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Messages - RecklessPrudence

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Hmm, looks like a made a mistake in my upload. I checked the shader folder on my PC, and it's a mess. You can download it now and fiddle with it, but some of them aren't going to work in their current state.!j8Y1DAIL!ktl0gE7vfwNLcziowej-Bw

Another thing on my To-Do List for Catalog 3.0. I don't have time to mess with this now though. It'll all come when Catalog 3.0 is released this summer.
Okay, I can wait until then. Thanks for all the help, you two! I'm just glad I was actually seeing a real problem, not imagining one due to stuffing up a setting or something - I was wondering by the end there!


Sorry, I dunno what's happening. All the shader files are inside FF7_GameConverter_7H.exe and will unpack into the game folder. You can try extracting the .exe yourself and looking for them in the Sprinkles folder, but that doesn't solve the issue. It's just a workaround and not the intended way of getting the shader files.
Huh. I just opened up the .exe and it's got the shaders\ directory organised the same way FF7 ends up when I run it. Sprinkles\FF7_OpenGL-0.8.1b\shaders\ only has one subdirectory, nolight\, with all the others as just files inside shaders\. Is... is that how it's supposed to be? Because I thought otherwise, from looking at ConfigSpec-FF7OpenGL.xml in the 7thHeaven directory, where it says (after you correct erroneous '/'s to be '\'s) that, for example, the ATI-specific SmartBloomAdvanced mode files -, mainAdvanced.frag & .vert, and yuvAdvanced.frag - will be found in shaders\ATI_SmartBloomAdvanced\. Same for all the other shader modes, they have their own directories and own copies of any files with the same names in those folders, such as All_Bloom2, All_Bloom2Dark, ATI_ComplexMultiShader, and Nvidia_ComplexMultiShader all having their own yuv.frag files. Did I misread something, and the shaders were working as soon as the forward slashes were corrected to backslashes?

For reference, this is what I see in the FINAL FANTASY VII\shaders\ directory, and this is what I see when I open up FF7_GameConverter_7H.exe. Is that what it's supposed to look like? If so, is 7thHeaven 1.56RC6 looking in the right place, for the right files? If so, can someone explain to me how that works, because I'm obviously missing some knowledge that would make this all make sense.

Thanks for all the help!

What GC are you downloading? Post the FF7_GC.log please.
The one from the stickied 7thHeaven tutorial, freshly downloaded - although the old one I had from mid-17 didn't seem to have any different effects and was an identical size to the kilobyte, I figured better safe than sorry. Here's the .log, from one I did just now:
Code: [Select]
FF7 GameConverter, Version 7th Heaven
Creator: Kompass63
Editor: EQ2Alyza

Start running at    Date: 20/07/2019    Time: 18:48:09.09
Active code page: 850
ActualPath C:\Users\Matt\AppData\Local\Temp\7ZipSfx.001

You are running "Windows 10 Enterprise" on a 64 Bit Operating System (AMD64)

Real Management 32Bit WOW64

This patch is not yet applied.

Installation path found at...


If an installation path IS found, press ENTER.

If an installation path IN NOT found, TYPE IT IN and press ENTER.

EXAMPLE: "C:\Games\Final Fantasy VII" (parenthesis included)

corrected manual input FF7_new_Path "E:\Games\Steam\steamapps\common\FINAL FANTASY VII"


Copying Registry Keys...

Setting GC Registry Keys...

HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\GameConverterkeys

Setting language to en...

Detecting drive letter for FF7 Discs...

Drive letter for FF7DISC1 --- F:\

Movies path found at...

"E:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\movies\"

Backing up files to be modified...

Backing up more files to be modified...

Copying English Files...

Copying 1.02 patch for ff7.exe...

Copying Aali's Custom Driver, version 0.8.1b...

Moving OGG music files...

Adding more Registry Keys...
Adding Registry Keys to HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII
Adding Registry Keys to HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00\Graphics
Adding Registry Keys to HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00\MIDI
Adding Registry Keys to HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00\Sound
Adding Registry Key to HKLM\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\FF7app.exe

Please check over the settings for FF7Config...

1) Sound tab should have a Sound device set. Do NOT leave it blank.
2) Perform the Sound and MIDI tests.
3) Graphics tab can be ignored.
4) Click OK when finished.

Inserting Multi.dll, Hext.dll, and Languagefile...

Patching FF7anyCDv2...

Install the Laptop Keyboard Patch?
(Choose YES if keyboard does NOT have a NUMPAD)

Patching complete.

