opengl files in the download of Kranmer (the one with speed hack) and pasted it to the ff7 folder, let it replace any file it want. after that, i met those errors. May be the files of the opengl driver in remix-patch v2.5.1 was changed and those changes was replaced by the new "fresh" file of opengl v0.7.7b which i pasted into the ff7 folder.

But i don't know it's true or not, just guess.

I hope there will be no more freezing point in the future.

EDIT: those errors did not happen before i copy the new opengl driver

hm. well the speedhack isnt fully tested so maybe you could try disabling it and seeing if the errors still happen to see if that is the cause.
also you could try going back to 0.7.3 (the one the remix patcher uses) to see what happens.

I think the problem is not the speed hack, because i tried disabling it and those error messages still appear! I tried back to the 0.7.3 (the one with v2.5.1 - i'd made a backup of it before update it into 0.7.7b+speedhack) and the game run well without error! May be you could try to install remix-patcher v2.5.1 on your machine and then update the opengl drive to 0.7.7b to see if any problems appears. You are an experienced developer so i think you could see the problem wider than me- a novice user  :cry:. And please post a solution if you find it out. Thank you alot.

I already have the remix patch installed in 1 of my FF7 folders (i have 16 different FF7 folders for different mods and settings etc). I just ran it and noticed that the error happens even in the Remix patch (look at your app.log if you dont believe me). It looks like its a missing file, in the latest versions of Aali's driver the msg's show up to notify people have a file missing.
So basicly the error isnt caused by Aali's driver 0.7.7 it just notify's you of the missing file which the old version doesnt.
The only solution that comes to mind is either replace the missing file or make a request to Aali for a disable error msg feature.
Title: Re: Custom graphics driver for FF7/FF8
Post by: d33eniz on 2010-04-17 09:54:37
Hey Aali!

You said that the newer FF8 Custom Driver will support the German version of the game- I sent you the FF8 files long time ago- is the new version compatible with it now?
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-17 16:42:08
Bug Report

Me and Kranmer have discovered a bug in the game just before the battle with Dyne, there are numerous errors about not being able to open Wind.wav and then shortly afterwards a few dialogues before the battle, the game simply freezes up and crashes.

Corel Desert Save here (slot 4 I think):

https://docs.google.com/leaf?id=0B1JH_wU1qqN4ZjMwZWQ0ODctYzZlMy00NjIzLTk0YWEtOGI3MzJkZjhlMTYw&hl=en

0.7.3 seems to play the scene properly.
Title: Re: Custom graphics driver for FF7/FF8
Post by: InuRa on 2010-04-17 17:01:41
It fails to load the wind right before the final battle too.
Probably just another small mistake when creating an awesome feature. ;)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Aali on 2010-04-17 20:18:19
Goku7:
Oops, that's not supposed to happen :P Will be fixed with 0.7.8b.

Colonel Ramsay:
The PC version was never limited to 30fps in the menus.

phongvm90, kranmer, Colonel Ramsay, InuRa:
0.7.7b was bound to have some problems with file access due to the improved direct mode feature, just keep reporting all of these errors and they'll be fixed for 0.7.8b.

d33eniz:
No new languages for FF8 yet, have patience, it's coming :-)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-17 20:20:40
aali I know the menu on PC was always set to 60fps so was the credit screen but it is too fast.  It was originally designed for psx at speeds of 30fps.  The menu is too sensitive at times and that credit screen text is 2X the speed the PSX is set to...

ps, i think i was wrong before about the battle twirl...60fps seems to be fine...
Title: Re: Custom graphics driver for FF7/FF8
Post by: Dolraith on 2010-04-18 07:23:00
Edit-Final: After a full day of digging and whatnot, I realised my original post was in the wrong place, as my troubles were with the Remix patch, and not with the opengl driver. Thus, with apologies all around (as promised) I move off into a diff thread. Nothing to see here anymore, and the mess is gone. Sorry for the trouble.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-22 02:31:41
OK aali, this is last time I am gonna bother you about this but there is also something you can maybe add in a patch for your driver?

1.  The PSX works to a set frequency as we know of 30 Hz (NTSC).  That is, that limits the speed of counters and movement.  In the playstation game, the credit screen runs at this speed, and because the PC has not been limited to 30fps in the same way battles are 15 and field is 30, we have a credit screen which is 2X as fast as it is supposed to be.

2.  The same thing applies to menu.  It was designed to be played at a frequency of 30hz , which is again now 60fps in PC and 2X as fast as it is supposed to be, resulting in slightly sensitive movement of the cursor.

Both of these need capping to 30fps to maintain how they were designed to be played.

and

006C49A3 : mov[00dc1314],00000014 < Address in memory and opcode

string c7 05 14 13 dc 00 14 00 00 00

exe address 002c3da9

This piece of data is the address of the limit manual window's counter and number of frames the dialogue box is to be displayed on  screen (hex 14, or 20 frames).

On PSX this means the dialogue box shows up for 20 frames/30 Hz seconds (2/3 of a second.  Which is still too fast).  But once again because the PC menu is now at 60fps this is 20 frames/60 fps seconds (1/3 of a second)

So we now have the dialogue (when you give a character his limit skill manual), going off way too fast to be able to read it.

Even with a menu of 30fps it is still too fast.  So my idea is to patch it.  (I have already patched my exe)  but your driver will probably alter memory?  006C49A3 : mov[00dc1314],00000014

I suggest using an opcode value of 70 if you plan to stick with 60fps menu or 35 if sticking to 30 fps menu.

Title: Re: Custom graphics driver for FF7/FF8
Post by: shinragriever on 2010-04-22 19:22:05
I can't seem to make Aali's Opengl driver work properly.

What i've done so far is:

    * Installed FFVII
    * Installed patch Final Fantasy VII V1.02
    * Aali's opengl driver and changed the ff7_opengl.cfg


Ive changed my screen to 1680x1050. Haven't changed anything else.
Game just freezes and windows says FF7.exe is not responding anymore.

if you need to know more let me know Smiley.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Goku7 on 2010-04-22 19:58:58
Check your save files.  7.7b has a bug in which it'll crash if it doesn't see data in all the save slots.  Crazy, I know.

You'll want to go to your save directory and make copies of your existing save file, if any, and rename them in order from save00.ff7 to save09.ff7.  Now, the game can proceed without crashing.
Title: Re: Custom graphics driver for FF7/FF8
Post by: shinragriever on 2010-04-22 21:53:55
Check your save files.  7.7b has a bug in which it'll crash if it doesn't see data in all the save slots.  Crazy, I know.

You'll want to go to your save directory and make copies of your existing save file, if any, and rename them in order from save00.ff7 to save09.ff7.  Now, the game can proceed without crashing.

I've made saves on all my *.ff7 but nothing changed.

I also tried changing my resolution to 640x480, still crashed. My screen changed size thought.
Title: Re: Custom graphics driver for FF7/FF8
Post by: obesebear on 2010-04-23 02:39:31
Open FF7Config.exe and change the graphics to "Custom Driver"
Title: Re: Custom graphics driver for FF7/FF8
Post by: shinragriever on 2010-04-23 10:02:22
Open FF7Config.exe and change the graphics to "Custom Driver"

im not an idiot, ive done that
Title: Re: Custom graphics driver for FF7/FF8
Post by: obesebear on 2010-04-23 14:10:50
Open FF7Config.exe and change the graphics to "Custom Driver"

im not an idiot, ive done that
Since you're such a genius why don't you go ahead and figure out your problem for yourself smart guy?  Instead of "oh noes some1 plz help!!! heres hardly enuff enformacion 4 ne1 to help"
Title: Re: Custom graphics driver for FF7/FF8
Post by: Mako on 2010-04-23 15:46:29
Open FF7Config.exe and change the graphics to "Custom Driver"

im not an idiot, ive done that

Post crash log would be your best option (after you've done what obesebear suggested). On a side note try not to snap at people who are try to help getting your play your game were only trying to help.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-23 16:29:05
Open FF7Config.exe and change the graphics to "Custom Driver"

im not an idiot, ive done that

This is why we shouldn't bother answering and why I never bothered helping you.  What we need is a readme for newbies (a proper one with pictures etc), and if they can't read that or won't bother, they can f*** right off.

I listened to people here in order to get this working and spent a lot of my hours learning all about computers in my spare time, so that I rarely need to ask for help in the first place.  I would have responded with the same suggestion as obesebear, because you haven't given enough details, nor sent the log you are always asked to send.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Goku7 on 2010-04-23 17:43:45
Open FF7Config.exe and change the graphics to "Custom Driver"

im not an idiot, ive done that

I don't think any insult was intended, shinragriever.

In tech support, there are two reasons the "dumb questions" are asked:

1. In case the problem really is something simple that got overlooked

2. To get up to speed on what you have and have not already done to fix the problem.

That's all. I doubt obesebear had anything else in mind than those two reasons when he asked that.

Anyway, it would help if you could post the app.log file that FF7 produces.  You'll find it in your main FF7 folder if you're running it by itself, or in the folder you installed FF7music into if you're running it from FF7music.
Title: Re: Custom graphics driver for FF7/FF8
Post by: shoe on 2010-04-25 03:41:44
Hey Aali could you check this error log for me.

Crash log,


This happens when I enter any random battle.  After applying the v0.7.7 OpenGL patch.
If you inquire any more info, please don't be hesitant to ask.

My system is:

Windows 7 64bit
3.6Ghz Quad Core
8800 GTS 512Mb
4Gb DDR2 Ram
Title: Re: Custom graphics driver for FF7/FF8
Post by: shinragriever on 2010-04-25 14:52:53
Open FF7Config.exe and change the graphics to "Custom Driver"

im not an idiot, ive done that

I don't think any insult was intended, shinragriever.

In tech support, there are two reasons the "dumb questions" are asked:

1. In case the problem really is something simple that got overlooked

2. To get up to speed on what you have and have not already done to fix the problem.

That's all. I doubt obesebear had anything else in mind than those two reasons when he asked that.

Anyway, it would help if you could post the app.log file that FF7 produces.  You'll find it in your main FF7 folder if you're running it by itself, or in the folder you installed FF7music into if you're running it from FF7music.

yes, I understand my apologies. I fixed the problem. had this error log.

INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2/3DNOW! 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file d:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg


so I renamed ff7_opengl.cfg to ff7input.cfg and it was fixed. thanks for trying to help tho
Title: Re: Custom graphics driver for FF7/FF8
Post by: AngeBleu on 2010-04-25 21:11:52
how to correct all Glitch that we can see in APP.LOG ? It says that some files are broken  ???
Title: Re: Custom graphics driver for FF7/FF8
Post by: Terid__K on 2010-04-25 23:50:33
Hey Aali, just want to report something that's been bothering me since release 0.76b. The fmvs in FF7 now have a thin vertical gray line on the right side. They don't have this line when I use 7.5b, did you start applying filtering to the videos or something?

Also, I suggest you to not get rid of the black bar in the new battle interface. That bar hides some ugly stuff that you weren't supposed to be seeing (try summoning Odin to see what I'm talking about).


Title: Re: Custom graphics driver for FF7/FF8
Post by: willis936 on 2010-04-26 12:26:34
I got everything running on my new laptop perfectly.  A few strange things:  the volume in the cfg for ff7music had to be turned down from 125 to 50 to match the sound effects (an issue I've never had before), there's now a gray line to the right of the videos, and there are artifacts over the damage numbers in battle (and during some animations, summons were mentioned above).  I'm using .7.7b and haven't tried rolling back.
Title: Re: Custom graphics driver for FF7/FF8
Post by: therage800 on 2010-04-27 06:43:42
I'm also getting the gray line during FMVs. :-\
Title: Re: Custom graphics driver for FF7/FF8
Post by: Colonel Ramsay on 2010-04-27 06:49:54
Some of these problems are not being directly caused by the driver and so there should be a bug report page, and not this one being swamped.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Timber on 2010-04-27 13:25:40
Also, I suggest you to not get rid of the black bar in the new battle interface. That bar hides some ugly stuff that you weren't supposed to be seeing (try summoning Odin to see what I'm talking about).

That's a bit drastic isn't it? Actually I'm surprised at how well the new battle interface holds up, considering how much more of the screen shows.
I'm sure if we ask Aali nicely he would probably be able to fix some of these errors.
Also it isn't just the black bar that shows problems.

For example:
(http://justincoutts.com/files/ss/ultima.jpg)

You can see that the Ultima 'white glow' effect cuts off at Tifas name.
Perhaps Aali could make the texture go full screen instead.
Title: Re: Custom graphics driver for FF7/FF8
Post by: therage800 on 2010-04-27 18:01:34
Whenever wind.wav is played after about 30 seconds the game freezes. I have confirmed that it happens with 0.7.7b but not 0.7.5b, I have not tested 0.7.6b

Quote from: app.log
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
ERROR: failed to set fullscreen mode
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series  2.1.8787
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
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: C:\FFVIIMovies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\FFVIIMovies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
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
ERROR: could not read from file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: could not read from file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav  This repeats about 800,000 more times
WM_CLOSE
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD
Title: Re: Custom graphics driver for FF7/FF8
Post by: dziugas on 2010-04-27 18:13:38
Bug Report

Me and Kranmer have discovered a bug in the game just before the battle with Dyne, there are numerous errors about not being able to open Wind.wav and then shortly afterwards a few dialogues before the battle, the game simply freezes up and crashes.

Corel Desert Save here (slot 4 I think):

https://docs.google.com/leaf?id=0B1JH_wU1qqN4ZjMwZWQ0ODctYzZlMy00NjIzLTk0YWEtOGI3MzJkZjhlMTYw&hl=en

0.7.3 seems to play the scene properly.



i recently started playing ff7, and got only this graphical mod. here are the bugs i found:

1. this has already been mentioned, but i needed to duplicate my save files (i figured this out all by myself 8))
2. at a few scenes i get an onscreen error message, that the game couldnt READ wind.wav file. the scene, where barret meets his friend crashes, depending on how fast you kill the game, app.log file might become over 100mb size. removing the file wind.wav file didnt help (app.log stated, that it could open the file wind.wav). the only way to get past that scene was to use original ff7config.exe file. (i figured that all by myself too 8)).
3 later i got few similar errors with sound.dat(i guess) file, scenes where you get bronco plane and in the ancient ruins where cloud is talking to sephiroth crash because of this error.

actually, bug 2 and 3 behave identically, only diffirent sound files are involved there.

no more bugs found, since i still havent got past ancient temple, or ruins(whatever)

i hope this is readable, understandable and helps you in some way


EDIT: the scene, where you have to pick up the black materia crashes because of wind.wav file. (app.log size - 42 megs, full of "ERROR: could not read from file F:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav" lines)

need to fight that boss monster yet again... :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: myst6re on 2010-04-27 20:05:45
Quote
2. at a few scenes i get an onscreen error message, that the game couldnt READ wind.wav file. the scene, where barret meets his friend crashes, depending on how fast you kill the game, app.log file might become over 100mb size. removing the file wind.wav file didnt help (app.log stated, that it could open the file wind.wav). the only way to get past that scene was to use original ff7config.exe file. (i figured that all by myself too 8)).

This is a problem with the ff7config? I thought it was a bug in the game
Title: Re: Custom graphics driver for FF7/FF8
Post by: therage800 on 2010-04-27 20:31:26
I think he meant that he disabled Aali's driver by using the original config file.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Terid__K on 2010-04-27 20:39:48
Aali is already aware of the wind.wav loading error. He said it's because of the improved direct mode feature. He also said it should be fixed next version, so patience  :-)


Title: Re: Custom graphics driver for FF7/FF8
Post by: dziugas on 2010-04-27 21:05:46
I think he meant that he disabled Aali's driver by using the original config file.


exactly


Aali is already aware of the wind.wav loading error. He said it's because of the improved direct mode feature. He also said it should be fixed next version, so patience  :-)


but there are similar problems with other files too
Title: Re: Custom graphics driver for FF7/FF8
Post by: indrema on 2010-04-27 22:49:30
Why the linear_filter don't work on in-game 2D field?
I've notice that work very well on start 2D background, but when play the effect is apply only on 3D models.
Is possible fix it?
Title: Re: Custom graphics driver for FF7/FF8
Post by: titeguy3 on 2010-04-28 01:43:32
@Timber That *may* be fixable by editing the texture itself...not sure though.
Title: Re: Custom graphics driver for FF7/FF8
Post by: refoopseman on 2010-04-29 06:23:12
Models using the wrong vertex type are handled a bit differently, instead of complaining once when the first such model is drawn the driver will instead produce a glitch message whenever such a .p file is loaded, also printing the name of the file in question. I'm aware of the fact that this is really annoying to some people but hopefully some of these models will actually be fixed now.

