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Messages - Aali

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Thanks for the new version of your driver Aali. Just got around to testing it and it seems to be working (after updating to the latest Nvidia beta driver from 327.23 which doesn't work right with your latest driver, on the old version all i got is a white screen when loading FF7). only problem i am having with FF8 so far is my controller doesn't work (works fine without the driver and with old version), i am using a official 360 Controller, i tried official driver and the XBCD driver, both have the same problem and just don't seem to work in-game when using this latest driver.

I changed it to not accept input if the window doesn't have focus, that might be causing issues with the controller support, I will look into it.


I've noticed myself that the battle swirl looks weird in 640x480 and that the texture cache can get a little confused sometimes and unload some textures which are still in use, leading to trashed text or dialogs.

Something will have to be done about that transparency issue that's for sure.. DLPB hold your horses on that until I've decided how it's gonna go down.

The balloons looking like crap is not my fault though, I dug into it and it turns out we got robbed with the PC port. First of all the texture is all messed, those dark borders that look all out of place? They should not be there at all. However it's not just a botched conversion job, there's also a slight difference in how it is used, the PC version uses a "neutral" texture with vertex coloring to make all the different balloon colors while the PSX version has a separate palette for each.

I also keep getting an error where ff8 says "failure to compress textures" while I'm using any menu - and in my APP.LOG, I have about 25 instances of failure to compress textures.
I am using SeeD mods, which is probably why but I don't know if it's supposed to compress the menu textures. And for some reason, I can't disable those popups.  I will try again without the mods folder enabled and see what happens.

You could turn on "opengl_debug" in the config file and see if that gives you any clues as to why the texture could not be compressed. If that doesn't help I suggest just turning off texture compression, you'll get worse performance if that option is turned on but not actually working.

Here is another bug:

Textures, which should be semi-transparent are non-transparent now. It also effects the balloons in the snowboard-minigame and the round-map in the Chocoborace.

The screenshot you have provided is a problem with the mod you're using, the original full-size worldmap is still transparent. This is a very tricky issue though, if you could provide screenshots of every occurrence of this issue that would be great.

The FF8 bug was a minor derp on my part, if you use the "nvidia" version of the 1.2 patch it works fine.

You know the drill, I need a crash log or atleast an offset for those FF8 issues. (It works fine on my end)

I hadn't had time to verify this but the framerates are fully configurable with these options; snowboard_framerate, highway_framerate, coaster_framerate and battleswirl_framerate.


1. Extract the archive into your ff7 or ff8 folder
2a. Apply the registry information in ff7_opengl.reg
3a. Change your settings in ff7_opengl.cfg
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!


  • Fullscreen mode defaults to desktop resolution instead of 640x480
  • Old external textures feature is gone
  • Vsync-based frame limiters are gone, framerates should be consistent now
  • New music plugin based on vgmstream
  • Patched FF7Config is not included anymore, the plan was to make the driver fully configurable from FF7Config but that is not going to happen so I'll be happy to get rid of that ugly hack
  • 9999 limit break option is gone, just use the original patch
  • New battle interface option is gone, hopefully DLPB can incorporate it in his patch instead
  • OpenGL 1.1 backend is gone, its not worth the effort to support it anymore and OpenGL 2.0 is supported everywhere these days
  • Texture cache is limited in size (configurable) and the game will no longer crash due to it loading too many textures at once
  • Mipmapping (anisotropic filtering) is supported for modpath textures
  • Many minor bug fixes

Lots of old cruft cleaned out in this version, a bunch of features gone, some of them because they were difficult to maintain, some of them because they don't belong and never should have been included in the first place. Some of you will miss them that's for sure but trust me, it will all be worth it in the end.

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)

Is it possible to include a feature like in the Steam version that FFVIII can read the videos from the mod folder? I'm making a video mod for the Steam release with dubbed FMVs and I'd love to replace them. Since that's not possible with the old exe yet and the game reads the .PAK file from the image drive. I was wondering if this was possible to be included in the next driver version. Thanks!!!

It won't be in the next release but it's certainly not a bad idea. Likewise with FF7, no reason it couldn't read videos from the mod folder.
FF8 does have the small caveat that it would be an all-or-nothing deal, it wouldn't be able to fall back on the .pak files.

Troubleshooting / Re: Faded/Washed out enemy textures
« on: 2013-11-28 05:26:00 »
This is an elusive graphical glitch that has been in the driver since the very beginning, I found and fixed the problem a couple of months ago. Hold on to your hats for 0.8.

Team Avalanche / Re: [HD Remake] Midgar sewers
« on: 2013-09-04 17:52:52 »
It's certainly possible to change up all of the tiling, animations and what-have-you and it would even be possible to create an automatic tool that spits out a suitable set of tiles from a render, its depth buffer and a walkmesh. It is a huge undertaking though and in the end all you get is a tool that modifies a horribly outdated format designed for the PSX and shoe-horned into 90's PCs. It's probably easier to change how the game renders field scenes.