Check FF7_GC.log for details.

called with ""C:\Users\Matt\AppData\Local\Temp\7ZipSfx.001\FF7_GameConverter_7H.bat""
Arguments: "C:\Users\Matt\AppData\Local\Temp\7ZipSfx.001\FF7_GameConverter_7H.bat"

Actual Path:                     C:\Users\Matt\AppData\Local\Temp\7ZipSfx.001
Product Name:                    Windows 10 Enterprise
Architecture:                    AMD64
Running in Modus                 32Bit WOW64
OS Bit Version                   64
Reg-Keyname Steam                HKLM\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 39140
Reg-Keyname Re-Release           HKLM\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\{141B8BA9-BFFD-4635-AF64-078E31010EC3}_is1
Reg-Keyname 1                    HKLM\SOFTWARE\Square Soft, Inc.
Reg-Keyname 2                    HKLM\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\FF7app.exe
Reg-Keyname 3                    HKCU\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Square Soft, Inc.
Steam Release is present:        Yes
Steam Release Path:               
Re-Release is present:           
Re-Release Path:                 
Original Release is present:     
Original Release Path:           
Destination Path:                E:\Games\Steam\steamapps\common\FINAL FANTASY VII
Source Path:                     E:\Games\Steam\steamapps\common\FINAL FANTASY VII
Videos Path:                     E:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\movies
Original Videos Path:             
Original Language                en
Converted Language               en
Original Drive Letter:           
Converted Drive Letter:          F:\
and now clear up Variables...
Ending at           Date: 20/07/2019    Time: 18:48:50.05

I would suggest running the registry cleaning tool mentioned in the FAQ first, then the converter.  There may be old keys hanging around and getting in the way just like another fine person I helped a couple days ago who was also coming back to FF7 after an extended period away.
Cleaned the keys, uninstalled, reinstalled from backup, ran the converter, checked shaders\, and - only one subfolder, same as last time. Tried installing to each of my three drives, cleaning between each one, even put the converter in each of their directories to be sure. Tried redownloading the converter. Nothing works. Is it because my virtual optical drive is now f: instead of the old e:? It used to be e:, until I got a third hard drive and called it e and my virtual optical f. That's the only thing I can think of that's changed from my old install that worked, apart from Windows updates...

Hmm... thought I did that to make sure, but will definitely make sure to do it again. Thanks!

Yeah, I did - and I used the same GameConverter I downloaded a year or more ago that worked fine back then! Hm. I'll try wiping the install and starting over, see if it happens the same way - before I only tested 7thHeaven through multiple installs.

Okay, done that - what about there only being one subdirectory in shaders\, so all the subdirectories that it searches in don't exist, and there's only one yuv.frag and no yuv.fx or yuvHDR.frag between all the options? Is there anything I can do about that, or do I just have to wait until the next release candidate of 7H?

7thHeaven / Some filepath issues, no post-processing works
« on: 2019-07-18 13:30:16 »
Hey, I got a new hard drive recently, added it to the two in my computer already, uninstalled FF7 and reinstalled it to the new drive (since I wasn't sure if Steam's move game capability was up to the mods), did the whole 7th Heaven setup process (including downloading the updated 7th Heaven, 1.56 RC6), downloaded my favourite mods as well as a few new ones, and tried to start it. Only to run into some... downright weird filepath issues.

First off, every filepath in General Settings apart from the movies one had double backslashes almost every time, as well as having backslashes in the middle of the game folder. What should have looked like 'E:\Games\Steam\steamapps\common\FINAL FANTASY VII\ff7.exe' instead looked like 'E:\\Games\\Steam\\steamapps\\common\\FINAL\ FANTASY\ VII\ff7.exe'. It meant that I had a random folder in steamapps\common\ that was named FINAL, which had a folder in it named FANTASY and so on, including the two folders in mod\ inside VII\ from the two other filepath settings in the same window.