Can you instead turn this into an option whether you can choose to turn on and off? Thank you very much  ;)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Millenia on 2010-04-29 17:01:21
Yeah I'm getting the broken model error with mine, it's fucking annoying when you have no idea wtf you're supposed to do about it >_>
Title: Re: Custom graphics driver for FF7/FF8
Post by: obesebear on 2010-04-29 17:11:04
Same here as with Refoopseman and Millenia.  I've got a model in game that tells me it has a bad vertex.  So I reopen it in 3DSMax and set the weld level ridiculously high.  Yet still I get the error.   If I set it even higher the model becomes EXTREMELY distorted. 

It's a nice option to have, but if we don't know what's wrong or can't fix it, it becomes an inconvenience.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Halp on 2010-04-29 17:39:09

Quote
2. at a few scenes i get an onscreen error message, that the game couldnt READ wind.wav file. the scene, where barret meets his friend crashes, depending on how fast you kill the game, app.log file might become over 100mb size. removing the file wind.wav file didnt help (app.log stated, that it could open the file wind.wav). the only way to get past that scene was to use original ff7config.exe file. (i figured that all by myself too 8)).

having the same problem, but when I replaced the ff7config.exe file with the official patch ff7config.exe, it still froze. Or did you use the one that came with installation of the game / not the official patch ff7config.exe?
Title: Re: Custom graphics driver for FF7/FF8
Post by: therage800 on 2010-04-30 03:34:04
Use the one that came with the game. But remember that this will disable Aali's driver so run his config file after you get past the problem area.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Aali on 2010-04-30 15:20:07
Millenia, obesebear:
Complain to the author of whichever program created the .p file. If they don't know what to do to fix it they can contact me.
If you just want to fix the file, open it in a hex editor and change 4 bytes at offset 8 from 00 00 00 00 to 01 00 00 00.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Halp on 2010-04-30 17:31:00
Use the one that came with the game. But remember that this will disable Aali's driver so run his config file after you get past the problem area.

Just tried it three times with that one. If I don't set or replace anything, it's set as Unknown Renderer on the original config after I replace the aali's driver config with the original ff7 config. It runs fine then at the Dyne (I think that's his name) scene, it doesn't say Cannot Read Wind.wav or something but still crashes at the same exact part. On another try, it started saying the "cannot read wind.wav" again. When set to Software Renderer, I can't even zone. It crashes at the change of screen. Any ideas?
Title: Re: Custom graphics driver for FF7/FF8
Post by: willis936 on 2010-04-30 17:45:01
Is there anyway to customize the input.cfg?  I'd like to modify the controls a smidgen because some buttons act as two (like menu and switch on the right shift key).
Title: Re: Custom graphics driver for FF7/FF8
Post by: titeguy3 on 2010-04-30 17:51:36
Is there anyway to customize the input.cfg?  I'd like to modify the controls a smidgen because some buttons act as two (like menu and switch on the right shift key).

Err um, uh..can't you configure the controls in game?
That should update input.cfg.

You can also open it in notepad.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Halp on 2010-04-30 18:09:38
Use the one that came with the game. But remember that this will disable Aali's driver so run his config file after you get past the problem area.

Just tried it three times with that one. If I don't set or replace anything, it's set as Unknown Renderer on the original config after I replace the aali's driver config with the original ff7 config. It runs fine then at the Dyne (I think that's his name) scene, it doesn't say Cannot Read Wind.wav or something but still crashes at the same exact part. On another try, it started saying the "cannot read wind.wav" again. When set to Software Renderer, I can't even zone. It crashes at the change of screen. Any ideas?

Fixed it :)
Installed another FF7 as Square Soft Inc2 (in program files) and Final Fantasy VII2 (in start menu) and moved a copy of my save games into it. Got past the area, got the buggy outside, saved, copied the new "saves" (the save games) folder, replaced the "saves" (the save games) folder to the real/first/one-with-aali's-custom-driver Square Soft Inc/Final Fantasy VII and uninstalled Square Soft Inc2.
Title: Re: Custom graphics driver for FF7/FF8
Post by: willis936 on 2010-04-30 18:17:32
There's no option for that I don't think I'll check in a second but the input.cfg file looks like this
Code: [Select]
Ç   Ã   Ã‰   Ã‘   6      9   Â   Ã“           Ã’   Ãˆ   Ã   Ã   Ã‹      Ãˆ   Ã   Ã‹   Ã      ÃŸ   Ã«   Ã­   Ã±   Ã²   Ã¯   Ã°   Ã®   Ã­   Ã¬   Ã«   Ã³           Ã´   Ã£   Ã¦   Ã¤   Ã¥   Ã¬   Ã£   Ã¤   Ã¥   Ã¦       Ã                                                                                                                
Title: Re: Custom graphics driver for FF7/FF8
Post by: sl1982 on 2010-04-30 18:21:40
This is so not the thread for this. You should start a new one.
Title: Re: Custom graphics driver for FF7/FF8
Post by: obesebear on 2010-04-30 18:54:59
Millenia, obesebear:
Complain to the author of whichever program created the .p file. If they don't know what to do to fix it they can contact me.
If you just want to fix the file, open it in a hex editor and change 4 bytes at offset 8 from 00 00 00 00 to 01 00 00 00.
That would be PCreator, so any complaints I have will fall on deaf ears.  I guess I could just load the individual p file into Kimera and save it... I'll edit this once I test it.
Title: Re: Custom graphics driver for FF7/FF8
Post by: dziugas on 2010-05-01 07:38:22

Quote
2. at a few scenes i get an onscreen error message, that the game couldnt READ wind.wav file. the scene, where barret meets his friend crashes, depending on how fast you kill the game, app.log file might become over 100mb size. removing the file wind.wav file didnt help (app.log stated, that it could open the file wind.wav). the only way to get past that scene was to use original ff7config.exe file. (i figured that all by myself too 8)).

having the same problem, but when I replaced the ff7config.exe file with the official patch ff7config.exe, it still froze. Or did you use the one that came with installation of the game / not the official patch ff7config.exe?



i use 1.02 ff7config.exe. don't forget to start and configure ff7config.exe before starting the game

edit: by the way - unmodified config.exe doesn't show error messages onscreen(at least i haven't seen any); unmodified config.exe runs the game only in 2 resolutions. so if you see error messages or your game resolution is different - your game will probably crash again
Title: Re: Custom graphics driver for FF7/FF8
Post by: Final on 2010-05-02 15:22:41
Could someone explain what I put after mod_path = in the cfg? I have a .png in the /mods folder that I want it to load but nothing I put after the "mod_path =" works.
Title: Re: Custom graphics driver for FF7/FF8
Post by: sl1982 on 2010-05-02 15:53:09
Put a folder name. Then make a folder in mods to put your png into
Title: Re: Custom graphics driver for FF7/FF8
Post by: Halp on 2010-05-03 00:29:25
another "cannot read wind.wav" freeze/crash at the scene where you and Cid are on the broken plane in the water.
Title: Re: Custom graphics driver for FF7/FF8
Post by: dlxro on 2010-05-03 13:35:20
Hi Aali, I'm getting crash with ff8 in disk 3, in pandora research when you going to talk with Dr. Odine you have to fight some enemies it randomly crashes, before entering the building or when you're fighting.

The App log
http://www.sendspace.com/file/8frlx6 (http://www.sendspace.com/file/8frlx6)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Cazador on 2010-05-03 14:29:12
I tried the save slot fix (although I may have done it wrong  :P ) FF7 still crashes before the start menu, if someone wants to zip up their save folder for me to test with that'd be awesome. If not, I hope the fix comes out soon!  :-D Also, just wanted to say the driver is awesome Aali I have used previous versions, great work!
Title: Re: Custom graphics driver for FF7/FF8
Post by: protoeden on 2010-05-04 18:37:45
Quote
ERROR: could not read from file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\sound\audio.dat

keep gettin this and my pc semi freeze duting the ancient temple... ???
any solutions guys? ;D

oh... and i keep on hearing heades voice after omnislash...
Title: Re: Custom graphics driver for FF7/FF8
Post by: protoeden on 2010-05-04 18:39:57
another "cannot read wind.wav" freeze/crash at the scene where you and Cid are on the broken plane in the water.

i replace the wind file with some other .wav file...at least it wont crash again although the error message still appear :-D
Title: Re: Custom graphics driver for FF7/FF8
Post by: Halp on 2010-05-04 22:44:14
another "cannot read wind.wav" freeze/crash at the scene where you and Cid are on the broken plane in the water.

i replace the wind file with some other .wav file...at least it wont crash again although the error message still appear :-D

what file did you replace it with?
Title: Re: Custom graphics driver for FF7/FF8
Post by: Terid__K on 2010-05-05 00:24:07
Why are you going through the trouble of replacing files when you can just go back to version 0.75b while you wait for the new version?


Title: Re: Custom graphics driver for FF7/FF8
Post by: cmay119 on 2010-05-05 00:47:13
I apologize if this has been asked before, but I'm having trouble selecting the custom resolution that I want. I open the FF7_opengl.cfg with notepad and select my custom x & y resolutions, save and exit. I then run the game and it only runs at 640x480.

I'm trying to have the image go to 1920x1200, my max monitor resolution. I can understand if this particular resolution isn't possible. However, I can't seem to get any custom resolutions to work. Any help?

EDIT: I'm an idiot, I forgot to apply the 1.02 patch first. Anyways, I'm running into another issue now. The game crashes right after the Eidos & Squaresoft Logo's play. Right at startup. I'm not sure what the reason is, anyone experience that and able to fix it?
Title: Re: Custom graphics driver for FF7/FF8
Post by: therage800 on 2010-05-05 01:05:44
The game crashes right after the Eidos & Squaresoft Logo's play. Right at startup. I'm not sure what the reason is, anyone experience that and able to fix it?

This has been stated countless times already in this very thread; fill up your save slots!
Title: Re: Custom graphics driver for FF7/FF8
Post by: cmay119 on 2010-05-05 01:15:35
I apologize about that, I was going through the thread and hadn't come across the solution yet. So I just need to rename the same save file to insert in other slots? I.E. save00.ff7, save01.ff7, save02.ff7, etc?
Title: Re: Custom graphics driver for FF7/FF8
Post by: therage800 on 2010-05-05 01:20:32
That is correct.
Title: Re: Custom graphics driver for FF7/FF8
Post by: cmay119 on 2010-05-05 01:26:08
Thanks for the quick response, I appreciate it. :D
Title: Re: Custom graphics driver for FF7/FF8
Post by: cmay119 on 2010-05-05 16:13:02
Quick general question about this mod. Was OpenGL support always embedded in the code of the game? Or was this something completely added in with your modifications? I read the original post, but still seems slightly ambiguous on whether this was naturally supported. 
Title: Re: Custom graphics driver for FF7/FF8
Post by: Halp on 2010-05-05 16:24:31
Why are you going through the trouble of replacing files when you can just go back to version 0.75b while you wait for the new version?




that version doesn't have the same problem?
If so, where can I find it?
Title: Re: Custom graphics driver for FF7/FF8
Post by: protoeden on 2010-05-05 20:53:58
Quote
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/opback_a_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/opback_b_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/opback_c_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/opback_d_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/opback_e_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/opback_f_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name1_a_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name1_b_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name2_a_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name2_b_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name3_a_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name3_b_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name4_a_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name4_b_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name5_a_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name5_b_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name6_a_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name6_b_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name7_a_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name7_b_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name8_a_00.png, failed
INFO: tried to load C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/yes/cr/name8_b_00.png, failed

Hi all, is there anyway to fix this? :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Terid__K on 2010-05-06 01:28:02
Why are you going through the trouble of replacing files when you can just go back to version 0.75b while you wait for the new version?




that version doesn't have the same problem?
If so, where can I find it?

No, it doesn't.

You can find it here:

http://forums.qhimm.com/index.php?topic=8306.msg128533#msg128533 (http://forums.qhimm.com/index.php?topic=8306.msg128533#msg128533)


Title: Re: Custom graphics driver for FF7/FF8
Post by: cmay119 on 2010-05-06 16:47:34
Getting a crash in the Battle Arena on 0.7.7b



Quote
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 604
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
pause_sound
MIDI pause
resume_sound ()
MIDI resume
[BATTLE] End of current battle
[BATTLE] next battle
ERROR: unhandled exception

This has happened a couple times now, this time I've paused the game shortly before moving to the next battle after the slots. I don't recall on whether I paused the game in the battle arena on previous crashes.

EDIT: How do I load my game from an emergency save, btw?
Title: Re: Custom graphics driver for FF7/FF8
Post by: Goku7 on 2010-05-06 22:18:09
I haven't tried it myself, but I would assume you'd rename the file as one of FF7's save slots and load that slot.
Title: Re: Custom graphics driver for FF7/FF8
Post by: cmay119 on 2010-05-07 14:41:36
Thanks Goku, I'll try that. :)

BTW, I'm getting the Wind error now trying to go down into the crater for the first time. Anyone know how to get past this point without disabling the driver all together? If I disable it, I won't be able to close the game and reload it as there isn't a save point down in the crater (besides the one that you place yourself, I don't want to drop that yet, just want to train).
Title: Re: Custom graphics driver for FF7/FF8
Post by: Napper on 2010-05-08 13:24:29
Aali, anyway for you to smooth out the background textures in FF8? I used magixs FF8 launcher 1.31 and was pleasantly surprised to see a background-texture uv-map adjustment option. Because your driver is much more compatible with AA I would love to see that option in your driver.

Plus, does anyone know why the left part of Seifers head is missing a polygon or texture. His head flashs white which is very strange.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Armorvil on 2010-05-09 16:34:27
Oh look ! Another annoying noob asking for help !  :P
I know what you're thinking. "Hey, noob, noticed that it's page 85 ? I'm sure you'll find how to fix it in there". But believe it or not : I looked, tried many things, but the game still crashes after the Eidos screen, with the legendary "Oops, something very bad happened".

Okay, here is the whole story : I had to re-install FFVII completely, and proceeded to patch it with many mods. But I made sure to do it step by step, by always creating a back up of the previous file(s), just in case.

Anyways, after installing a couple patches with Yamp as well as the NPC Reconstruction mod, the crash appeared. Please take note that FFVII worked perfectly with Aali's ff7_opengl-0.7.5b (yeah, I'm using 7.5b) before that.

So, noticing this, I decided to "erase" those patches by restoring the original FF7.exe as well as the many files the NPC Reconstruction patch modified. But still the same crash.

Then, I tried to launch the game without the Custom Driver, in FF7Config. No crash. I took a look at the log, and noticed that the game was looking for all save-files, from save00.ff7 to save09.ff7 in the save directory. So, I duplicated my first save until all those files were created... ...to no avail.

Now I'm lost.

EDIT :

Yeah, I edit my message before even posting it. Anyways, I tried with FF7_opengl-0.7.7b, and the game works. Meaning I get past the Eidos screen and can load a game, but the game crashes at the start of a battle (with the same "oops, something very bad happened" message). Also, I have a lot of yellow and red notifications while in the field, at the bottom of the screen, saying that the game couldn't find PNG and RSD files. Here is a screenshot, to show you what I mean (http://img248.imagevenue.com/img.php?image=22393_Image2_122_36lo.jpg).

And here is my app.log :

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. Radeon X1950 Pro 2.1.7278 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1000x1000, output resolution 1000x1000, internal resolution 1280x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Synthé. SW table de sons GS Mic, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: E:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: I:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
GLITCH: missing external texture: FieldText/usal_00.png
GLITCH: missing external texture: FieldText/usbl_00.png
GLITCH: missing external texture: MenuArt/btlal_00.png
GLITCH: missing external texture: MenuArt/btlbl_00.png
GLITCH: missing external texture: MenuArt/btlcl_00.png
GLITCH: missing external texture: BattleText/btldl_00.png
Exiting MAIN
START OF MENU SYSTEM!!!
GLITCH: missing external texture: FieldText/usah_00.png
GLITCH: missing external texture: FieldText/usbh_00.png
GLITCH: missing external texture: MenuArt/btlah_00.png
GLITCH: missing external texture: MenuArt/btlbh_00.png
GLITCH: missing external texture: MenuArt/btlch_00.png
GLITCH: missing external texture: BattleText/btldh_00.png
GLITCH: missing external texture: WMRP/menu/buster_00.png
GLITCH: missing external texture: MenuArt/btlbh_01.png
GLITCH: missing external texture: FieldText/usah_14.png
GLITCH: missing external texture: FieldText/usbh_14.png
GLITCH: missing external texture: MenuArt/btlah_01.png
GLITCH: missing external texture: FieldText/usah_12.png
GLITCH: missing external texture: FieldText/usbh_12.png
GLITCH: missing external texture: MenuArt/btlbh_07.png
GLITCH: missing external texture: BattleText/btldh_07.png
GLITCH: missing external texture: FieldText/usah_10.png
GLITCH: missing external texture: FieldText/usbh_10.png
GLITCH: missing external texture: FieldText/usal_00.png
GLITCH: missing external texture: FieldText/usbl_00.png
GLITCH: missing external texture: MenuArt/btlal_00.png
GLITCH: missing external texture: MenuArt/btlbl_00.png
GLITCH: missing external texture: MenuArt/btlcl_00.png
GLITCH: missing external texture: BattleText/btldl_00.png
END OF MENU SYSTEM!!!
Entering MAIN
GLITCH: missing external texture: FieldText/usal_12.png
GLITCH: missing external texture: FieldText/usbl_12.png
Exiting MAIN
Field Start
ERROR: failed to find file char/AAAF1.RSD (LGP) (path: )
ERROR: offset error: AAAF1.RSD
ERROR: could not open file AAAF1.RSD
ERROR: failed to find file char/AAAF2.RSD (LGP) (path: )
ERROR: offset error: AAAF2.RSD
ERROR: could not open file AAAF2.RSD
MIDI play: 36
reading midi file: ROCKET.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
GLITCH: missing external texture: FieldText/usal_04.png
GLITCH: missing external texture: FieldText/usbl_04.png
GLITCH: missing external texture: MenuArt/btlbl_01.png
GLITCH: missing external texture: FieldText/usal_14.png
GLITCH: missing external texture: FieldText/usbl_14.png
GLITCH: missing external texture: MenuArt/btlal_01.png
WM_CLOSE
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD

If no one can help me, I think I'll just reinstall the game without using Yamp. Because, if I had to issue a guess, I'd say that the Custom Driver doesn't like ff7.exe to be modified (because yes, with Software Renderer, the game works fine - even though it's ugly).

