Cool! Glad to see this is coming along :)
I haven't checked your source in last week, so forgive me if you've already plugged this one - some FMVs are full 1280 * 960 AR as opposed to 1280 * 896.
My code works as follows to make sure centring is turned off for those ones >Code: [Select]// draw a full_screen quad, respect aspect ratio of source image
void gl_draw_movie_quad_common(int movie_width, int movie_height)
{
float x1 = 0.0f;
float x2 = (float)width;
float y1;
float AR = (float)movie_height / (float)movie_width;
if (Centred_Field && AR != 0.75f ) // DLPB
y1 = 16.0f;
else
y1 = 0.0f;
float y2 = y1 + min( (float)width * ( (float)movie_height ) / (float)movie_width, (float)height);
0.75 is safe for floating point in these cases.
Congrats on the release.
Ah, good stuff. In that case, there's nothing I can really add to this.
Clearly the texture loading issues and memory problems and unloading issues have also been resolved. I'll need to devote a lot of time to merging this with The Reunion. Did you also manage to stop delays happening with texture loading? [I really should play your latest build - just a tad busy]
If you need what I have on 60fps battles, I'll supply you it. At this point, I think you may be the only one who can resolve the graphical issues that remain - NFITC1 is still needed for camera side - but I am more than happy to transfer 60fps battles to this DLL and away from ddraw.dll as a good will gesture. If I merge Reunion with this, I'll remove it from my own dll. If not, I'll just have my own version and work with you adding it to this.
Both modes work well but if we collaborate on this we may finally get the remaining bugs ironed out.
Hello TrueOdin! (Ciao)Not ATM but one day it will (i hope) and it'll probably need some files to be done from scratch.... i'll adapt my mods then ^^
I was wondering if FFNx could do something about the one issue that is spoiling the transition from the original backgrounds to the upscaled ones. Apparently due to engine limitations, background animations do not work anymore (http://forums.qhimm.com/index.php?topic=19204.msg278333#msg278333 (http://forums.qhimm.com/index.php?topic=19204.msg278333#msg278333)).
Thanks again for all the hard work!
I love this ff7 game alot
its my childhood game of all time and i really like this plugin alot also
and i am just wondering why it goes slow for me and wondering how you guys fix it yourself
FFNx will allow you to use up to 3.5GB of RAM space for Mods, by using the 4GB Patch on your ff7.exe file. Remember that this feature works ONLY on Windows 64bit.
Can I apply this patch without using FFNx? I only ask because apparently FFNx doesn't work with Win7. The page that is linked there is very... generic and didn't mention FF7 by name.
You can apply the patch at your desire but you may not get the same benefits because there some other internals that are required to work with that. FFNx does work with Win7 just fine, make sure you download the latest release.
So, I tried following OatBran's guide, and unfortunately FF7 now looks and runs like garbage =/ The screen is stretched (even though I have preserve aspect ratio set to "yes"), and everything is low-rez and pixelated (even though I can tell it's loading the high-res texture packs). The AA isn't working, even though I have that set, and even the music now sounds worse =/ It takes extra time to loads scenes (field to battle, battle to EXP up screen, exp up screen to field, field to menu, etc). It's displaying the version number and rendered in the top left, which is distracting... Any idea what I may have done incorrectly? The only thing I can think is that I'm running windows 7, but you said that shouldn't be an issue, so....
Please make sure to give me and NFITC1 credit for the 60fps you are adding to source if it's based on or using the Hext file I released. Cheers. If using interpolated files, also give Obesebear credit.
Hey Trueodin
Just a quick question here, will i be able to play the ff7 NT mod on your FFNX plugin Mod at all?
#version 110
uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;
uniform bool full_range;
const mat3 rgb_transform = mat3(
1.0, 1.0, 1.0,
0.0, -0.344, 1.77,
1.403, -0.714, 0.0
);
void main()
{
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;
if(!full_range) y = (y - (1.0 / 255.0) * 16.0) * (255.0 / (255.0 - 16.0));
vec3 yuv_color = vec3(y, u, v);
vec4 rgba_color = vec4(rgb_transform * yuv_color, 1.0);
gl_FragColor = rgba_color;
}
-- Additionally, png loading times are around 4x as long as they were under aali's opengl code. So something is making it take a long time to load compared.
The difference between the drivers is that FFNx uses bimg and bgfx to create the texture, and Aali's driver uses libPNG directly without bgfx.TrueOdin said on Discord that he has found bugs in bgfx's engine and submitted patches upstream. Whether or not any of those bugs address this, though, I'm not sure.