Once that was fixed, I tried starting it up, only for an error message saying 'Postprocessing initialization failed, check APP.LOG for more details'. APP.LOG had this to say:

Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: ATI Technologies Inc. AMD Radeon (TM) R9 390 Series 4.6.13570 Compatibility Profile Context 19.7.1 26.20.13001.9005
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 2560x1440, output resolution 1920x1440, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
[00000000] ERROR: failed to stat file E:\Games\Steam\steamapps\common\FINAL FANTASY VII\/shaders/ATI_ComplexMultiShader/
[00000000] ERROR: init_postprocessing failed, postprocessing will be disabled
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: E:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\movies\eidoslogo.avi; vp8/vorbis 1280x960, 30.000000 FPS, duration: 11.133000, frames: 334
[00000078] set music volume trans: 127->0, step=60
[00000143] END OF CREDITS!!!
[00000143] Entering MAIN
[00000143] set music volume: 127
[00000143] Exiting MAIN
[00000143] START OF MENU SYSTEM!!!
[00002081] WM_CLOSE
[00002081] END OF MENU SYSTEM!!!
[00002081] Field Quit

The relevant portions being this:
Code: [Select]
[00000000] ERROR: failed to stat file E:\Games\Steam\steamapps\common\FINAL FANTASY VII\/shaders/ATI_ComplexMultiShader/
[00000000] ERROR: init_postprocessing failed, postprocessing will be disabled

Note the folder it's looking in past the game one - all the backslashes are forward slashes! This happens no matter which shader I select, although obviously with different filenames. I went looking in shaders\ and found the only subdirectory was nolight\, with all others being in the root directory of shaders\ and no at all, although every other option appears to have a .post, it's just that they seem to be in a different place to where the game is looking. And of course there's only one main.frag and main.vert in the shaders\ directory, all the others presumably having been overwritten by that one - although there remains a version of each of those in nolight\.

Any ideas what's happened, or how to fix it?

Damn. Oh well, in lieu of either Square Enix finding a backup drive after all these years (seriously, Square's archival strategies during the PS1 era must have been useless), someone redoing them frame-by-frame from scratch, or some graphical thing that may as well be straight-up magic, I guess we're stuck with what we've got and what improvements have already been made, along with maybe iterative improvements on those, huh?

So I was grabbing the translation file for the Japanese version of Ace Combat 3 (AC3's English version was gutted compared to the Japanese version), and I remembered something. Before the project released its current version, one of the team made this blog post, which included a higher-resolution version of the opening cinematic and some screenshot comparisons. I followed the link in the blog to where they said they ran across the technique, and found this post from 2016, which had the instructions on how to perform this witchcraft and a link to their test cinematic.

I honestly have no idea if this would be effective on Final Fantasy cinematics, given the vastly differing styles, but on the off chance it is and none of you have seen this already, I thought I'd share.

Hope someone can make it work!

Graphical Modding / Re: Question about AI
« on: 2019-02-02 15:26:52 »
I've actually been wondering if the next step in all this ML upscaling is for all the successful trained models to be put in a database somewhere with notes about the aesthetic they're good at upscaling and all games it's been successfully used for, with users able to download pre-trained models ready to go. So if you wanted to upscale an arbitrary game, you look for the one with the closest aesthetic notes on the database, download it, and give it a go. If it succeeds, you make a note of it on the database.

Of course, other stuff would be needed too, like algorithms for auto-processing the masking and stuff.

This would hopefully eventually turn into a comprehensive collection of pre-trained upscaling setups, with attendant other software, so that if you wanted to upscale a game and no-one's done that one you can skip the month/s of training a neural network from scratch and just wait for the day or two of running the various processes. Add to that the appropriate injectors for various emulators and pc game engines, and you could upscale virtually any 3d game that functions on a pc, whether natively or by emulator, within two or three days on any decent pc!

Dunno if that will ever come to be, but it's a nice thought.

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.2)
« on: 2018-07-02 19:36:11 »
I was poking around chocorpg.ff8 with a hex editor and Hyne at the same time, altering things and seeing what changed. I found out that, at least on my save - and I've restarted Chocobo world a number of times to confirm this - Current and Max HP are read as the hex values - ie, 18 as a hex value, despite working out to 24 in decimal, is read by Chocobo World and interpreted as 18 HP!

Also, the item counts for Class A and Class B items when I have no items at all in those slots are 17 and 130, respectively. I have searched in my hex file and either not found those values in either hex or dec, or when I did, altering them either broke the save or did nothing. At one point I had found the hex value for Class D items, marked it in my hexeditor and everything. And that used the hex values as well, same as the HP field - 63 in hex, which should have been 99 Class D items, was instead 63 Class D items. But when I came back to it later, after several saves of the game in the emulated Pocketstation, as I attempted to locate some Class A-C items to be able to search for them in the editor, that marked hex location was no longer the relevant one for Class D items. In fact, I have been unable to locate the Class D item hex value again, even after editing each 00 value to 63, one after another. I suspect the location of the Item hex values, as well as what they consider their '0' value, changes as saves are laid down. That's the only explanation I have. But take that with a grain of salt, as I noticed that well after midnight, so when more well-rested I may find the appropriate hex entry.