Also, below is the beginning of my ff7_opengl.cfg file. Something tells me I should write a path to this mod directory, but I don't know what to type. Shouldn't the game try to load the textures and all from the data directory without asking for a path ?...

Code: [Select]
# ff7_opengl config file

# 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

EDIT 2 :

I completely reinstalled the game, and I experienced the original crash again (the one that occur trying to display the "New Game / Continue" screen). This time, I'm SURE it has to do with the NPC Recontruction patch, somehow (since I didn't use YAMP this time)... ...Problem is, once again, replacing modded files with originals don't solve the problem. It's like my game is now irrevocably f***** up with the Custom Driver  :cry:

Anybody has an idea ?

With Aali's 0.7.5b, the APP LOG looks like this :

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.5b
INFO: Auto-detected version: FF7 1.02 US English
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2009 Fabrice Bellard, et al.
INFO: ATI Technologies Inc. Radeon X1950 Pro 2.1.7278 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1000x1000, output resolution 1000x1000, internal resolution 1280x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Synthé. SW table de sons GS Mic, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: E:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: I:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save00.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save01.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save02.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save03.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save04.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save05.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save06.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save07.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save08.ff7
ERROR: COULD NOT OPEN FILE E:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save09.ff7
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

...But here is a screenshot of my save folder (http://img121.imagevenue.com/img.php?image=33213_Image2_122_154lo.jpg). God, this makes no sense...
Title: Re: Custom graphics driver for FF7/FF8
Post by: titeguy3 on 2010-05-09 20:43:42
Try downgrading to v0.7.3b
Title: Re: Custom graphics driver for FF7/FF8
Post by: Armorvil on 2010-05-09 21:03:57
Thank you very much for the advice Titeguy, I'll try this ASAP. :)

EDIT :

Damn ! Same problem :(

The funny thing is, I had a computer crash, and I wanted at first to use your Remix patch (since it works great). But impossible to download it all in one go, the server always made the download stop at around 35%... ...Seriously, if you had another download link, you'd make my life much easier :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: titeguy3 on 2010-05-09 22:22:12
If you have the same problem even after downgrading, then that means that it has nothing to do with the save folder... and probably nothing to do with the Custom driver for that matter. One of your game files might be corrupt.

Also, I'd kick myself if I didn't remind you that in order to downgrade to 0.7.3b properly, you should probably replace the FF7Config.exe from the later version with the one from the 1.02 official patch (did you remember to install that, btw?), since that feature wasn't implemented yet as of that version, and also run FF7OpenGL.reg with user account control turned off.

If you're still experiencing issues, you should probably list off all the mods you installed and in what order...
Title: Re: Custom graphics driver for FF7/FF8
Post by: Armorvil on 2010-05-09 22:46:47
Quote
If you have the same problem even after downgrading, then that means that it has nothing to do with the save folder... and probably nothing to do with the Custom driver for that matter. One of your game files might be corrupt.

Yeah, I think so too. After all, the problem occured when I replaced the originals battle.LGP, char.LGP, flevel.LGP, menu.LGP, chocobo.LGP and worldus.LGP... ...But since the problem still exists after reverting all those files to the old ones, I'm at a loss...

Quote
Also, I'd kick myself if I didn't remind you that in order to downgrade to 0.7.3b properly, you should probably replace the FF7Config.exe from the later version with the one from the 1.02 official patch (did you remember to install that, btw?), since that feature wasn't implemented yet as of that version, and also run FF7OpenGL.reg with user account control turned off.

Yeah, I noticed that. I replaced the FF7Config file, but the problem is still there. And since I'm running Windows XP SP2 as an administrator, the user account control is of no importance.

Anyways, it's well past midnight in my part of the world, and I think that I'll just try to re-download your FF7Remix Patcher tomorrow, and reinstall the game from scratch in the evening. Last time the Remix Patcher did wonders... ...Have a good night, and thank you for trying to help :) I can see you're not a troll at all, so I guess you were just tired of replying to noobs earlier and just needed to take a break. Something I understand completely  ;) Oh, and I forgot to tell you that WhiteChoco is all kinds of amazing - I was waiting for such a tool and you made me happy  ;D
Title: Re: Custom graphics driver for FF7/FF8
Post by: arew264 on 2010-05-10 02:27:13
Firstly, does anyone remember back in the day when I suggested that this driver get its own subforum due to its popularity and the confusion of supporting it? Well, this is now the longest thread in the forums. Just wanted to point that out.

Anyway, I have the same issue with 0.7.7b that Shoe had a few pages back, which is that the game seems to crash when entering a random battle just after the battle swirl. End of APP.LOG looks like this:
Code: [Select]
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 399
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception

The installation is just FF7 + Remix Patch + Aali's Driver 0.7.7b

APP.LOG and crash.dmp are in a zip at http://www.megaupload.com/?d=YWA1XZ6O

EDIT:
It should be noted that the save file for that game was made before I installed the Remix Patch. I know that shouldn't make a difference, but when I start a new game with my patched FF7, everything seems to work correctly. It's probably not related, but I thought it was worthy of note.
Title: Re: Custom graphics driver for FF7/FF8
Post by: pyrozen on 2010-05-10 20:42:10
+1 on giving Aali's driver it's own subforum. It would make troubleshooting much easier as well as being able to sticky a release thread.
Title: Re: Custom graphics driver for FF7/FF8
Post by: KnifeTheSky77 on 2010-05-10 21:36:52
+1 on giving Aali's driver it's own subforum. It would make troubleshooting much easier as well as being able to sticky a release thread.

Very this. Seeing how Aali's driver is also one of the main attractions at these forums AND (im going to guess) the most used,  it also makes sense.
It at least deserves a sticky.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Armorvil on 2010-05-10 22:00:03
I figured my problem out, at the very least : Aali's 0.7.7b custom driver doesn't like changes to the char.lgp and battle.lgp files. Actually, since the 0.7.7b version looks for the textures in their own folder (conveniently named Textures, in the main directory), bad stuff happen if they're not in there.

Since I managed to find a Texture folder full of .png files, the game works fine. No missing textures and such. But if you use, for example, a custom Field Cloud model (such as kula_wende's AC Cloud), then the game won't like the fact that Cloud's blinking animation has disappeared (not a big deal though - you only get a notification at the bottom of the screen, and you can disable it in the config). But worst : if you add a battle custom character model, then the battles won't load at all...

I *think* the driver looks for Cloud's blinking animation, but does the filename AAAF2.RSD ring a bell to anyone ? AAAF.RSD exists, in the original char.lgp, but AAAF2.RSD sure doesn't. Why would the Custom driver look for files that don't originally exist ?...

I'd use an earlier version of the driver, but I think I'll keep it at that (I'm now afraid to manipulate such sensitive components :P). Besides, the improved size of the battle screens (as well as the transparent menus) rock.
Title: Re: Custom graphics driver for FF7/FF8
Post by: obesebear on 2010-05-10 23:37:35
I *think* the driver looks for Cloud's blinking animation, but does the filename AAAF2.RSD ring a bell to anyone ? AAAF.RSD exists, in the original char.lgp, but AAAF2.RSD sure doesn't. Why would the Custom driver look for files that don't originally exist ?...
AAAF2.RSD is a fault in creating the field model's .HRC.   By default Kimera will create these files so in order to clean it up the creator has to go back through and rename the files like this to AAAF.RSD.   It's not a fault in the driver.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Cazador on 2010-05-11 12:51:55
anyone feel like uploading a zipped version of their full saves by chance? Got an error with the current version I think it has to do with the saves.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Armorvil on 2010-05-11 14:24:28
anyone feel like uploading a zipped version of their full saves by chance? Got an error with the current version I think it has to do with the saves.

Just copy your first save 9 times, and rename them.
Title: Re: Custom graphics driver for FF7/FF8
Post by: cmay119 on 2010-05-11 17:07:56
Is there a way to adjust the bloom or post-processing in the config file? When enabled it's just too strong (atleast on my system). Details really pop with it (which looks great), but other spots just do it too much. The Eidos logo for example comes off really, really bright.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Tekkie.X on 2010-05-12 12:45:08
open up the .post file in the shaders folder with notepad/wordpad/anytexteditor


You'll get something like this...

Quote
// very simple bloom shader, shamelessly stolen from http://myheroics.wordpress.com/

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= -1 ;i < 1; i++)[
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
}

You can edit the numbers in the red text section to lower the intensity of the bloom.

The default values in that red will be different to what you see above though.
Title: Re: Custom graphics driver for FF7/FF8
Post by: cmay119 on 2010-05-12 19:05:12
Thanks Tekkie, I'll start messing with it right now. :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-12 19:25:39
You can also edit the files in the shaders folder?? Didn't know that. Really glad someone asked about this stuff. :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: AngeBleu on 2010-05-13 13:39:39
Is it possible to make an option for the next version (7.8b), to hide all messages (red, yellow...) during we play FF7 please ?  :)

Thanks in advance  :-D
Title: Re: Custom graphics driver for FF7/FF8
Post by: kela51 on 2010-05-13 14:23:44
Is it possible to make an option for the next version (7.8b), to hide all messages (red, yellow...) during we play FF7 please ?  :)

Thanks in advance  :-D

very good idea!! ;) ;)

Title: Re: Custom graphics driver for FF7/FF8
Post by: Armorvil on 2010-05-13 22:43:46
A version that accepts modded files would also be great. Because, with v7.7b, every time I want to use a different Kernel.bin or a different Battle.lgp (to only name a few), the game crashes on start-up.
Title: Re: Custom graphics driver for FF7/FF8
Post by: refoopseman on 2010-05-14 18:14:17
If you use unlgp/lgp command by aali to create the battle.lgp it will probably not crash the game anymore.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Armorvil on 2010-05-14 19:52:24
If you use unlgp/lgp command by aali to create the battle.lgp it will probably not crash the game anymore.


WOW !! That was it !  ;D Thank you very much, Refoopseman, you rock !
Any idea why my very own custom Kernel.bin doesn't work, though ?

EDIT :

I ran a couple tests, and I noticed that the problem comes from Kernel2.bin, not Kernel.bin.

EDIT 2 :

Gah, I figured it out, never mind. Silly me, I didn't realize Kernel2.bin was limited in size... ...I just had to delete some useless descriptions, and here it is, FFVII in its full glory ! ;D
Title: Re: Custom graphics driver for FF7/FF8
Post by: AngeBleu on 2010-05-15 10:32:26
when I open "APP.LOG", Many files are "broken"
"GLITCH: broken p file: vertextype == VERTEX in ............."
So I want to solve the problem but I don't know How to solve them  :(
Can you help me please ?

Thanks in advance :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-15 13:10:36
broken p files?? Have you added any mods recently??
Title: Re: Custom graphics driver for FF7/FF8
Post by: AngeBleu on 2010-05-15 16:57:53
broken p files?? Have you added any mods recently??
yes, so how can I fix them ?
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-15 18:04:00
Before you have installed the mods you should have saved some backups and use them instead. If not replace all of the .lgp in your main ff7 folder with the original ones and see if your problem still occurs before you mod them.

EDIT:I have no problem with the driver in FF7 but in FF8 i get a lot of Oops, Something went wrong or something and I know it is random but is there anyway to decrease or minimize this problem by turning off some aspect in the .cfg files??
Title: Re: Custom graphics driver for FF7/FF8
Post by: DLPB_ on 2010-05-18 10:31:37
http://www.youtube.com/watch?v=F83JOeM-hsE

The "manual" and "automatic" pictures there are not transparent.  In the orinal game they have black borders, but inside this driver black has become transparent.

Also does anyone know why I can't convert png to 32 bit inside photoshop?

edit:

Photoshop only changes a 24 bit pic into 32 if it actually has transparent parts.
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-18 14:21:50
Aali!! Can I suggest something?? Can you add to your driver support to load apng images to the game?? Just for a little experiment but if you're too busy its fine.
Title: Re: Custom graphics driver for FF7/FF8
Post by: DLPB_ on 2010-05-18 16:12:31
Aali!! Can I suggest something?? Can you add to your driver support to load apng images to the game?? Just for a little experiment but if you're too busy its fine.

It already does do....
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-18 16:20:38
Aali!! Can I suggest something?? Can you add to your driver support to load apng images to the game?? Just for a little experiment but if you're too busy its fine.

It already does do....
It can be loaded in the game but only the 1st frame is shown, well according to kranmer that is.
Title: Re: Custom graphics driver for FF7/FF8
Post by: DLPB_ on 2010-05-18 16:32:40
I thought you just meant switching a normal texture with png.  "a png"


My mistake.
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-18 16:39:33
Its fine. Maybe I needed to make it clearer. The "A" stands for animation so its like moving pictures in png format.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-05-18 17:02:41
I would also like to request APNG support if possible Aali,
And yes APNG is "Animated Portable Network Graphics", Its basicly the same as a gif but uses the PNG format.
http://en.wikipedia.org/wiki/APNG
there are also patch's that patch LibPNG (i think Aali uses LibPNG but i could be dead wrong) to use APNG which hopefully would allow this format to be use in FF7 if Aali can do it.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Timber on 2010-05-18 17:43:18
Just out of curiosity, what are you guys planning to do with APNG?
Animated avatars or something? :)
Could be cool.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-05-18 18:05:40
Just out of curiosity, what are you guys planning to do with APNG?
Animated avatars or something? :)
Could be cool.

i plan to put subliminal messages into the game and get people to send the contents of their wallets to me :evil:
Actually the real reason is just that i think moving avatar's would be nice but it also means that things like spells and other textures could possibly look even better then they do currently.
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-18 18:44:26
Just out of curiosity, what are you guys planning to do with APNG?
Animated avatars or something? :)
Could be cool.
Well a start menu with cloud moving looks good but we do not know if it will work.
Title: Re: Custom graphics driver for FF7/FF8
Post by: sithlord48 on 2010-05-18 19:23:56
just think about how many textures could benefit from being animated. sure right now it sounds like a novel idea, but really stop and think about it for just a few min, w/ animated textures we could improve the battle locations w/ moving backgrounds (like trees that move in the "wind") the world map textures could also be made animated and i would suspect that also could be done very well and really improve the realism of the game.
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-18 19:38:54
just think about how many textures could benefit from being animated. sure right now it sounds like a novel idea, but really stop and think about it for just a few min, w/ animated textures we could improve the battle locations w/ moving backgrounds (like trees that move in the "wind") the world map textures could also be made animated and i would suspect that also could be done very well and really improve the realism of the game.
Damn its just too good to be true.. But its not impossible right??
Title: Re: Custom graphics driver for FF7/FF8
Post by: sithlord48 on 2010-05-18 19:41:11
im no artist, i just write a little save game utility. but i would think its possible. then again we would need APNG to work before we could even play w/ that to see if it can be done nicely.
Title: Re: Custom graphics driver for FF7/FF8
Post by: sl1982 on 2010-05-18 21:01:57
Animated materia perhaps?
Title: Re: Custom graphics driver for FF7/FF8
Post by: DLPB_ on 2010-05-18 21:20:01
Yeah I mentioned this to Kranmer....the FF7 PSX materia is animated...
Title: Re: Custom graphics driver for FF7/FF8
Post by: sl1982 on 2010-05-18 21:32:50
Yeah I mentioned this to Kranmer....the FF7 PSX materia is animated...