It is possible that something is wrong either in how we use these libs or inside bimg/bgfx. Maybe address this will also speedup DDS, dunno
The difference between the drivers is that FFNx uses bimg and bgfx to create the texture, and Aali's driver uses libPNG directly without bgfx.
It is possible that something is wrong either in how we use these libs or inside bimg/bgfx. Maybe address this will also speedup DDS, dunno
DDS will be used, but PNG support in current FFNx is not fit for purpose. It's excruciatingly slow and in fault, which definitely needs to be looked at. If not- I'd say PNG support should just be removed.
The load time is too slow to be usable. With the battle PNGs alone, the game pauses for 0.25 - 1 second every time an action is made. Field screens take 5 seconds to load every time. With Aali's - it was no delay in battle and very little in field.
I am reporting to you a bug. One that makes PNG loading unusable. You either fix it or you don't - I won't be using PNG because no one can with latest FFNx and hope to play the game.
That's fine. If you're working on it - so be it. You replied:Why?
To my earlier query. You made no mention of actively working to fix it here.
but if pngs could use cache files like aali's dll it should work.As I understand it, that cache was where many (most?) of the really nasty memory leaks lived.
I can see there being advantages and disadvantages to both really. If using lossless formats such as PNG (or flac for music) cause slowdowns or other issues then lossy formats are usually 'good enough' (especially if they are vastly more performant.) Most people when actually playing a game arent going to notice some slight degredation.... But i have to admit the archivist in me prefers lossless formats.Let's be clear about that, i'm a quality addict, archiving my cds as flac, ripping my UHDBR as a simple mkv repack (no transcoding)... but outside my home server, i'm using loosy virtualy lossless formats to gain from 30% to 200% space or compatibility with some hardware, lossless is pointless if you can't use it smoothly (i've started studying lossy and lossless numeric formats 25 years ago, before the mpeg1 became a real standard so i've seen many formats and their limits - mpeg2 rgb full range for medical archive at time witch was unusable real time where yuy2 was great...)
Thats not what i meany. More like what aalis cache does. If it sees a png it converts it to dds and saves in a cache. Would be slow the first loads but after that would be fastNo need for a cache as dds is loaded first, only need to convert dds in the same folder as png.
I see you've also added extensions such as jpg and so on... I take it this is just cosmetic? pnglib doesnt support these formats does it?
I commend you on the bug fixes and joypad support in case that isn't clear. All i asked for when i came to you 2 years ago was that kind of thing. Despite the fact im never going to work with you from this point on nor acknowledge your existence again after this post, i want you to know i believe in full credit and people will know exactly what additions in reunion come from you. I'll also continue to supply bug reports as that aids my project as well.
Hi,
True Odin, I attempt to rune FFnx on Linux by the Wine app. I am based here on the CD Version.
So I can run the Aali Driver as well with some few bugs(transparency) about textures in battles with the dialogs inside battle.
Then I try to run your Mod based on it but I simply can make it work. I have rune Aali mod on Windows XP compatible install in Wine and for your one I try with Windows 7 compatibility but...Not work. So I asking you what are then necessary component for make this Mod work on Windows 7? I am talking about VCrun 200x 20xx? Also .NET necessary for it? Can it run with only DirectX9c installed?
I have tried OpenGL and DirectX option but don't work here. But I precise my graphic card is old but work on Aali drivers, Geforce Go 7400 128MB. (OpenGL 2.1 compatible)
Thanks for reply
@trueOdin seams bgfx supports both OGL 2.1 or OGL 3.1+ so we might need to add an option that forces the loading of the OGL 2.1 backend?
Good catch! I wasn't aware of it. Got any example link? I'll be happy to add it to the list of renderers!
So what is the actuel necessary OpenGL version for the FFNx pack to work actually?
I use this option for force OpenGL 2.1 version that's the maximum version my card can doing natively normaly but maybe there is a wrapper inside Wine that can downgrad the OpenGL version or in Mesa, I don't know about it. Also there is already something like DirectX wrapper to openGL I think in Wine. But the open-sources 'Nouveau' driver are not good for D3D softwares throught Wine here...I think I cannot use this one for it must go to Nvidia proprietary drivers...But what is the OpenGL version FFNx needed in brief?