But I do know that Current and Max HP, as well as at least Class D items, are read naively from hex instead of being properly converted to a decimal. Why the programmers did this back in '98 is beyond me, as it sacrifices all the advantages of hex for storing large numbers, and in fact makes the numbers take up significantly more bits for each value - as well, they had to write the code so it would skip over 0A to 0F, 1A to 1F, and so on. Entering a proper hex value for the appropriate amount of HP actually causes the HP counter to display the hex, rather than any reasonable HP value. I have not tested taking Boko into battle with an invalid HP count, but I can if it would be helpful.

It should all be in the documentation folder. But here's a pastebin of the readme:
Ah, okay - I had only downloaded the IRO, not the zip that had the documentation in it. Would it be okay for you to upload a documentation-only zip, to go with the IRO? Or would that just add one more thing to maintain, and anyone who's not as dumb as me would just download the zip for the documention?

Okay, stupid question: The OP talks about a readme, that I've seen others in the last twenty pages or so refer to, but I couldn't find a link to it - I wanted to read up on the differences between New Threat and standard FF7. Is it all handled with the in-game documentation now? Even the bits that people have been talking about where it says where weapons and materia and stuff have been relocated to? If so, that's impressive! If not, whereabouts can I grab the readme to have a look at it before I fire New Threat up?

Another targetting issue. Morph is set to target enemies only. I bring this up as Morph is useful at times as a weak physical attack to knock confuse off of your characters. :shrugs:
*snrk* I'm sorry, all I can imagine is this:

Spoiler: show

Sorry, didn't see your reply. Yep, works perfectly, all the mods are working, everything looks great!

Heh. Now's when I admit I haven't actually played your mod yet, just been eyeing it off - I haven't played FFVII since I had it on PS1, and I'm on my first playthrough since then now, with just graphical upgrades and minor tweaks. Considering whether to finish that, or wait for New Threat 1.5 and play that. So I can't really speak too much to balance.

Putting it as a Tier 3 isn't that abusable, I don't think - way less than allowing it as an option at Tier 1, simply because of how much more it takes to fill a Tier 3 guage. I don't know much about how far you can get into VII's workings, but could you up how much Vincent's Level 3 gauge needs to fill, without upping anyone else's? Or were they smart, and linked them all to the one variable? It's probably not possible to have Vincent not empty his guage...

Idea! Is it possible to make a new form for Vincent, one that doesn't steal control from the player? If that's possible, would it be at all possible to have said new form 'set' at the start of each battle, as a duplicate of the current Vincent build? So since he's in a 'Beast form', Vincent's Beast forms dont' have Limit bars, right? Or is losing control built in to how Vincent's Limits work, too?

Hm. If that doesn't work, and assuming you can't replace the Chaos item with an item that teaches a Tier 4 [No Limit], without requiring Vincent to know all his limits prior to that, and put it in the player's inventory when they get him out of the coffin... maybe bumping every limit but the existing Tier 1 down a notch, so Chaos is the Tier 3, and putting the [No Limit]-teaching item as the Tier 4 unlock, representing him mastering himself or something? Leaves the player still able to get a little extra speed out of him, but it's a Tier 4 gauge fill, not a Tier 1.

Hm. Again. Setting your Tier resets your gauge to zero, even if you set it to the same tier. Could you hang a hook so that when Vincent's gauge reaches just short of filling on the [No Limit] tier, whether that be 3 or 4, it uses the normal set-tier functionality the game already has, so Vincent never reaches his Limit? And dress it up in some lore about him mastering the Beast inside, but in doing so having to give up his Limit, as the necessary control, hard-won through meditation and stuff, precludes him from building up the [whatever] that allows for Limits?

Sorry. Llike I said, I'm not sure of how much you can do with VII's internals, so none of my ideas may work. I'm... cautiously optimistic? the last one might, though.

Ahh, I see now. Hmm. A bit different than what I was initially thinking. Still, that does clear up some confusion. I wonder, could you tie the '[No Limit]' to each limit instead? Like this maybe?