Interesting. I never noticed that
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-18 21:34:18
FF7 materia is animated?? Hmm.. I don't see it. How is it animated?? :?
Title: Re: Custom graphics driver for FF7/FF8
Post by: sithlord48 on 2010-05-18 21:56:02
its only the psx version the animated materia . i do remember this coming up before.
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-18 21:57:48
its only the psx version the animated materia . i do remember this coming up before.
I mean how is the psx version animated?? It looked the same with the pc version. Sorry its not just clear to me.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Takeru on 2010-05-19 00:54:28
Hello everyone here!
I just installed this awesome Custom Driver, but when I open ff7.exe (v1.02 official) it doesn't leaves me play and appears this message...
"No-CD patches are not supported, please use the official version."
My ff7.exe file is the official one 1.02 English version... Running on Windows 7 Ultimate x86 Platform
Title: Re: Custom graphics driver for FF7/FF8
Post by: Covarr on 2010-05-19 01:56:24
Hello everyone here!
I just installed this awesome Custom Driver, but when I open ff7.exe (v1.02 official) it doesn't leaves me play and appears this message...
"No-CD patches are not supported, please use the official version."
My ff7.exe file is the official one 1.02 English version... Running on Windows 7 Ultimate x86 Platform
I assume you're not using a no-cd patch, right?
Title: Re: Custom graphics driver for FF7/FF8
Post by: Takeru on 2010-05-19 02:35:02
I assume you're not using a no-cd patch, right?

there says clearly ff7.exe (v1.02 Official)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Covarr on 2010-05-19 02:38:54
I assume you're not using a no-cd patch, right?

there says clearly ff7.exe (v1.02 Official)
*Self-inflicted-facepalm*
I'm sorry, I need to learn to read.
Title: Re: Custom graphics driver for FF7/FF8
Post by: arew264 on 2010-05-19 03:42:19
Try running your game in XP compatibility mode, that may resolve it. You're sure that it's the original 1.02 English EXE with no other mods applied? The driver is generally tolerant of things like YAMP, but I'm not sure how Aali's checking the file, so I'm not sure what will set it off. You're also sure that cdcheck.exe is original as well?
Title: Re: Custom graphics driver for FF7/FF8
Post by: Takeru on 2010-05-19 04:08:00
Try running your game in XP compatibility mode, that may resolve it. You're sure that it's the original 1.02 English EXE with no other mods applied? The driver is generally tolerant of things like YAMP, but I'm not sure how Aali's checking the file, so I'm not sure what will set it off. You're also sure that cdcheck.exe is original as well?

It keeps appearing the same message
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-05-19 08:09:41
maybe you downloaded the offical 1.02 from a site that already had it patched, where did you get it from ? Try redownloading it from the qhimm wiki.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Bluetank on 2010-05-19 16:49:18
anyone knows how to integrate the median.post with the bloom2.post? i want the bloom effect with median, hah, i tried to integrate it myself but there is an error..

this is my code:

Code: [Select]
uniform sampler2D tex00;
uniform sampler2D tex;
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() {

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

   for( i= -1 ;i < 1; i++)
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
   
    gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;
}


and this is the error given:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1280x900, output resolution 1200x900, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment info
-------------
0(80) : error C5121: multiple bindings to output semantic "COL"

ERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: D:\Program Files\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
WM_CLOSE
END OF CREDITS!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

thank you :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-19 18:19:34
anyone knows how to integrate the median.post with the bloom2.post? i want the bloom effect with median, hah, i tried to integrate it myself but there is an error..

this is my code:

Code: [Select]
uniform sampler2D tex00;
uniform sampler2D tex;
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() {

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

   for( i= -1 ;i < 1; i++)
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
   
    gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;
}


and this is the error given:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1280x900, output resolution 1200x900, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment info
-------------
0(80) : error C5121: multiple bindings to output semantic "COL"

ERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: D:\Program Files\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
WM_CLOSE
END OF CREDITS!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

thank you :)
Mind if I ask some questions?? What is the median.post?? What is it supposed to do in a game?? Sorry I just don't know.. Is it supposed to make it brighter like bloom.post with some difference??
Title: Re: Custom graphics driver for FF7/FF8
Post by: Mako on 2010-05-19 18:59:13
Quote
Mind if I ask some questions?? What is the median.post?? What is is supposed to do in a game?? Sorry I just don't know.. Is is supposed to make it brighter like bloom.post with some difference??

Something like that, It's actually just a pre-processing filer used to remove noise in a image or video.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Bluetank on 2010-05-19 19:15:30
anyone knows how to integrate the median.post with the bloom2.post? i want the bloom effect with median, hah, i tried to integrate it myself but there is an error..

this is my code:

Code: [Select]
uniform sampler2D tex00;
uniform sampler2D tex;
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() {

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

   for( i= -1 ;i < 1; i++)
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
   
    gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;
}


and this is the error given:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1280x900, output resolution 1200x900, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment info
-------------
0(80) : error C5121: multiple bindings to output semantic "COL"

ERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: D:\Program Files\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
WM_CLOSE
END OF CREDITS!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

thank you :)
Mind if I ask some questions?? What is the median.post?? What is it supposed to do in a game?? Sorry I just don't know.. Is it supposed to make it brighter like bloom.post with some difference??

it makes the fonts rounder, thats the most significant thing i observed so far :D
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-19 19:27:51
How do you know it makes the font rounder?? Do you have an image that will show the difference??
Title: Re: Custom graphics driver for FF7/FF8
Post by: Bluetank on 2010-05-19 20:21:39
just take a look for urself. :)

here is what u need to change:

Code: (ff7_opengl.cfg) [Select]
# post-processing shader, used to apply fullscreen effects
post_source = shaders/median.post
enable_postprocessing = yes

Code: (median.post) [Select]
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;
}



you have to open notepad, paste the code in, and name it median.post on ur own, then direct the postprocessing to median.post. save it in the shaders folder. :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-19 21:41:07
I'll try it right away. I only edit the brightness of bloom2.post but I'll take a look at the median.post. Thanks. :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Mike.S.N_310-X on 2010-05-20 11:15:32
not thing sr
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-20 11:34:54
i use Fraps with latest custom graphics driver and it don't work  :?
Latest custom graphics driver?? I don't use it cause I see some problems in it but I read in the forums that you need a save file on all the save slots to run the game. :)

Also wanted to ask this but.. Can I use two .post files in the game by editing some things in the .cfg file??
Title: Re: Custom graphics driver for FF7/FF8
Post by: Bluetank on 2010-05-20 15:08:56
i use Fraps with latest custom graphics driver and it don't work  :?
Latest custom graphics driver?? I don't use it cause I see some problems in it but I read in the forums that you need a save file on all the save slots to run the game. :)

Also wanted to ask this but.. Can I use two .post files in the game by editing some things in the .cfg file??

i doubt so, i believe the custom ff7config has been programmed to find the post processing from the command post_source = shaders/median.post, unless Aali can release a new version where the ff7config actually goes into a for loop where it try to find post_source
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-20 15:43:32
Damn all we want to do like apngs and this .post needs update from Aali. But actually I salute this guy his driver made many things in the game look better and use of higher resolution texture files. :)
BlueTank-Thanks for the median.post men. :) 1 question though. Do you have any idea what numbers I can change in the median.post to make the game run faster?? Because when I use the default my game is just slow like a turtle. ;D
Title: Re: Custom graphics driver for FF7/FF8
Post by: Bluetank on 2010-05-20 16:01:45
comment away the codes #define mnmx6/5/4/3 and mnmx6/5/4/3(v[2], v[3], v[4], v[7]) 1 by 1 to find the most situable for ur PC.. ofc the more u comment away the graphics will look less good.. :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: MartialKnight on 2010-05-20 16:02:38
Ok, I posted this on Tech Support, but this might be a better place.

I'm having trouble with a fresh install of the game and the remix patcher after installing a new SATA hard drive. I install the game, full install, with DirectX 5 and DirectShow checked (and yes, I have a higher version of DirectX), then install the remix patcher, enter the correct resolution, allow the registry to be edited, and when I launch the game, the opening credits don't play, just a black screen, then at the start menu the hand and text are still low-res, and there's no background graphic, just a black background and a big white "EXTER" in the lower right corner. If I select "New Game" then another black screen where the opening video should be. Can anyone tell me the proper course of action here?

P.S. Thanks for your response on Tech Support Nick, I tried compatibility mode, same problem...
Title: Re: Custom graphics driver for FF7/FF8
Post by: Mako on 2010-05-20 16:21:26
Quote
when I launch the game, the opening credits don't play,
Cause it doesn't like you...

Quote
then at the start menu the hand and text are still low-res, and there's no background graphic
Sounds like your file directory got messed up DELETE EVERYTHING and do a fresh install. I mean Registry,Program Files,ect...Then when your finished
DO NOT  check the dx5 just the install then install Aali's drivers. Also you might want to simply change the resolution in the config file...Hope that helps!.
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-20 16:25:43
comment away the codes #define mnmx6/5/4/3 and mnmx6/5/4/3(v[2], v[3], v[4], v[7]) 1 by 1 to find the most situable for ur PC.. ofc the more u comment away the graphics will look less good.. :)

I understand what you're trying to say but what is to comment away?? Do you mean I rename it?? Nah just joking I tried it and it totally worked!! Thanks for the help men. God bless you. :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Bluetank on 2010-05-20 16:48:03
comment away the codes #define mnmx6/5/4/3 and mnmx6/5/4/3(v[2], v[3], v[4], v[7]) 1 by 1 to find the most situable for ur PC.. ofc the more u comment away the graphics will look less good.. :)

I understand what you're trying to say but what is to comment away?? Do you mean I rename it?? Nah just joking I tried it and it totally worked!! Thanks for the help men. God bless you. :)

no worries ;)
Title: Re: Custom graphics driver for FF7/FF8
Post by: wra1th on 2010-05-21 19:42:15
Got little problem with 0.77... Because it's not working for me. :-) I have Radeon hd4890 and newest drivers, and got fatal error just after starting ff7.exe. Any ideas?
Title: Re: Custom graphics driver for FF7/FF8
Post by: murphy46 on 2010-05-21 20:15:25
Hi, I use the driver in FFVII and all fine, but in the FF8 i can't start the game with this mod... because the only patch version 1.2 of FF VIII i get is the English US, but i get the Spanish Cd's, when i see the Eidos Video Logo all fine but crash after that

app.log
Quote
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
INFO: NVIDIA Corporation GeForce GTX 260/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1680x1050, output resolution 1400x1050, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
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={0xcf15dc93,0x32bf,0x436c,0x9e,0x2c,0x55,0x82,0x84,0x61,0xfc,0x44}
PORT 1: Microsoft GS Wavetable Synth [Emulado]
GUID={0xd4ca209b,0xb1bb,0x43a5,0x82,0xbc,0xdc,0x19,0x54,0x98,0x3e,0x1}
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
ERROR: COULD NOT OPEN FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.tim
ERROR: unhandled exception

I think is the version, i need the 1.2 Spanish Patch, but i can't find anywere... please help... i want to play All FF game  8)

Resume: The game is in Program Files not in C:\ff8\... and is the Spanish Version
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-05-21 20:50:39
Got little problem with 0.77... Because it's not working for me. :-) I have Radeon hd4890 and newest drivers, and got fatal error just after starting ff7.exe. Any ideas?

sounds like your problem could be that your you have a either save games missing or ff7input.cfg missing, if you look in the app.log file it should say if there is a missing file, or if you want to post your app.log here it may be more usefull in helping you.

Hi, I use the driver in FFVII and all fine, but in the FF8 i can't start the game with this mod... because the only patch version 1.2 of FF VIII i get is the English US, but i get the Spanish Cd's, when i see the Eidos Video Logo all fine but crash after that

app.log
Quote
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
INFO: NVIDIA Corporation GeForce GTX 260/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1680x1050, output resolution 1400x1050, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
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={0xcf15dc93,0x32bf,0x436c,0x9e,0x2c,0x55,0x82,0x84,0x61,0xfc,0x44}
PORT 1: Microsoft GS Wavetable Synth [Emulado]
GUID={0xd4ca209b,0xb1bb,0x43a5,0x82,0xbc,0xdc,0x19,0x54,0x98,0x3e,0x1}
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
ERROR: COULD NOT OPEN FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.tim
ERROR: unhandled exception

I think is the version, i need the 1.2 Spanish Patch, but i can't find anywere... please help... i want to play All FF game  8)

Resume: The game is in Program Files not in C:\ff8\... and is the Spanish Version
I don't think Aali has added support for the spanish version of FF8 yet (i could be wrong but i don't think he has)
EDIT1-
From the looks of things the only one currently supported it the English version of FF8 1.2
http://forums.qhimm.com/index.php?topic=8306.msg133975#msg133975
Title: Re: Custom graphics driver for FF7/FF8
Post by: murphy46 on 2010-05-21 21:05:13
Tnaks, waiting for new version then, ... the Popup Window says than Spanish version is supported... but well... i get patience
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-05-21 22:24:27
Tnaks, waiting for new version then, ... the Popup Window says than Spanish version is supported... but well... i get patience
I have just had a quick look and it does appear to be in the autodetect for Aali's driver so it is supported, so the reason it properly isn't working is most likely due to this line in your app.log
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
that shows your using 1.2 English but you have the Spanish game, this could very well be the problem, The only things i can suggest is finding the 1.2 Spanish EXE (i don't know where to find that since i only have the English version)
Title: Re: Custom graphics driver for FF7/FF8
Post by: wra1th on 2010-05-21 23:13:31
Got little problem with 0.77... Because it's not working for me. :-) I have Radeon hd4890 and newest drivers, and got fatal error just after starting ff7.exe. Any ideas?

sounds like your problem could be that your you have a either save games missing or ff7input.cfg missing, if you look in the app.log file it should say if there is a missing file, or if you want to post your app.log here it may be more usefull in helping you.

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series 3.2.9756 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1024x768, output resolution 1024x768, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file d:\ff7\ff7input.cfg

That's it?

Edit: lol, it looks like i've fixed this problem, your post was very helpfull! :-) I've created a new empty "ff7input.cfg", then opened ff7.exe. Another problem occured, it was that save problem... so i've copied my old saved games and... voila! Thank you man!

So... there is another noob question:
What other mods i need for ff7, so the game can look better? This driver enhances the look of models, right? And what about textures? They look awful...
Title: Re: Custom graphics driver for FF7/FF8
Post by: therage800 on 2010-05-22 04:14:42
Read the forums and pick out what you want. I recommend Team Avalanche's World Map Reconstruction Project, APZ Cloud, and the Phoenix Rejuvenation Project; just to name a few.
Title: Re: Custom graphics driver for FF7/FF8
Post by: DarkFang on 2010-05-22 04:50:29
When are you going to release the new version Aali?
Title: Re: Custom graphics driver for FF7/FF8
Post by: obesebear on 2010-05-22 05:57:09
When are you going to release the new version Aali?
Probably as soon as you help him out with it
Title: Re: Custom graphics driver for FF7/FF8
Post by: DarkFang on 2010-05-22 06:09:31
When are you going to release the new version Aali?
Probably as soon as you help him out with it

I didn't really mean to sound impatient or anything, I was just curious.

What can I do to help?
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-23 13:17:25
If you really want to just PM him. But I'd doubt you'll just get in his way if you do not know much of these things even I don't know how to make opengl drivers. Sorry for sounding rude been a bad day today.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Jaitsu on 2010-05-23 17:31:01
If you really want to just PM him. But I'd doubt you'll just get in his way if you do not know much of these things even I don't know how to make opengl drivers. Sorry for sounding rude been a bad day today.

O.O you complain about PMs, then encourage it :P me thinks you have an evil master plan  :P
Title: Re: Custom graphics driver for FF7/FF8
Post by: JarthMader on 2010-05-24 19:21:04
I've got a crash to report, but before I jump into the details I'd just like to say that this is a fantastic graphics mod, amazing work.