Troubleshooting / Re: Character Pyramid Cursor model?
« on: 2013-09-03 15:02:41 »
They're both in the same format as the PSX battle backgrounds, there's a short blurb about the format in the q-gears document but it is by no means complete.

Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-31 09:37:00 »
There's also a mechanism for the game to completely override or disable the blend mode from the model so yeah, that could be happening.

Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-30 08:42:29 »
Mmmm... But is blending explicitely turned off in real-time or is there some sort of flag in the file that specifies it should be diabled?

The V_ALPHABLEND state has to be enabled either in the group itself or somewhere above it in the render tree. Presumably models themselves usually don't touch this state at all and leave it up to the engine to enable it before rendering.

Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-29 09:48:31 »
Blend mode doesn't matter if blending is turned off

Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-28 12:09:54 »
In some situations the alpha is overwritten at runtime to get the right blending effect (128 for average, 64 for mode3) so in those cases the alpha from the vertices makes no difference whatsoever. I think it's when the game forces blending for a model which normally doesn't have blending enabled that it actually uses the alpha from the .p file and 128 just makes it look right for the most common blending mode (average). Looks like they made a bit of an ugly fix just to make it work.

Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-27 22:43:56 »
I think a better default value for the alpha would be 128, that's what it's set to in all the stock models IIRC.

Team Avalanche / Re: Out of hibernation
« on: 2013-07-27 22:42:08 »
Making FF7 render weighted meshes isn't very difficult at all actually, the problem is inventing a new model format to support it and writing the loaders/exporters/etc for it. This is something I've wanted to do since like version .6 of the driver but I don't think I will ever have the time to actually do it.

Troubleshooting / Re: Error: GL Out of Memory
« on: 2013-07-27 14:09:06 »
This is a problem with the current version of my driver, not related to PBO or VBO or what-have-you, its all about how much texture data your graphics driver is keeping in memory. Currently once a texture has been loaded from disk it will stay in memory forever and since FF7 is a 32-bit application it has less than 2GB of address space available (worst case) and you will hit that limit sooner or later if you're using some of the recent upscaling mods. Either disable mods that use a large number of big textures or restart FF7 if you're changing areas alot (thus loading more textures). The problem has already been fixed on my side so it wont be an issue in the next version.

Pretty sure this data is in the **AB script files on the PC version, not sure exactly what that corresponds to in the PSX version. Either way the format is not really known, I know Akari did some work on it and so did I but not enough to be able to edit it or even decode it really.

There is actually a bug in FF7PC at this point in the game (first time exiting mythril mines) which can make it crash but its very rare and normally it can't be reproduced consistently.

0.7.10b fixed another bug which could be triggered in battle in the mythril mines (and many other places but mythril mines is probably the first) but that doesn't seem to be the issue here. Still, you should update to the latest version.

SPT to TEX mappings are hardcoded into the .exe, so is the actual usage of the SPT files. That is to say, each effect (all hardcoded) defines exactly how its SPT files are used, thats why there are alot of inconsistencies and also why simply changing the SPT file isn't gonna do anything useful for most effects. As if that wasn't enough, alot of other frame-dependent timing is hardcoded into these effects, nothing short of a rewrite of all effects would really solve that problem. I was playing around with a hack to run the code for these effects once every X frame but it was just not working out and of course that wouldn't really give you 60 FPS effects, it would just keep it in sync with other 60 FPS content.

DLPB: Post your crash dump and I will have a look at it.

0.7.11b has some issues with FF8, most of them have already been fixed on my end.

General discussion / Re: Can anyone identify this?
« on: 2012-10-16 21:43:23 »
Those are the maps for the submarine minigame.
It seems to be a heightmap in plaintext, probably inverted (8 - low elevation, 0 - high elevation).

Its bad for performance basically. LGPs are much faster and with the way the game is designed (load alot of data from disk in big batches and keep it in memory for a relatively short time) its just not going to run well on low end rigs if a bunch of mods start using direct mode. Direct mode is meant for testing only and if we keep it that way we wont ever see any of the potential issues it could cause.

That doesn't mean we have to stick to the LGP format forever, it would be technically possible to implement a complete replacement. As with all complete replacements though thats a massive task and its probably not going to happen anytime soon.

It has been bugging me that the config file for 0.7.11b still says 0.7.10b, I should fix that and release as 0.7.12b.

Seriously though, if you haven't heard anything from me that probably means I haven't been working on it, so far I can only say for certain that looping .ogg support (without FF7Music) is going to be in the next version.

FF7PC has a whole automated heap debugging mechanism, thats hardly surprising though as many if not most applications and games do that to some extent.

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