Limit Level 1: Galian Beast
-Limit Level 1a: [No Limit]
Limit Level 2: Gigas
-Limit Level 2a: [No Limit]
Limit Level 3: Hellmasker
-Limit Level 3a: [No Limit]
Limit Level 4: Chaos

Would that sort of setup be feasible?
I think the problem with that is that the Attack command would still get replaced with Limit, since the non-[No Limit] option is still available. And if [No Limit] was basically just an attack command that reset your Limit gauge, it's conceivable that setting Vincent to Limit Tier 1, using him as normal until the Limit gauge fills, then using that faster-than-Hasted ATB fill after a character reaches their Limit to get an extra turn in, and then resetting his gauge and going as normal until it fills again, getting the fast one-two Vincent turn, then resetting... Especially if the reason to give Vincent a [No Limit] is to allow building him for his attacks, so Vincent repeatedly gets 'free' ATB fills and attacks anyway with them...

Setting [No Limit] as a seperate tier would potentially allow for Vincent's gauge to never fill, and if it doesn't, setting it as Tier 3 would allow for the most time between the free ATB fills without locking it behind a Tier 4 item.

Just a thought, it's after 3am local, so I might not be thinking as clearly as I think I am, so it may make no sense.

Sorry for the late reply, got real busy IRL. Yeah, using the 7H one, downloaded it from a link in the tutorial. Unfortunately, no, can't Alt-Tab to it, doesn't show on the taskbar, and can't switch to it in the task manager. Most of the time, the command window just sits there after I run the Game Convertor, after getting to the point it should open the Config, it then sits there until I shrug and close it. One time, I let it run overnight, and when I came back, the computer was frozen. The few times it's done anything but that were detailed in the last edit to my post. I'm kinda leery of trying again, because every time it doesn't work, I have to completely uninstall 7, including deleting all the mods, and then reinstall 7 - which is not a problem, I have a backup I restore - or at least I do now, after getting smart - and redownload all the mods, which is usually an overnight job with my internet.

But stuff it, I can download the mods after I get the config window to open, so I'll uninstall and reinstall as many times as it takes.

EDIT3: FF7Config.exe actually shows as a background process, not an 'app' (stupid Windows 10). Just ran it as an admin, and it just opened the blank command window. Would the fact that both FF7 and Seventh Heaven are on D: rather than C: change anything? I've got a small SSD as a C: and a large magnetic platter as a D:, so all my games are on the magnetic platter.

EDIT2: Running it a third time, after removing the patch, it then shows this screen:

EDIT: Holy carp, it worked! I decided I'd try it one last time, before going to bed, so I uninstalled it, deleted the leftovers, and started the backup restore. I thought I'd do it properly, so I downloaded the converter again, from the link in the tutorial, same as last time. Started up 7, played until I could save, exited, ran the converter, and it OPENED THE CONFIG WINDOW! It even runs after I activate some mods! to wait until morning, when I'll be able to play it with the full loadout. Tried to grab another screenshot, even though you'll all have seen the opening mission so many times, more out of exuberance than anything else, but it only grabbed a black rectangle in the corner of my desktop. Oh well, pro'ly for the best.

Started it downloading some of the big'uns, and I am going to bed.

Hi, I haven't played FF7 since the '90s on my PSX, and I'm hoping to play a modded version. I thought I had installed it all correctly, FF7DISC, Game Converter, downloaded the 20GB+ of mods, all the rest of it, but it wouldn't run. Did some looking around, saw that the problem was that I hadn't set up the sound preferences in FF7Config. Tried to run it from the folder, then when that didn't work, poked around some more and saw I was supposed to do it only after the Game Converter launched it. So I ran Game Converter, told it to Overwrite, and... no Config window opened. Tried to Unpatch and patch it from scratch, and still no Config window. After patching, the converter opens a blank cmd window that nothing shows up on and nothing can be typed on, and an FF7Config.exe can be seen in my Task Manager. Nothing else. To exit the command window I only have to click the close button, but no Config window pops up, and the process won't go away until I close it from the Manager. The converter is being run as Admin - 'cos otherwise it won't get this far - but I have no way to get in to FF7Config to set my sound preferences.

It's probably something real obvious I'm missing that I'll feel like an idiot once you guys point it out, but any help would be appreciated.

EDIT: Windows 10 Pro, Version 1703.

EDIT2: I ran the converter again, and now it's saying something about a sharing violation. I'm... reasonably sure... it didn't say anything about that, first time...

EDIT3: A clean install of the game got rid of the sharing violation message, but still didn't get me a Config window. The second run of the converter had the new cmd window have a message about how the sound settings weren't done, that I could have immediately repeat by pressing a key like it said. Now if I close that window and go back to the main converter cmd window and his spacebar, it will ask about the laptop keyboard patch.

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