Exe: US 1.02
YAMP: Minigames, 9999LB, transparent dialog boxes, Mdef fix, Gypt
OpenGL driver v0.7.7b
Team Avalanche Graphical Overhaul Beta 9

PC Specs:
Core 2 Duo (3.71GHz)
4GB DDR2 800
Crossfire Radeon HD4890 (Catalyst 10.2 drivers)
Windows 7 (x64)

Description: It's crashing when I get into a specific fight in the Sunken Gelnika Cargo Room. According to app.log, it's scene 804; I'm guessing that's the Serpent fight since I can fight Unknown 1/2/3 with no problems. It always happens the same way from a fresh start: load game, run to cargo room, open Megalixir chest, get into fight with Unknown 2, open Spirit Lance chest, get into fight with Unknown, pick up Hades materia, get into fight that causes crash. I've tried using the unpatched 1.02 exe and got the same results. Anyways, here's the app.log and below that is a rar with crash.dmp and my save folder. Let me know if you need anything else, thanks in advance.

app.log
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series    3.2.9551 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1600x1200, output resolution 1600x1200, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 31
reading midi file: DOKUBO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 31
song is already playing...
MIDI play: 31
song is already playing...
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 802
[BATTLE] Exitting FRAME_INITIALIZE
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Limit/limit/jo_b03_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/eskill/jo_b04_00.png); this is slow, please convert to 32-bit
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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
MIDI cross fade: 31, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 31
reading midi file: DOKUBO.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 800
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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
MIDI cross fade: 31, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 31
reading midi file: DOKUBO.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 804
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception

Files: http://www.megaupload.com/?d=GYN54A6Y
Title: Re: Custom graphics driver for FF7/FF8
Post by: Jaitsu on 2010-05-25 02:49:43
I've got a crash to report, but before I jump into the details I'd just like to say that this is a fantastic graphics mod, amazing work.

Exe: US 1.02
YAMP: Minigames, 9999LB, transparent dialog boxes, Mdef fix, Gypt
OpenGL driver v0.7.7b
Team Avalanche Graphical Overhaul Beta 9

PC Specs:
Core 2 Duo (3.71GHz)
4GB DDR2 800
Crossfire Radeon HD4890 (Catalyst 10.2 drivers)
Windows 7 (x64)

Description: It's crashing when I get into a specific fight in the Sunken Gelnika Cargo Room. According to app.log, it's scene 804; I'm guessing that's the Serpent fight since I can fight Unknown 1/2/3 with no problems. It always happens the same way from a fresh start: load game, run to cargo room, open Megalixir chest, get into fight with Unknown 2, open Spirit Lance chest, get into fight with Unknown, pick up Hades materia, get into fight that causes crash. I've tried using the unpatched 1.02 exe and got the same results. Anyways, here's the app.log and below that is a rar with crash.dmp and my save folder. Let me know if you need anything else, thanks in advance.

app.log
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series    3.2.9551 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1600x1200, output resolution 1600x1200, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 31
reading midi file: DOKUBO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 31
song is already playing...
MIDI play: 31
song is already playing...
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 802
[BATTLE] Exitting FRAME_INITIALIZE
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Limit/limit/jo_b03_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/eskill/jo_b04_00.png); this is slow, please convert to 32-bit
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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
MIDI cross fade: 31, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 31
reading midi file: DOKUBO.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 800
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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
MIDI cross fade: 31, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 31
reading midi file: DOKUBO.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 804
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception

Files: http://www.megaupload.com/?d=GYN54A6Y

hmm... well, first, thanks for being very formal and including everything needed, now, i am not the best at figuring out errors, and this one has me stumped, however, i don't think i've ever before seen this error, or at least no one else has posted it, did you try reinstalling (you can copy your save file to somewhere else so you can reaply it)
Title: Re: Custom graphics driver for FF7/FF8
Post by: arew264 on 2010-05-25 03:20:51
hmm... well, first, thanks for being very formal and including everything needed, now, i am not the best at figuring out errors, and this one has me stumped, however, i don't think i've ever before seen this error, or at least no one else has posted it, did you try reinstalling (you can copy your save file to somewhere else so you can reaply it)

There have been at least three unhandled exceptions when entering a battle that have been posted within the last five pages, and reinstalling doesn't seem to fix the problem. With any luck, Aali will be able to debug this and find out what's going wrong. Until then, try downgrading the driver version. It may also be connected somehow to the graphical overhaul, so you might try using the same savegame in a clean install of 1.2. Just get past the battle and you'll probably be fine, until you hit another random battle that causes an unhandled exception.
And Jaitsu... I appreciate your attempt to help, but you really didn't convey anything useful.
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-25 07:10:06
I hope its soon though. Haven't seen any new updates by Aali or any posts by him. Well maybe he's busy but let's hope he updates his driver soon.
Title: Re: Custom graphics driver for FF7/FF8
Post by: JarthMader on 2010-05-25 07:20:44
Well, I'm embarrassed to say this, but a fresh install worked, I should have tried it sooner. I guess the TAGO b9 doesn't play well with the driver, I'll miss the high res menu's the most. Anyway, thanks for the help guys, keep up the good work.
Title: Re: Custom graphics driver for FF7/FF8
Post by: arew264 on 2010-05-25 13:44:47
The crash only seems to occur with random battles, so if you really want to, you can have a clean install and an overhauled install, and just switch to the clean one to get past a battle that causes the overhauled one to crash. Or you can try downgrading the driver. Or you can just stick to the current version of the driver on a clean install.
Title: Re: Custom graphics driver for FF7/FF8
Post by: NathanC on 2010-05-25 17:43:18
Ok, I can't seem to get the game running for the life of me.
I've been sifiting through this thread, and alot of it is just too much for me to take in.

If I post my specs, and logs, ect. Would somebody be able to help me out?
Title: Re: Custom graphics driver for FF7/FF8
Post by: sl1982 on 2010-05-25 17:44:39
Post them and we will see what we can do
Title: Re: Custom graphics driver for FF7/FF8
Post by: DLPB_ on 2010-05-25 18:12:00
Ok, I can't seem to get the game running for the life of me.


I didn't know the Chocobo Sage frequented these forums?

 :-o
Title: Re: Custom graphics driver for FF7/FF8
Post by: NathanC on 2010-05-25 18:18:15
Ok then, so.

The OS is Windows XP with SP3, the CPU is an AMD Athelon, 2.7GHz, single core, the graphics card is a Biostar radeon HD 4670. If you need any more info in that spectrum please say so and I'll get it to you ASAP.

As for the logs and what not, the first is the APP.LOG

Quote
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4670 2.1.8087 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg

Here is the .CGF log

Quote
INFO: ATI Technologies Inc. ATI Radeon HD 4670 2.1.8087 Release

Should I post what's in the .cgf file?

Quote
I didn't know the Chocobo Sage frequented these forums?


You lost me there...

Any and all help is much appreaciated.
Title: Re: Custom graphics driver for FF7/FF8
Post by: sl1982 on 2010-05-25 18:24:40
Ok then, so.

The OS is Windows XP with SP3, the CPU is an AMD Athelon, 2.7GHz, single core, the graphics card is a Biostar radeon HD 4670. If you need any more info in that spectrum please say so and I'll get it to you ASAP.

As for the logs and what not, the first is the APP.LOG

Quote
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4670 2.1.8087 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg

Here is the .CGF log

Quote
INFO: ATI Technologies Inc. ATI Radeon HD 4670 2.1.8087 Release

Should I post what's in the .cgf file?

Quote
I didn't know the Chocobo Sage frequented these forums?


You lost me there...

Any and all help is much appreaciated.


Make a file with notepad or whatever and name it ff7input.cfg. You will also most likely need to duplicate your save files from save00.ff7 to save09.ff7
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-05-25 18:50:03
Make a file with notepad or whatever and name it ff7input.cfg. You will also most likely need to duplicate your save files from save00.ff7 to save09.ff7

This does seem to becoming a more common problem, maybe a installer or a patcher should be made to fix the problem so we can just give people the link.
Title: Re: Custom graphics driver for FF7/FF8
Post by: NathanC on 2010-05-25 19:19:27
Ok then, so.

The OS is Windows XP with SP3, the CPU is an AMD Athelon, 2.7GHz, single core, the graphics card is a Biostar radeon HD 4670. If you need any more info in that spectrum please say so and I'll get it to you ASAP.

As for the logs and what not, the first is the APP.LOG

Quote
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4670 2.1.8087 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg

Here is the .CGF log

Quote
INFO: ATI Technologies Inc. ATI Radeon HD 4670 2.1.8087 Release

Should I post what's in the .cgf file?

Quote
I didn't know the Chocobo Sage frequented these forums?


You lost me there...

Any and all help is much appreaciated.


Make a file with notepad or whatever and name it ff7input.cfg. You will also most likely need to duplicate your save files from save00.ff7 to save09.ff7

So I made the text document, and it's running. Many thanks.

As for the save files, I don't have any, should I do this once I do, or forget about it?

EDIT: Gah....I spoke too soon. It crashes right after the title screen, not sure what to do here. Sorry if I seem like I'm pestering.

EDIT EDIT: I looked at the APP.LOG, and the problem is that it acnnot open the save**.ff7 files. I go to the save folder, and it's completely empty. Are these something I can find on the froums here? I do I have the wrong idea about the problem?
Title: Re: Custom graphics driver for FF7/FF8
Post by: sl1982 on 2010-05-25 23:18:32
http://www.megaupload.com/?d=AHSPXWSD (http://www.megaupload.com/?d=AHSPXWSD)

There is a save for you. Duplicate it and rename it to all the files the driver is missing. save00.ff7 to save09.ff7
Title: Re: Custom graphics driver for FF7/FF8
Post by: NathanC on 2010-05-26 20:15:00
I'm about an hour into the game and so far so good.

Thanks a bunch!
Title: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-28 19:03:38
I've installed it and the game runs fine. Just one thing, when I run the game in 1280x1024 it goes quite, quite slow... Can anyone help me?

Thanks beforehand! :)
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Kranmer on 2010-05-28 19:09:24
This is really the wrong part of the forum for this, it should be in tech support section,
What are your PC stats ? what settings do you have in your CFG for Aali's driver ? what mods do you have installed ? what version of Aali's driver are you using ?
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-28 19:14:35
This is really the wrong part of the forum for this, it should be in tech support section,
What are your PC stats ? what settings do you have in your CFG for Aali's driver ? what mods do you have installed ? what version of Aali's driver are you using ?

Ok, sorry, please can the mods move this topic to tech support section?

I think I have no problem with my PC stats: 3GB RAM, 2Ghz & Intel Celeron CPU E1400. In the settings I only changed the resolution and I enabled the new battle menu (the transparent one).
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Kranmer on 2010-05-28 19:32:15
well the stats don't look to bad (I'm unsure about the processor), what graphics card do you have ?
try lowering the resolution to 1024x800 (or lower) and see if the game runs any better,
also what fps is it running at ? (enable FPS display in Aali's Driver CFG)
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-28 19:44:45
well the stats don't look to bad (I'm unsure about the processor), what graphics card do you have ?
try lowering the resolution to 1024x800 (or lower) and see if the game runs any better,
also what fps is it running at ? (enable FPS display in Aali's Driver CFG)
The only resolution it goes well is 640x480 but the graphics are quite bad... And the game runs at 10-20 FPS.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Kranmer on 2010-05-28 19:57:02
what graphics card do you have ? and which drivers ? you may not have a good enough card to run FF7 at high res or it may even be a problem with your card/driver and openGL,
you could try Saints High Res patch without Aali's driver to see if the game still runs slow at high res. (just for testing purposes).
Also do you have any mods installed at all ?
things like Team Avalanche's mod will cause your game to run alot slower if your PC isnt powerfull enough.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: nikfrozty on 2010-05-28 19:59:11
The game runs at that fps in 640x480?? But your specs are good enough to make it run better. Can you show us your config file??
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: DarkFang on 2010-05-28 20:40:29
Your processor is quite bad. I'm not sure about your video card, but if you're using the graphics from your motherboard, then that might be the issue as well.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Hellbringer616 on 2010-05-28 20:56:42
Are you using a video card that is built into your motherboard? If so it is most likely an intel graphics accelerator. Which is your problem. Poor OGL support. I believe the top line in the config file reads about using a OGL 1.1 backend. Use that instead. Should fix your slowness.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-28 21:13:46
I'm not using the graphic card from my motherboard. I don't know the model of my graphic card. I will check it and put here later, now I have to go.
Title: Re: Custom graphics driver for FF7/FF8
Post by: sp3ctum on 2010-05-29 07:17:58
I'm on a xubuntu box (debian based linux).

Here's a problem I had was with the ff7_opengl-0.7.7b + Speedhack.zip version:

clean install, ff7.exe version 1.02
launch ff7config, set display driver
game crashes
then I installed ff7_opengl-0.7.3b.zip
ran wine regedit ff7_opengl.reg
-> game works
after this, upgrading to ff7_opengl-0.7.7b + Speedhack.zip is no problem, the game runs fine now.

I understood that the version 0.7.7b does not need the .reg change since it wasn't in the .zip package. But after the registry changes, the driver works perfectly.
If I get my wine setup sorted out, I probably will document it on these forums :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: sithlord48 on 2010-05-29 13:09:08
this might help u get your wine stuff stored out.
Setting up FF7 on Wine (http://forums.qhimm.com/index.php?topic=9590.msg132329#msg132329).
you might also want to see
FF7 and Related mods in Wine (http://forums.qhimm.com/index.php?topic=8908.0)
Title: Re: Custom graphics driver for FF7/FF8
Post by: CyberPirate on 2010-05-29 16:16:14
I seem to have a problem opening wind.wav with Aali's new driver. It might be because I use such an overflow of modifications though. I installed the newest Remix patcher by TiteGuy and the latest project pack by Team Avalanche. I can just change to an older version of the driver though, but I assume the wind.wav is a fie that will be loaded more than twice in the game. The first time I was stuck was when Barret was about to fight Dyne and then it crashed again last night after Cid escaped from his town from the Shinra.

Anyway, I love the new driver, nice work Aali :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-05-29 16:58:33
I seem to have a problem opening wind.wav with Aali's new driver. It might be because I use such an overflow of modifications though. I installed the newest Remix patcher by TiteGuy and the latest project pack by Team Avalanche. I can just change to an older version of the driver though, but I assume the wind.wav is a fie that will be loaded more than twice in the game. The first time I was stuck was when Barret was about to fight Dyne and then it crashed again last night after Cid escaped from his town from the Shinra.

Anyway, I love the new driver, nice work Aali :)
the wind.wav error is one of a few errors that happen on 0.7.7, it is caused by Aali's driver and NOT any other mod, to fix the problem use 0.7.3 or 0.7.6. (or you could do like i did and just disable the .wav files from playing)
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-29 17:02:48
I have seen many people with the wind.wav file problem. What's the cause of it?? Is there anyway to fix it while still using the latest driver??
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-05-29 17:20:41
i think Aali said the wind.wav problem was caused due to his new "mod" setting in the latest version, and it happens at various points, but i know of (i am sure there is more i just don't know about them)
The battle with dyne
North crater CD3 when you first arrive
North crater bottom (before the fight with the different last boss's)
and also sometimes a simlar error happens at the battle arena (not wind.wav but audio.dat instead) but this doesn't always happen.
the only way i have found to fix the problem is to disable .wav from loading (not deleting the file but NOP'ing the command)
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-29 17:46:29
But naturally if you disable .wav file no sound will play right?? Well its better to have no sound rather than having errors. Its just a wind sound anyway.
Title: Re: Custom graphics driver for FF7/FF8
Post by: CyberPirate on 2010-05-29 17:55:27
How would you go about disabling it? I think it's a pain going back and forth with the version each time the game crashes. I also let the game run a bit after the crash and the log file was over 3GB when I shut the game down, pretty funny.

I'd stay with an earlier version, but I'm currently testing the game out with all the newest mods and stuff so I don't really wanna enjoy playing it, but rather just get through it so I use the speedhack which is only available with the newest version of the driver.
Title: Re: Custom graphics driver for FF7/FF8
Post by: jeffdamann on 2010-05-29 17:58:37
Hey even though I have fix speed on for the minigames, and then have it set to a more stable clock, and the other option for this stuff is on yes too, but the minigames are still WAAYYY too fast(The bike game ends in about 4 seconds lol.) Why aren't the options in opengl fixing this?
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-29 18:03:22
How would you go about disabling it? I think it's a pain going back and forth with the version each time the game crashes. I also let the game run a bit after the crash and the log file was over 3GB when I shut the game down, pretty funny.

I'd stay with an earlier version, but I'm currently testing the game out with all the newest mods and stuff so I don't really wanna enjoy playing it, but rather just get through it so I use the speedhack which is only available with the newest version of the driver.
Well you can still run the game with the speedhack without the latest driver. Search for it. I think it was in the Game Tweaking section. It uses a patch and you can use an older version of the driver with that patch.
Title: Re: Custom graphics driver for FF7/FF8
Post by: CyberPirate on 2010-05-29 18:20:52
How would you go about disabling it? I think it's a pain going back and forth with the version each time the game crashes. I also let the game run a bit after the crash and the log file was over 3GB when I shut the game down, pretty funny.

I'd stay with an earlier version, but I'm currently testing the game out with all the newest mods and stuff so I don't really wanna enjoy playing it, but rather just get through it so I use the speedhack which is only available with the newest version of the driver.
Well you can still run the game with the speedhack without the latest driver. Search for it. I think it was in the Game Tweaking section. It uses a patch and you can use an older version of the driver with that patch.