I was be able to play with the Aali original driver and not FFNx for now but when I played with Aali drivers I have some text box trouble in battle of the game and in same times the characters became transparents...I thinked FFNx was based on Aali drivers...
sudo lshw -C VIDEO
*-display
description: VGA compatible controller
produit (product): G72M [GeForce Go 7400]
fabriquant (manufacturer): NVIDIA Corporation
identifiant matériel (hardware ID): 0
information bus: [email protected]:01:00.0
version: a1
bits: 64 bits
horloge (clock): 33MHz
fonctionnalités (functions): pm msi pciexpress vga_controller bus_master cap_list rom
configuration: driver=nvidia latency=0
ressources: irq:16 mémoire:d1000000-d1ffffff mémoire:c0000000-cfffffff mémoire:d0000000-d0ffffff mémoire:c0000-dffff
uname -a
4.9.0-12-686-pae #1 SMP Debian 4.9.210-1+deb9u1 (2020-06-07) i686 GNU/Linux
[b]wine --version [/b](last stable)
wine-5.0.1
glx OpenGL information:
OpenGL version string: 2.1.2 NVIDIA 304.137
Details:
glxinfo | grep "version"
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
OpenGL version string: 2.1.2 NVIDIA 304.137
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler
OpenGL ES profile version string: OpenGL ES 2.0 NVIDIA 304.137 304.137
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.00
Very limited comparing to recent GPU yes...Just information:
I have installed again the Steam version of the game with the proprietary Linux drivers. It run into original form by Wine -->DirectX but lag sometimes into combats, I have previously had the same lag on another Linux OS installation.
But with "Nouveau" Driver, DirectX don't run at all here. I will try now the FFNx version and maybe some tweaks in Wine for accurate speed with this material. Normally my graphic card is Dx9 compatible.
[00000000] TRACE: BGFX Capabilities (renderer OpenGL 2.1, vendor 0x10de, device 0x0000):
I'm using it along 7th heaven 2.0. It works fine but it seems any changes I make in 7H_GameDriver.cfg don't take effect in the game. For example, playing in windowed mode or hiding the fps counter. Any suggestions? I'm new to this mod stuff but I understand 7th and your driver are two separate things and it's not your obligation to make it work, so if you can't help I understandThat's because FFNx doesn't read 7H_GameDriver.cfg, it reads FFNx.cfg. Alternatively, upgrade to 7Hv2.2beta and get the best of both worlds ;)
That's because FFNx doesn't read 7H_GameDriver.cfg, it reads FFNx.cfg. Alternatively, upgrade to 7Hv2.2beta and get the best of both worlds ;)
Does it mean it will look like the PS1 original game? 'cause that would be cool
What sucks is, if you use mods on Steam. Then that wont unlock the steam achievements : (
Here are the mods I have enabled which aren't out of the norm. Animations is already set to 0:15FPS so that isn't the cause of my headache with this setup.
It is with great pleasure that I would like to announce the newest FFNx 1.8.0 release :)
Improved rendering performance, super-smooth Vulkan and DirectX 12 support, astonishing Audio Engine and much much more are waiting for you to be explored in this new release.
Feel free to know more about it in the official changelog: https://github.com/julianxhokaxhiu/FFNx/wiki/Changelog_v1.8.0
A special thank you to all the people who have worked together with me in this new milestone.
Looking forward for great new achievements in the future.
Until then, enjoy!
Congratulations on this newest release!
The change-log is indeed impressive and if I understand correctly now it will be possible to have the animated background working also when using upscaled background textures?
Cheers!
Did you manage to implement proper analog support? Also, is it possible to use Tonberry with this driver (I think it wasn't last time I checked)?
EDIT: Never mind, the answer is no to both. I got hopeful when XInput support was mentioned.
i have no issues running final fantasy 8. it actually works better in my version of windows 10 than it did in windows xp(that goes for both steam and disc versions). even the installer worked perfectly. the steam version of final fantasy 7 also works perfectly. i have tested them recently. final fantasy 7 and 8 on steam i tested while i was writing this.
Thank you :) Yes, Satsuki is working hard on it and a new release is going to be released. Stay stuned!
What do you mean by proper analog support?
Thank you :) Yes, Satsuki is working hard on it and a new release is going to be released. Stay stuned!
Analog movement is broken in FF8 and FF9 (FF7 never supported it because it was released before the PS joypad with analog sticks). It doesn't support sensitivity (so you can walk without needing a dedicated button) and only allows 8 directions as if it was a D-Pad. I believe the Moguri mod fixes it in FF9, but no such mod exists for FF8.