Indeed, but would mean I have to modify to the executable in order to run the library and I honestly believe that my executable is already modified enough so I would just ruin things :P The GUI overhaul didn't seem to work either when I went back a few versions.
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-29 18:58:57
The GUI Overhaul?? I use 0.7.6 version of Aali and everything works fine. I think its the last version that has no bugs in it. If I were You I'd rather play the game with this version and not use the speedhack for a while. If you really want to run the game perfectly to test the mods. Patience is a virtue. :-P
Title: Re: Custom graphics driver for FF7/FF8
Post by: Kranmer on 2010-05-29 20:14:13
its hard to explain how to disable the .wav files from loading if you dont know any ASM at all (i have tried to explain these things before to some people but its hard especially for me since i am not good at explaining, someone PMed me awhile ago about disabling error messages in Aali's driver, so i tried to teach him how to do it like i did it, but i am not a good teacher) so to be honest i think it would be easyer for you to just use 0.7.6, and if you want to PM me i should be able to make a speedhack patch for your EXE (i am the one who made the previous one but its hard to make a universal patcher since all EXE's are quite different, but i have no problems with people PMing me) so that way you can use 0.7.6 without hopefully any problems.
Title: Re: Custom graphics driver for FF7/FF8
Post by: obesebear on 2010-05-29 21:25:31
The newest driver is activated by running the ff7config.exe.    To activate some of the older ones you have to run the original ff7config.exe then run the .reg file included with the driver.
Title: Re: Custom graphics driver for FF7/FF8
Post by: sp3ctum on 2010-05-30 06:49:57
The newest driver is activated by running the ff7config.exe.    To activate some of the older ones you have to run the original ff7config.exe then run the .reg file included with the driver.

That's what I thought, but in my experience the driver worked after the registry hack. I'll look into it later to see if I did any other changes - I documented the install process for myself.


Here's a bug report:
xubuntu 9.10
wine-1.2-rc1
ff7 1.02
0.7.7b + Speedhack (tested with it on and off, same result)

I have a save in the train graveyard (beginning of the game) and in random battles I encounter the ghosts. They have a spell called drain that crashes the game.

Here's my APP.LOG:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Tungsten Graphics, Inc Mesa DRI Intel(R) 915GM GEM 20090712 2009Q2 RC3 x86/MMX/SSE2 1.4 Mesa 7.6
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: Loading external library speedhack.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:TiMidity - TiMidity port 0, mid=255, pid=1,
midi data type: YAMAHA XG MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\xg.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: F:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 9
reading midi file: KURAI.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 399
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
ERROR: unhandled exception

Here's my crash dump:
http://www.multiupload.com/5JKJD63CI0


EDIT:
this happens only occasionally, meaning that sometimes the drain doesn't crash the game, but sometimes it does.
If needed, I can look into this more.

Here is also some output to my terminal: (it's mainly timidity related, I think)
Code: [Select]
Requested buffer size 32768, fragment size 8192
ALSA pcm 'default' set buffer size 32768, period size 8192 bytes
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=22532, writepos=2052, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/73296 (10240/36648), primary_mixpos=83360, writepos=62880, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=59312/73296 (29656/36648), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/57008 (10240/28504), primary_mixpos=77120, writepos=56640, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/390912 (10240/195456), primary_mixpos=64132, writepos=43652, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=82908, mixpos=61312/390912 (30656/195456), primary_mixpos=72700, writepos=77992, mixlen=204
Playing time: ~75 seconds
Notes cut: 60
Notes lost totally: 0
Requested buffer size 32768, fragment size 8192
ALSA pcm 'default' set buffer size 32768, period size 8192 bytes
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/73296 (10240/36648), primary_mixpos=78200, writepos=57720, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=82908, mixpos=61312/73296 (30656/36648), primary_mixpos=82096, writepos=87388, mixlen=1584
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=50948, writepos=30468, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/24432 (10240/12216), primary_mixpos=51944, writepos=31464, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20352/24432 (10176/12216), primary_mixpos=86108, writepos=65628, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=25192/81440 (12596/40720), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=25192/73296 (12596/36648), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=45672/81440 (22836/40720), primary_mixpos=39924, writepos=19444, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=45672/73296 (22836/36648), primary_mixpos=39924, writepos=19444, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=66152/81440 (33076/40720), primary_mixpos=57808, writepos=37328, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=66152/73296 (33076/36648), primary_mixpos=57808, writepos=37328, mixlen=0
msadp32.c:247: cvtSSms16K: Assertion `*src <= 6' failed.
fixme:dbghelp:MiniDumpWriteDump NIY MiniDumpWithDataSegs
wine: Unhandled exception 0xc0000025 at address 0x7bc3e9e8 (thread 001d), starting debugger...

Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-30 08:23:52
Ok, I know what graphic card I'm using: NVIDIA GeForce 7600 GS. Is it good?
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Kranmer on 2010-05-30 09:36:01
Ok, I know what graphic card I'm using: NVIDIA GeForce 7600 GS. Is it good?
well geforce7600 isnt great but it should be enough to run FF7 in 1280x1024, It may be your processor,
maybe you should try using Saints high res patch instead of Aali's driver to see if the game runs alright at 1280x1024 (i mean remove Aali's driver or just disable it by running ff7config and selecting directX then apply saints patch), this way you will see if its a problem with opengl or with your hardware.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-30 11:41:14
I have tried Saint's High-Res Patch already and it runs fine, but I prefer Aali's because some people have said me that Saint's High-Res patch has some issues that Aali's doesn't has. Then, should I change my processor?

EDIT: Oh, here are my settings if it helps:

Code: [Select]
# ff7_opengl config file

# 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

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# plugins
# a movie plugin is required, the music plugin is optional, but required to make FF7Music work
movie_plugin = plugins/ffmpeg_movies.fgp
#music_plugin = plugins/ff7music.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# YUV fast path shader
yuv_source = shaders/yuv.frag

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# set the window size (and 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 = 1280
window_size_y = 1024
preserve_aspect = yes
fullscreen = 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

# 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

# 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

# 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

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# 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

# 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
# this option should be used for testing only, performance will take a hit
direct_mode = off

# show every failed attempt at loading a .png texture
# this option is for modders only, it's useful to find out which texture to replace and which palettes it needs
show_missing_textures = no
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tekkie.X on 2010-05-30 13:11:43
Turn the shaders off in the .cfg and see how that goes.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-30 14:04:24
Turn the shaders off in the .cfg and see how that goes.

Still the same problem...
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: nikfrozty on 2010-05-30 14:19:11
I can't really help you since I don't use the latest drivers but try using 0.7.6 version. It has no bugs that I know off and the latest drivers have many new things but also some bugs.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-30 14:47:22
I can't really help you since I don't use the latest drivers but try using 0.7.6 version. It has no bugs that I know off and the latest drivers have many new things but also some bugs.

Can you tell me where I can find that version? because I only find the 0.7.7b version.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Kranmer on 2010-05-30 14:49:04
what drivers do you have installed for your geforce card ? And what version of windows are you using ?

Also if you need to know how to check what version your drivers are do this
open "Control Panel" in windows
then "Nvidia control pannel"
Then on the new box that appears click
"help"
then click
"System information"
then take a screenshot or write all that data here.

Also on a side note if you dont have the Nvidia Control panel installed that means you have really really really old drivers and you should update your drivers.

and 0.7.6 can be gotten from
http://backup.ninjaloot.se/share/ff7_opengl-0.7.6b.zip
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: nikfrozty on 2010-05-30 14:53:02
http://backup.ninjaloot.se/share/ff7_opengl-0.7.6b.zip
You want more info about it go to his thread.
EDIT:Damn man I just posted this and here comes kranmer. No worries the link we posted are the same. Try it and pray to God it works. :)
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-30 15:00:36
what drivers do you have installed for your geforce card ? And what version of windows are you using ?

Also if you need to know how to check what version your drivers are do this
open "Control Panel" in windows
then "Nvidia control pannel"
Then on the new box that appears click
"help"
then click
"System information"
then take a screenshot or write all that data here.

Also on a side note if you dont have the Nvidia Control panel installed that means you have really really really old drivers and you should update your drivers.

and 0.7.6 can be gotten from
http://backup.ninjaloot.se/share/ff7_opengl-0.7.6b.zip

Then I think I have a really really really old drivers because I don't have the Nvidia Control Panel... I'm gonna download the drivers now and then I will put the screenshots.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-30 15:56:27
I'm running Windows 7 32-bits.
Ok, I've updated the drivers of the graphic card. Here are the pics:
(http://img231.imageshack.us/img231/6655/16871392.jpg)
(http://img693.imageshack.us/i/33155102.jpg/)
(http://img17.imageshack.us/i/81247610.jpg/)

Also my specs:
(http://img80.imageshack.us/i/47426583.jpg/)

Hope it helps.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-30 16:10:16
Fixed!
Now that I've updated my drivers the game seems to work fine. It runs at 59 fps and also the EIDOS screen runs like in 640x480 (i.e. perfectly).
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Kranmer on 2010-05-30 16:18:22
Fixed!
Now that I've updated my drivers the game seems to work fine. It runs at 59 fps and also the EIDOS screen runs like in 640x480 (i.e. perfectly).
ah good so it was a driver issue, glad to hear you got it working.
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: nikfrozty on 2010-05-30 16:31:12
Fixed!
Now that I've updated my drivers the game seems to work fine. It runs at 59 fps and also the EIDOS screen runs like in 640x480 (i.e. perfectly).
It runs fine now but isn't like 59 fps so fast?? Anyway glad its fixed. :)
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-30 16:37:48
Quote
ah good so it was a driver issue, glad to hear you got it working.

Yeah, thanks for your help! ^^

Quote
It runs fine now but isn't like 59 fps so fast?? Anyway glad its fixed.

I think that too but I don't know any way to make it slower...
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Kranmer on 2010-05-30 16:44:24
60fps is normal for the credits and for the games menu, 30fps is normal for in the field and worldmap and 15fps is normal for battles and movies.

try changing
use_stable_timer = no
to
use_stable_timer = yes
also in your Nvidia control panel make sure Vsync is enabled (and in aali's driver)
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: nikfrozty on 2010-05-30 16:58:18
Oh I knew that.. I thought he was having the game so fast. Sorry I misunderstood just forget about it. :)
Title: Re: FFVII PC - Aali's Custom Graphic Driver Problem
Post by: Tidus_654 on 2010-05-30 16:58:42
60fps is normal for the credits and for the games menu, 30fps is normal for in the field and worldmap and 15fps is normal for battles and movies.

try changing
use_stable_timer = no
to
use_stable_timer = yes
also in your Nvidia control panel make sure Vsync is enabled (and in aali's driver)

Ok, now it runs well, thanks for your help again! ^^
Title: Re: Custom graphics driver for FF7/FF8
Post by: MADDOGG on 2010-05-31 13:58:34
help plz cnt get the game to work

iv installed ff7 along with the 1.2 patch, i have also installed Aali's 7.7b driver
i downloaded TA graphical overhaul witch is not working so i renamed the file ff7_opengl to ff7input the game loads but has a serios lagging problem and i cannot seem  to get no further than the eidos logo without it crashing =P
Quote
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Microsoft Corporation GDI Generic 1.1.0
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: No swap_control extension, cannot control framerate
INFO: Texture compression not supported
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 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
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/avatar/cloud_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/Avatar/barre_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/avatar/tifa_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/Avatar/earith_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/Avatar/red_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/Avatar/yufi_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/Avatar/ketc_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/Avatar/bins_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files\Square Soft, Inc.\Final Fantasy VII\/textures/Avatar/cido_00.png); this is slow, please convert to 32-bit
ERROR: could not open file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save00.ff7
this is my app log
Title: Re: Custom graphics driver for FF7/FF8
Post by: nikfrozty on 2010-05-31 14:58:21
Its the first time I've seen an app log which say "this is slow please convert to 32-bit". Maybe your display is set in 16 bit?? Try setting it to 32 bit in the display in control panel. :)
Title: Re: Custom graphics driver for FF7/FF8
Post by: obesebear on 2010-05-31 15:23:14
Its the first time I've seen an app log which say "this is slow please convert to 32-bit". Maybe your display is set in 16 bit?? Try setting it to 32 bit in the display in control panel. :)
That's not the problem.   Your problem has been answered roughly 15 other times, so I won't be telling you what to do.  But here's a hint.  Why not try helping yourself before asking others to.

Sp3ctum, I've forgotten where to look in the crash.dmp for information, so just try a fresh install.
Title: Re: Custom graphics driver for FF7/FF8
Post by: sp3ctum on 2010-05-31 19:19:19
Hi again. I've gotten my journey to cosmo canyon.
I had trouble with wind.wav - probably the same kind of trouble that people have reported already. The most severe one happened before the battle with Dyne in the desert. I was able to get past that point by being really fast closing the dialog boxes :)

Is it ok to post bug reports here? I assumed so since others have done it as well. If not, please let me know and I will stop. I hope these will be helpful.

I encountered another crash at cosmo canyon. It's at the point where Bugenhagen gives his tour of the stellar apparatus. The first movie plays and as the second is about to start, the game crashes. I can move the 'Oops! Something bad happened' dialog box away and continue for a while. After that comes an unrecoverable crash.

Again, my system:
xubuntu 9.10
wine-1.2-rc1
ff7 1.02
0.7.7b + Speedhack

APP.LOG
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b

INFO: Auto-detected version: FF7 1.02 US English

INFO: Tungsten Graphics, Inc Mesa DRI Intel(R) 915GM GEM 20090712 2009Q2 RC3 x86/MMX/SSE2 1.4 Mesa 7.6

INFO: No OpenGL 2.0 support detected, shaders won't be available

INFO: Found swap_control extension

INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480

INFO: FFMpeg movie player plugin loaded

INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.

INFO: No shaders, codecs with YUV output will be slow.

INFO: Loading external library speedhack.dll

LOCK UNLOCK TEST

MATRIX INITIALIZE

INITIALIZE DD/D3D END

initializing sound...

creating dsound primary buffer

reading audio file

loading static sounds

sound initialized

INITIALIZING MIDI...

selecting device 0:TiMidity - TiMidity port 0, mid=255, pid=1,

midi data type: GENERAL MIDI

using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp

midiOutGetVolume returned: ffffffff

MIDI INITIALIZED

set music volume: 127

MIDI set volume: 127

100% of 127 = 127

set music volume: 127

MIDI set master volume: 100

MIDI set volume: 127

100% of 127 = 127

Entering MAIN

Exiting MAIN

START OF CREDITS!!!

INFO: F:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152

set music volume trans: 127->0, step=60

MIDI set volume trans: 127->0; step=60

MIDI stop - OK

MIDI stop - OK

END OF CREDITS!!!

Entering MAIN

set music volume: 127

MIDI set volume: 127

100% of 127 = 127

Exiting MAIN

START OF MENU SYSTEM!!!

END OF MENU SYSTEM!!!

Entering MAIN

Exiting MAIN

Field Start

MIDI play: 25

reading midi file: CANYON.mid

current volume: 127

MIDI is playing SUCCESSFULLY!!!

MIDI play: 25

song is already playing...

MIDI play: 25

song is already playing...

MIDI play: 25

song is already playing...

set music volume: 127

MIDI set volume: 127

100% of 127 = 127

MIDI play: 25

song is already playing...

set music volume: 127

MIDI set volume: 127

100% of 127 = 127

MIDI play: 25

song is already playing...

MIDI play: 25

song is already playing...

set music volume: 127

MIDI set volume: 127

100% of 127 = 127

fade music volume: 127->0, step=255

set music volume: 127

set music volume trans: 127->0, step=255

MIDI fade volume: 127->0, step=255

MIDI set volume: 127

100% of 127 = 127

MIDI set volume trans: 127->0; step=255

MIDI stop - OK

MIDI play: 25

reading midi file: CANYON.mid

current volume: 127

MIDI is playing SUCCESSFULLY!!!

fade music volume: 0->127, step=255

set music volume: 0

set music volume trans: 0->127, step=255

MIDI fade volume: 0->127, step=255

MIDI set volume: 0

100% of 0 = 0

MIDI set volume trans: 0->127; step=255

MIDI play: 25

song is already playing...

MIDI play: 25

song is already playing...

set music volume: 127

MIDI set volume: 127

100% of 127 = 127

MIDI play: 25

song is already playing...

Entering MAIN

Exiting MAIN

START OF MENU SYSTEM!!!

END OF MENU SYSTEM!!!

Entering MAIN

Exiting MAIN

Field Start

MIDI play: 25

song is already playing...

set music volume: 127

MIDI set volume: 127

100% of 127 = 127

MIDI play: 25

song is already playing...

MIDI play: 25

song is already playing...

set music volume: 127

MIDI set volume: 127

100% of 127 = 127

MIDI play: 25

song is already playing...

set music volume: 85

MIDI set volume: 85

100% of 85 = 85

fade music volume: 85->0, step=255

set music volume: 85

set music volume trans: 85->0, step=255

MIDI fade volume: 85->0, step=255

MIDI set volume: 85

100% of 85 = 85

MIDI set volume trans: 85->0; step=255

MIDI stop - OK

INFO: F:\FF7\Movies\boogup.avi; truemotion2/null 320x224, 15.000000 FPS, duration: 3.933333, frames: 59

set music volume: 127

MIDI set volume: 127

100% of 127 = 127

MIDI play: 43

reading midi file: BOO.mid

current volume: 127

MIDI is playing SUCCESSFULLY!!!

INFO: F:\FF7\Movies\boogdemo.avi; truemotion2/null 320x224, 15.000000 FPS, duration: 32.800000, frames: 492

ERROR: unhandled exception


crashdump:
http://www.multiupload.com/I9G01CF772

I am downgrading and testing a couple of different versions to see which one will get me past that point.

EDIT:
With 0.7.6b I can indeed get past the part. It was glitchy, so here are a couple of screenshots of what happened:

http://i.imgur.com/llbZK.jpg
http://i.imgur.com/C9Bna.jpg
http://i.imgur.com/7vF0U.jpg
http://i.imgur.com/ZyzH5.jpg

I made a backup save just before the crash location in case it needs to be tested further.
Title: Re: Custom graphics driver for FF7/FF8
Post by: Takeru on 2010-06-07 22:08:12
Hello. I'm having problems running FF8 with Custom Driver. It shows a white screen during the videos and the normal sound as background.

Here's my APP.LOG

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF8 1.2 Spanish
INFO: Intel Intel 945GM 1.4.0 - Build 8.14.10.1930
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: Found swap_control extension
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={0x3bd83ae8,0x9bcf,0x46d8,0xaf,0x8b,0x59,0x5b,0x26,0x16,0x26,0xf}
PORT 1: Microsoft GS Wavetable Synth [Emulado]
GUID={0xbd117324,0x3760,0x45d5,0xb4,0xda,0xce,0x97,0x92,0x87,0x84,0x88}
PORT 2: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    Microsoft Synthesizer
  Port1 supports XG data
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
BinkClose
ERROR: GL_INVALID_VALUE
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\spa\field\mapdata\st\start0\start0.sfx
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
WM_CLOSE
BinkClose

Releasing Performance...


Releasing Loader...


Releasing Port1...


Releasing DirectMusic interface...

Releasing COM...


If someone could help me I would be happy ^^

EDIT: I tried to play it without using Aali's Custom Driver and it shows the videos perfectly.
Title: Re: Custom graphics driver for FF7/FF8
Post by: obesebear on 2010-06-08 00:41:57
Do a fresh install
Title: Re: Custom graphics driver for FF7/FF8
Post by: Takeru on 2010-06-08 00:54:41
Do a fresh install

Already did it, and it keeps the same.

Duh another question (now with Final Fantasy VII) I installed it and launched it with Aali's driver, and it gave me this...

(Click on the picture to enlarge)

(http://img9.imageshack.us/img9/5479/ff7xdlol0806201011331.th.jpg) (http://img9.imageshack.us/img9/5479/ff7xdlol0806201011331.jpg)

Also here is my APP.LOG

Code: [Select]
INITIALIZE DD/D3D START
DIRECT DRAW 2
TOTAL 67108864 FREE 63012864
DD MODE: W 320 H 200 P 320 RGB 1 BPP 8
DD MODE: W 320 H 200 P 640 RGB 1 BPP 16
DD MODE: W 320 H 200 P 1280 RGB 1 BPP 32
DD MODE: W 320 H 240 P 320 RGB 1 BPP 8
DD MODE: W 320 H 240 P 640 RGB 1 BPP 16
DD MODE: W 320 H 240 P 1280 RGB 1 BPP 32
DD MODE: W 400 H 300 P 400 RGB 1 BPP 8
DD MODE: W 400 H 300 P 800 RGB 1 BPP 16
DD MODE: W 400 H 300 P 1600 RGB 1 BPP 32
DD MODE: W 512 H 384 P 512 RGB 1 BPP 8
DD MODE: W 512 H 384 P 1024 RGB 1 BPP 16
DD MODE: W 512 H 384 P 2048 RGB 1 BPP 32
DD MODE: W 640 H 400 P 640 RGB 1 BPP 8
DD MODE: W 640 H 400 P 1280 RGB 1 BPP 16
DD MODE: W 640 H 400 P 2560 RGB 1 BPP 32
DD MODE: W 640 H 480 P 640 RGB 1 BPP 8
DD MODE: W 640 H 480 P 1280 RGB 1 BPP 16
DISPLAY MODE MATCH
DD MODE: W 640 H 480 P 2560 RGB 1 BPP 32
DD MODE: W 800 H 600 P 800 RGB 1 BPP 8
DD MODE: W 800 H 600 P 1600 RGB 1 BPP 16
DD MODE: W 800 H 600 P 3200 RGB 1 BPP 32
DD MODE: W 1024 H 768 P 1024 RGB 1 BPP 8
DD MODE: W 1024 H 768 P 2048 RGB 1 BPP 16
DD MODE: W 1024 H 768 P 4096 RGB 1 BPP 32
DD MODE: W 1280 H 600 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 600 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 600 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 720 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 720 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 720 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 768 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 768 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 768 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 800 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 800 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 800 P 5120 RGB 1 BPP 32
Ramp Emulation
  Microsoft Direct3D Mono(Ramp) Software Emulation
RGB Emulation
  Microsoft Direct3D RGB Software Emulation
Direct3D HAL
  Microsoft Direct3D Hardware acceleration through Direct3D HAL
EXCLUSIVE MODE
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
10036634360f 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
10036634360f 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
set music volume: 127
MIDI set volume: 127
10036634360f 127 = 127
MIDI play: 95
reading midi file: PRE.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
10036634360f 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 127
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save00.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save01.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save02.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save03.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save04.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save05.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save06.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save07.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save08.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save09.ff7
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI stop - OK
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 127
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
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ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
ERROR: SW VERTEX OVERFLOW
WM_CLOSE
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD

EDIT: I made it to run it perfectly (Had to reinstall it again for about 4 times xD but it worked)
EDIT 2: I'm having problems with some scenes the error that appears is ERROR: GL_ and something like that and it doesn't shows some textures in Field and Battle. or it only shows 'em in white.

--MOD EDIT-- Way to double post there, genius.  Check out these awesome rules -->http://forums.qhimm.com/index.php?topic=5834.0 (http://forums.qhimm.com/index.php?topic=5834.0)  I sure hope we can avoid this problem in the future.
Title: Crash after fighting the Diamond Weapon
Post by: Stalker on 2010-06-08 13:47:42
So, here I am for the 2nd time after deciding that I needed to play my fav game again!

So I've installed 1.02 patch, the resolution one, Aali's last version and the Truemotion patch.
BEfore I beat diamond weapon, there was a FMV where red letters would appear saying that the program couldn't find wind.wav.

After I beat it there was another FMV where the same thing happen, and then it just crashed. It didn't returned me to the desktop it just stuck there without responding.

I was reading the other day Aali's thread and I saw many comments about wind.wav.
Now I don't see them... dunno why...

Anyway I used search and I couldn't find a soloution, only "w8 for next version"

Isn't there another way arround?
Thanks in advance!
Title: Re: Crash after fighting the Diamond Weapon
Post by: Kranmer on 2010-06-08 13:52:52
Well the solution to the wind.wav error is to use a older driver (0.7.6 or 0.7.3 give the best results)
or if you know any asm (even a small bit) you could stop the game from loading wind.wav.
And if you get any other crashes (that are not the wind.wav error) just post the error here and your app.log.
Title: Re: Crash after fighting the Diamond Weapon
Post by: Stalker on 2010-06-08 14:02:00
the log had these:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series          3.3.9836 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Fragment shader(s) linked, vertex shader(s) linked.
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 49
MIDI set volume: 127
49% of 127 = 62
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: D:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 15->127; step=4
MIDI set volume: 127
49% of 127 = 62
MIDI play: 71
reading midi file: KITA.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 63
reading midi file: JUNON.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 63
song is already playing...
set music volume trans: 127->0, step=16
MIDI set volume trans: 127->0; step=16
MIDI stop - OK
set music volume trans: 0->0, step=1
MIDI set volume trans: 127->0; step=1
MIDI set volume: 0
49% of 0 = 0
MIDI stop - OK
MIDI stop - OK
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 816
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
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# 816
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
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# 817
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 70
song is already playing...
MIDI play: 70
song is already playing...
MIDI play: 70
song is already playing...
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# 818
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 70
song is already playing...
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# 819
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
MIDI play: 70
song is already playing...
set music volume trans: 127->0, step=192
MIDI set volume trans: 127->0; step=192
MIDI stop - OK
MIDI stop - OK
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 73
reading midi file: SADSID.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 127->0, step=160
MIDI set volume trans: 127->0; step=160
MIDI stop - OK
ERROR: failed to find file moviecam/rcketoff.cam (LGP) (path: )
INFO: D:\FF7\Movies\rcketoff.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 54.800000, frames: 822
MIDI stop - OK
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 89
reading midi file: RO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI stop - OK
set music volume trans: 127->0, step=1
MIDI set volume trans: 127->0; step=1
MIDI set volume: 0
49% of 0 = 0
MIDI stop - OK
MIDI play: 72
reading midi file: SID2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 6->127, step=255
MIDI set volume trans: 127->127; step=255
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
set music volume trans: 127->0, step=64
MIDI set volume trans: 127->0; step=64
MIDI stop - OK
set music volume trans: 33->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 72
reading midi file: SID2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 21
reading midi file: SIERA.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 21
song is already playing...
MIDI play: 21
song is already playing...
set music volume trans: 127->0, step=96
MIDI set volume trans: 127->0; step=96
MIDI stop - OK
set music volume trans: 33->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
INFO: D:\FF7\Movies\rckethit0.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.200000, frames: 213
INFO: D:\FF7\Movies\rckethit1.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 26.000000, frames: 390
MIDI stop - OK
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
INFO: D:\FF7\Movies\meteofix.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 24.800000, frames: 372
MIDI play: 71
reading midi file: KITA.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
fade music volume: 127->0, step=120
set music volume: 127
set music volume trans: 127->0, step=120
MIDI fade volume: 127->0, step=120
MIDI set volume: 127
49% of 127 = 62
MIDI set volume trans: 127->0; step=120
MIDI stop - OK
MIDI fade volume: 0->255, step=1
MIDI set volume: 0
49% of 0 = 0
MIDI set volume trans: 0->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 72
reading midi file: SID2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI fade volume: 255->0, step=1
MIDI set volume: 127
49% of 127 = 62
MIDI set volume trans: 127->0; step=1
MIDI set volume: 0
49% of 0 = 0
MIDI stop - OK
MIDI fade volume: 0->255, step=1
MIDI set volume: 0
49% of 0 = 0
MIDI set volume trans: 0->127; step=1
MIDI set volume: 127
49% of 127 = 62
fade music volume: 0->127, step=1
set music volume: 0
set music volume trans: 0->127, step=1
MIDI fade volume: 0->127, step=1
MIDI set volume: 0
49% of 0 = 0
MIDI set volume trans: 0->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 32
reading midi file: BOKUJO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 32
song is already playing...
MIDI play: 32
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 32
reading midi file: BOKUJO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 32
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 56
reading midi file: MURA1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 25
reading midi file: CANYON.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
MIDI play: 25
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
MIDI play: 25
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
MIDI play: 25
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
set music volume: 85
MIDI set volume: 85
49% of 85 = 41
fade music volume: 85->0, step=255
set music volume: 85
set music volume trans: 85->0, step=255
MIDI fade volume: 85->0, step=255
MIDI set volume: 85
49% of 85 = 41
MIDI set volume trans: 85->0; step=255
MIDI stop - OK
MIDI play: 64
reading midi file: TENDER.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
fade music volume: 0->85, step=255
set music volume: 0
set music volume trans: 0->85, step=255
MIDI fade volume: 0->85, step=255
MIDI set volume: 0
49% of 0 = 0
MIDI set volume trans: 0->85; step=255
fade music volume: 85->0, step=255
set music volume: 85
set music volume trans: 85->0, step=255
MIDI fade volume: 85->0, step=255
MIDI set volume: 85
49% of 85 = 41
MIDI set volume trans: 85->0; step=255
MIDI stop - OK
INFO: D:\FF7\Movies\boogup.avi; truemotion2/null 320x224, 15.000000 FPS, duration: 3.933333, frames: 59
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 43
reading midi file: BOO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
fade music volume: 127->1, step=120
set music volume: 127
set music volume trans: 127->1, step=120
MIDI fade volume: 127->1, step=120
MIDI set volume: 127
49% of 127 = 62
MIDI set volume trans: 127->1; step=120
fade music volume: 1->127, step=200
set music volume: 1
set music volume trans: 1->127, step=200
MIDI fade volume: 1->127, step=200
MIDI set volume: 1
49% of 1 = 0
MIDI set volume trans: 1->127; step=200
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
song is already playing...
MIDI play: 47
song is already playing...
MIDI play: 47
song is already playing...
Entering MAIN
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
MIDI play: 47
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 47
song is already playing...
MIDI play: 47
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 32
reading midi file: BOKUJO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 32
reading midi file: BOKUJO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 32
song is already playing...
MIDI play: 32
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
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
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 56
reading midi file: MURA1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 56
song is already playing...
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
set music volume trans: 97->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 57
reading midi file: YADO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 56
reading midi file: MURA1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 3
reading midi file: DUN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 3
song is already playing...
MIDI play: 3
song is already playing...
MIDI play: 3
song is already playing...
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 659
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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
MIDI cross fade: 3, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 3
reading midi file: DUN2.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 74
reading midi file: ISEKI.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 74
song is already playing...
MIDI play: 74
song is already playing...
MIDI play: 74
song is already playing...
INFO: D:\FF7\Movies\loslake1.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 15.800000, frames: 237
INFO: D:\FF7\Movies\lslmv.avi; truemotion2/null 320x224, 15.000000 FPS, duration: 7.400000, frames: 111
MIDI play: 74
song is already playing...
INFO: D:\FF7\Movies\white2.avi; truemotion2/null 320x224, 30.000000 FPS, duration: 2.000000, frames: 60
set music volume trans: 127->0, step=255
MIDI set volume trans: 127->0; step=255
MIDI stop - OK
MIDI stop - OK
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
INFO: D:\FF7\Movies\wh2e2.avi; truemotion2/null 320x224, 15.000000 FPS, duration: 43.200000, frames: 648
MIDI play: 37
reading midi file: EARISLO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
INFO: D:\FF7\Movies\white2.avi; truemotion2/null 320x224, 30.000000 FPS, duration: 2.000000, frames: 60
INFO: D:\FF7\Movies\white2.avi; truemotion2/null 320x224, 30.000000 FPS, duration: 2.000000, frames: 60
MIDI play: 74
reading midi file: ISEKI.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 127->0, step=30
MIDI set volume trans: 127->0; step=30
MIDI stop - OK
MIDI stop - OK
INFO: D:\FF7\Movies\canonon.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 44.733333, frames: 671
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 48
reading midi file: CANNON.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 82
reading midi file: GUN.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 74
reading midi file: ISEKI.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 74
song is already playing...
MIDI play: 74
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 3
reading midi file: DUN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 3
song is already playing...
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 656
[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
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 3, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 3
reading midi file: DUN2.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 656
[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
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 3, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 3
reading midi file: DUN2.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 3
song is already playing...
MIDI play: 3
song is already playing...
MIDI play: 56
reading midi file: MURA1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI set volume: 0
49% of 0 = 0
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
song is already playing...
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 70
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
song is already playing...
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
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# 38
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
MIDI play: 10
reading midi file: CHU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 980
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
set music volume trans: 127->0, step=240
MIDI set volume trans: 127->0; step=240
INFO: D:\FF7\Movies\feelwin0.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 20.066667, frames: 301
MIDI stop - OK
set music volume trans: 0->48, step=120
MIDI set volume trans: 127->48; step=120
MIDI stop - OK
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
INFO: D:\FF7\Movies\feelwin1.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 11.066667, frames: 166
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
and kept going...

No I don't know anything about ASM

If I change to 0.7.6 won't I lose fixes that 0.7.7 has?
Just asking

Title: Re: Crash after fighting the Diamond Weapon
Post by: nikfrozty on 2010-06-08 14:09:20
the log had these:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series          3.3.9836 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Fragment shader(s) linked, vertex shader(s) linked.
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 49
MIDI set volume: 127
49% of 127 = 62
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: D:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 15->127; step=4
MIDI set volume: 127
49% of 127 = 62
MIDI play: 71
reading midi file: KITA.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 63
reading midi file: JUNON.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 63
song is already playing...
set music volume trans: 127->0, step=16
MIDI set volume trans: 127->0; step=16
MIDI stop - OK
set music volume trans: 0->0, step=1
MIDI set volume trans: 127->0; step=1
MIDI set volume: 0
49% of 0 = 0
MIDI stop - OK
MIDI stop - OK
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 816
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
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# 816
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
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# 817
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 70
song is already playing...
MIDI play: 70
song is already playing...
MIDI play: 70
song is already playing...
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# 818
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 70
song is already playing...
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# 819
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->127; step=4
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
MIDI play: 70
song is already playing...
set music volume trans: 127->0, step=192
MIDI set volume trans: 127->0; step=192
MIDI stop - OK
MIDI stop - OK
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 73
reading midi file: SADSID.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 127->0, step=160
MIDI set volume trans: 127->0; step=160
MIDI stop - OK
ERROR: failed to find file moviecam/rcketoff.cam (LGP) (path: )
INFO: D:\FF7\Movies\rcketoff.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 54.800000, frames: 822
MIDI stop - OK
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 89
reading midi file: RO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI stop - OK
set music volume trans: 127->0, step=1
MIDI set volume trans: 127->0; step=1
MIDI set volume: 0
49% of 0 = 0
MIDI stop - OK
MIDI play: 72
reading midi file: SID2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 6->127, step=255
MIDI set volume trans: 127->127; step=255
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
MIDI play: 72
song is already playing...
set music volume trans: 127->0, step=64
MIDI set volume trans: 127->0; step=64
MIDI stop - OK
set music volume trans: 33->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 72
reading midi file: SID2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 21
reading midi file: SIERA.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 21
song is already playing...
MIDI play: 21
song is already playing...
set music volume trans: 127->0, step=96
MIDI set volume trans: 127->0; step=96
MIDI stop - OK
set music volume trans: 33->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
INFO: D:\FF7\Movies\rckethit0.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.200000, frames: 213
INFO: D:\FF7\Movies\rckethit1.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 26.000000, frames: 390
MIDI stop - OK
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
INFO: D:\FF7\Movies\meteofix.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 24.800000, frames: 372
MIDI play: 71
reading midi file: KITA.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
fade music volume: 127->0, step=120
set music volume: 127
set music volume trans: 127->0, step=120
MIDI fade volume: 127->0, step=120
MIDI set volume: 127
49% of 127 = 62
MIDI set volume trans: 127->0; step=120
MIDI stop - OK
MIDI fade volume: 0->255, step=1
MIDI set volume: 0
49% of 0 = 0
MIDI set volume trans: 0->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 72
reading midi file: SID2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI fade volume: 255->0, step=1
MIDI set volume: 127
49% of 127 = 62
MIDI set volume trans: 127->0; step=1
MIDI set volume: 0
49% of 0 = 0
MIDI stop - OK
MIDI fade volume: 0->255, step=1
MIDI set volume: 0
49% of 0 = 0
MIDI set volume trans: 0->127; step=1
MIDI set volume: 127
49% of 127 = 62
fade music volume: 0->127, step=1
set music volume: 0
set music volume trans: 0->127, step=1
MIDI fade volume: 0->127, step=1
MIDI set volume: 0
49% of 0 = 0
MIDI set volume trans: 0->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 32
reading midi file: BOKUJO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 32
song is already playing...
MIDI play: 32
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 32
reading midi file: BOKUJO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 32
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 56
reading midi file: MURA1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 25
reading midi file: CANYON.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
MIDI play: 25
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
MIDI play: 25
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
MIDI play: 25
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 25
song is already playing...
set music volume: 85
MIDI set volume: 85
49% of 85 = 41
fade music volume: 85->0, step=255
set music volume: 85
set music volume trans: 85->0, step=255
MIDI fade volume: 85->0, step=255
MIDI set volume: 85
49% of 85 = 41
MIDI set volume trans: 85->0; step=255
MIDI stop - OK
MIDI play: 64
reading midi file: TENDER.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
fade music volume: 0->85, step=255
set music volume: 0
set music volume trans: 0->85, step=255
MIDI fade volume: 0->85, step=255
MIDI set volume: 0
49% of 0 = 0
MIDI set volume trans: 0->85; step=255
fade music volume: 85->0, step=255
set music volume: 85
set music volume trans: 85->0, step=255
MIDI fade volume: 85->0, step=255
MIDI set volume: 85
49% of 85 = 41
MIDI set volume trans: 85->0; step=255
MIDI stop - OK
INFO: D:\FF7\Movies\boogup.avi; truemotion2/null 320x224, 15.000000 FPS, duration: 3.933333, frames: 59
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 43
reading midi file: BOO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
fade music volume: 127->1, step=120
set music volume: 127
set music volume trans: 127->1, step=120
MIDI fade volume: 127->1, step=120
MIDI set volume: 127
49% of 127 = 62
MIDI set volume trans: 127->1; step=120
fade music volume: 1->127, step=200
set music volume: 1
set music volume trans: 1->127, step=200
MIDI fade volume: 1->127, step=200
MIDI set volume: 1
49% of 1 = 0
MIDI set volume trans: 1->127; step=200
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
song is already playing...
MIDI play: 47
song is already playing...
MIDI play: 47
song is already playing...
Entering MAIN
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
MIDI play: 47
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 47
song is already playing...
MIDI play: 47
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
MIDI play: 51
reading midi file: CINCO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 32
reading midi file: BOKUJO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 32
reading midi file: BOKUJO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
MIDI play: 32
song is already playing...
MIDI play: 32
song is already playing...
set music volume: 127
MIDI set volume: 127
49% of 127 = 62
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
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
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 47
song is already playing...
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 56
reading midi file: MURA1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 56
song is already playing...
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
set music volume trans: 97->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 57
reading midi file: YADO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 56
reading midi file: MURA1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 3
reading midi file: DUN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 3
song is already playing...
MIDI play: 3
song is already playing...
MIDI play: 3
song is already playing...
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 659
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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
MIDI cross fade: 3, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 3
reading midi file: DUN2.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 74
reading midi file: ISEKI.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 74
song is already playing...
MIDI play: 74
song is already playing...
MIDI play: 74
song is already playing...
INFO: D:\FF7\Movies\loslake1.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 15.800000, frames: 237
INFO: D:\FF7\Movies\lslmv.avi; truemotion2/null 320x224, 15.000000 FPS, duration: 7.400000, frames: 111
MIDI play: 74
song is already playing...
INFO: D:\FF7\Movies\white2.avi; truemotion2/null 320x224, 30.000000 FPS, duration: 2.000000, frames: 60
set music volume trans: 127->0, step=255
MIDI set volume trans: 127->0; step=255
MIDI stop - OK
MIDI stop - OK
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
INFO: D:\FF7\Movies\wh2e2.avi; truemotion2/null 320x224, 15.000000 FPS, duration: 43.200000, frames: 648
MIDI play: 37
reading midi file: EARISLO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
INFO: D:\FF7\Movies\white2.avi; truemotion2/null 320x224, 30.000000 FPS, duration: 2.000000, frames: 60
INFO: D:\FF7\Movies\white2.avi; truemotion2/null 320x224, 30.000000 FPS, duration: 2.000000, frames: 60
MIDI play: 74
reading midi file: ISEKI.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 127->0, step=30
MIDI set volume trans: 127->0; step=30
MIDI stop - OK
MIDI stop - OK
INFO: D:\FF7\Movies\canonon.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 44.733333, frames: 671
set music volume trans: 0->127, step=1
MIDI set volume trans: 127->127; step=1
MIDI set volume: 127
49% of 127 = 62
MIDI play: 48
reading midi file: CANNON.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 82
reading midi file: GUN.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 74
reading midi file: ISEKI.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 74
song is already playing...
MIDI play: 74
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 3
reading midi file: DUN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 3
song is already playing...
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 656
[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
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 3, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 3
reading midi file: DUN2.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 656
[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
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 3, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 3
reading midi file: DUN2.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI play: 3
song is already playing...
MIDI play: 3
song is already playing...
MIDI play: 56
reading midi file: MURA1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI set volume: 0
49% of 0 = 0
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
song is already playing...
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 70
song is already playing...
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
song is already playing...
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
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# 38
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
49% of 127 = 62
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
MIDI play: 10
reading midi file: CHU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 980
[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
MIDI cross fade: 70, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
49% of 15 = 7
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
49% of 127 = 62
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
set music volume trans: 127->0, step=240
MIDI set volume trans: 127->0; step=240
INFO: D:\FF7\Movies\feelwin0.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 20.066667, frames: 301
MIDI stop - OK
set music volume trans: 0->48, step=120
MIDI set volume trans: 127->48; step=120
MIDI stop - OK
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
INFO: D:\FF7\Movies\feelwin1.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 11.066667, frames: 166
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
ERROR: could not read from file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\music\wind.wav
and kept going...

No I don't know anything about ASM

If I change to 0.7.6 won't I lose fixes that 0.7.7 has?
Just asking


Not sure what you're problem is but 0.7.6 is the last release that has no bugs as far as I know. Its best to use cause it does not have the wind.wav problem and the save file problem but if you insist on using 0.7.7 search the forums. There are fixes and solutions for those.
Title: Re: Crash after fighting the Diamond Weapon
Post by: Kranmer on 2010-06-08 14:42:39
as nikfrozty says 0.7.6 is quite good, it has a few minor flaws in certain conditions and it doesnt have the new mod feature or the DLL load feature (which you are not using anyway, atleast acording to your app.log) but other then those problems it seems fully playable with 0.7.6 (well so far but i havent completed the game with it yet)
Title: Re: Crash after fighting the Diamond Weapon
Post by: Stalker on 2010-06-08 15:30:41
I switched over to 0.7.6 and everything's good! :D

Thanks very much guys
Title: Re: Crash after fighting the Diamond Weapon
Post by: nikfrozty on 2010-06-08 15:42:32
as nikfrozty says 0.7.6 is quite good, it has a few minor flaws in certain conditions and it doesnt have the new mod feature or the DLL load feature (which you are not using anyway, atleast acording to your app.log) but other then those problems it seems fully playable with 0.7.6 (well so far but i havent completed the game with it yet)
I have and I must say I have no problem. Its "perfect". :)
Title: Re: Aali's driver ]v .7.7] Help/Bugs/Suggestions
Post by: Arturia on 2010-06-15 17:12:46
Ahh, sorry if I'm bumping a topic, and sorry for being a newbie here, but I got a very VERY newbie question. Whenever I run the FF7Config and use the Custom Driver as the Renderer (Self Test pass BTW!), whenever I try to run, I get this error.

No-CD patches are not supported, please use the official version.

Whenever I use any other renderer, it works fine. Thank you for your time!

P.S: I downloaded the ff7_opengl-07.7b.zip one.
Title: Re: Aali's driver ]v .7.7] Help/Bugs/Suggestions
Post by: sl1982 on 2010-06-15 17:17:04
Put simply, you have to use the original 1.02 version of ff7.exe. Cracks are not supported with Aali's driver.
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Arturia on 2010-06-17 05:25:20
Ohhh... I see, I see, thanks for your reply. *nod nod* Guess I should borrow it from anyone who has it or something.

But just asking in advance, how do you play it in window mode? That's... why I'm installing this, truthfully. ^_^;;
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: sl1982 on 2010-06-17 05:26:37
Under ff7opengl.cfg look for the line that says fullscreen and change it to fullscreen = no
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Kein on 2010-06-19 12:18:56
Aali
Any plans to make it open-source?
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Arturia on 2010-06-19 13:55:17
Under ff7opengl.cfg look for the line that says fullscreen and change it to fullscreen = no
Annnnd... that did the trick after borrowing a disk! Thank you very much, sl!
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Aali on 2010-06-19 14:58:01
Any plans to make it open-source?

Nope. For one I don't want a million slightly modified versions floating around and I can't trust people to abide by the license given the average level of maturity in this community. Second, I believe that having the source up for public consumption greatly increases the risk of someone shutting this down.
The source for the plugins is available on request however, to aid people who wish to develop one themselves.
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Kein on 2010-06-19 16:20:29
Ah, I see.
It is not like I'm planing to develop it myself, i just want to revert some changes in direct mode of 0.7.7 coz this annoying issue with wind.wav and audio.dat bugs me >_>

But oh well, I'll just wait for 0.7.8 then :P

Oh, and btw, another question: any plans to implement customizable framelimiter? I'm on old good CRT with 85Hz, so, your framelimiter feature does not work well for me (yeah, I can use YAMP's patch for that but do not want). Would be nice to specify which framerate you want in certain cases.
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Aali on 2010-06-19 18:04:08
0.7.8b will be released soon, don't worry.

The framelimiter is based on vsync so you can't really set an absolute value, what you could do is divide the refresh rate by 3 instead of 2, in your case this translates into 28.333... FPS which is quite okay. I may add this option.
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Kein on 2010-06-19 22:23:50
Oh, okay then, thank you for your reply
Title: Crash with FF7Music+Aali
Post by: panreyes on 2010-06-20 14:27:28
With latests versions of FF7Music 1.51 and aali's custom driver 0.7.7b:
First solved the saves bugs by creating every of them.
Then, when playing, when starting a battle, if FF7music is off it will say: "Error loading tifa.t09" or something like that, but the game won't crash.

But if I activate FF7music too, the game will crash instead of giving an error and going on.

What should I do?
Title: Re: Crash with FF7Music+Aali
Post by: Aali on 2010-06-20 14:41:15
Seems like you're missing some files from battle.lgp

It shouldn't crash the game, that's a known problem with 0.7.7b, but reverting to an earlier version of the driver wont fix the underlying problem.
Title: Re: Crash with FF7Music+Aali
Post by: panreyes on 2010-06-20 15:04:13
I installed the original english version and then the Remix Patch.
I shouldn't miss anything, I think.

Which version I should try in order to avoid the crash?
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Kranmer on 2010-06-20 15:34:43
I installed the original english version and then the Remix Patch.
I shouldn't miss anything, I think.

Which version I should try in order to avoid the crash?
there is already a thread of the tifa.t09 error and a patch to fix the problem which can be gotten here
http://forums.qhimm.com/index.php?topic=9689.msg134758#msg134758
(The problem is the weapon model's used in the remix patch)
Or if you dont want to fix the problem you can just do as Aali says and use version 0.7.3 (the version that came with the remix patch)
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: panreyes on 2010-06-21 07:37:42
Thanks :)
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Kein on 2010-06-21 20:27:46
Oh btw, Aali, almost forgot that i wanted to request some small feature: ability to save window position when in windowed mode. I do play a lot of time in this mode (since in fullscreen it is always on 60Hz no matter what, even vsync doesn't help) and it is really annoying to move window on "good" place very time ;<
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Kein on 2010-06-23 19:51:29
:<
Found a reproducible (but completely random) crash on The Great Glacier ;<<

<APP log (http://shinra.ru/kein/ff7/app.log)>
<ff7music log (http://shinra.ru/kein/ff7/ff7music.log)>
<dump (http://shinra.ru/kein/ff7/crash.7z)>

1st time happened when I passed out on glacier and appeared in Holzof's house (2d backgroubd wasn't even loaded, but music changed)
2nd time happened when I ALT+TAB'bed window
3rd time happened when I went into a battle
4th time described in the logs

Can be reproduced on 0.7.5/07.7.7.
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: arew264 on 2010-06-23 20:07:09
There's a new version out, see http://forums.qhimm.com/index.php?topic=10191
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Aali on 2010-06-23 20:14:13
Any and all crash logs are still appreciated though, unless the reason for the crash is already known. I suspect this particular problem to be fixed in 0.7.8b though.

:EDIT:
It's not what I thought it was, but the crash does happen in the nvidia driver, so you may want to update that too, if you can still reproduce it I will look into it more deeply.
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Kein on 2010-06-23 21:01:56
:EDIT:
It's not what I thought it was, but the crash does happen in the nvidia driver, so you may want to update that too, if you can still reproduce it I will look into it more deeply.
Hmm, it explains things a bit...
How did you get human-readable info from ff7's dump? :P
Title: Re: Aali's driver [v 0.7.7] Help/Bugs/Suggestions
Post by: Aali on 2010-06-23 21:50:59
It's not FF7s dump, the driver creates it and its a standard minidump from the windows dbghelp library. Loads right up into Visual C++ as if you were debugging the program at the moment it crashed. With some obvious limitations since the file is not big enough to cover the entire address space of the program and since you're not actually running anything. Plus the source environment could be very different (even wine can create fairly limited but still useful minidumps). But you can always see where it crashed, and if you're lucky that happened to be in or around some code you're familiar with.