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Messages - Goku7

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1
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« 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.

2
Exactly, and that is why I said this:

FF7music's ability to do dynamic volume manipulation is.....rather buggy, to put it nicely.

Well, that was a fun logical circle. :-P

3
Nevermind the fact that FF7Music doesn't care about what FF7 is doing with the volume. FF7Music has two "triggers", one to start playing a song, one to stop it. It doesn't pick up on anything else.

Really?  I thought that was what "Emulate Ramps" was for, to emulate the times when FF7 ramps the volume up or down.

4
It's a dynamic volume thing.  FF7 by design lowers the music volume there for whatever reason and keeps it low, perhaps to reflect the idea that both the noise of the Highwind and the ambient wind out there are drowning out the band's music, and the music only starts to come back into earshot when you go down that elevator.

FF7music's ability to do dynamic volume manipulation is.....rather buggy, to put it nicely.  It doesn't always catch the triggers properly, and so sometimes just abruptly cuts it off, instead of gradually lowering the volume.

5
Troubleshooting / Re: FF VIII problems with Samuelslight
« on: 2010-04-29 20:38:26 »
Not sure if the enhanced audio is working or not but since i can hear music and everything, at least SOMETHING is making noise  :-P

Glad to hear you've got it working (pun not intended).  :mrgreen:

The easiest way to tell if the enhanced music is working or not depends on how you installed the music.  Did you completely overwrite all the files in "/data/music/dmusic/"?  If so, then to know that you're getting the better samples, check the size of the FF8.dls file -- if it's in the neighborhood of 44MB, you're getting the better samples.  If its around 8mb, then that's the original, craptastic samples.

If your using Ficedula's FF8 configurator, then it really depends on what you have selected in the "Music Addons" tab.  If you've got "Samuel's DLS v1.39" and "Samuel's DLS compatible music set (v1.39)", and you hear something ingame, then it should be the enhanced music.

6
Troubleshooting / Re: FF VIII problems with Samuelslight
« on: 2010-04-25 19:52:28 »
Are you using the updated configurator program as well?

Using that program means that you're not actually using FF8.exe, but a separate one, called "PlayFF8.exe", in which case all the patches that you've applied to FF8.exe won't be in effect.

In any case, (and to make sure we're on the same page) the game's music files are in "/Final Fantasy VIII/data/music/dmusic/"  You'll want to extract ALL the .sgt files and the .dls file to that folder, and overwrite everything.  This will install the updated music to the game, AND the game should be none the wiser as to what it's using.  If not, then I don't know what's going on, as the music files don't affect anything but the music.

7
Troubleshooting / Re: Crash on Startup
« on: 2010-04-25 18:32:51 »
Makes sense, though.  Aali said somethng about one of the components having a hissy fit and crashing whenever the fclose function gets a 0 passed to it (I guess that that's the result of a "file not found" error) in 7.7, so yeah, if FF7 goes looking for something and can't find it, Kablooie!

*Digs around the OpenGL thread*  AHA!  See here:

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.

8
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« 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.

9
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« 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.

10
Troubleshooting / Re: Replacing MIDI Files in FFVII
« on: 2010-04-18 08:11:55 »
....I've forgotten how to delete a post.  This message was a double-post of my previous one, so just ignore it.

11
Troubleshooting / Re: Replacing MIDI Files in FFVII
« on: 2010-04-18 08:09:26 »
By the way, could you tell me which of the four .lgp files in the Final Fantasy VII\data\midi folder is the right one to edit for this task? I am assuming that midi.lgp is the right one to be tinkering with, but I notice that awe.lgp, xg.lgp, and ygm.lgp also have most of the MIDI files in them.... I wouldn't want to finish replacing the files in one of the .lpgs only to find that I have to repeat the process for these other three if there's any way to avoid that.

Hi Gnomish.  Glad to see another person here who has an interest in MIDI. 8-)

To answer your question, you'll need to jump to the MIDI tab in the FF7 config program, and look at the "MIDI Data" entry.  That will tell you which data set the game is trying to look in.  Each one has all the files, but they are custom-made for the different MIDI standards.  You'll only need to modify the one that's selected in the MIDI Data entry.  As for the which set is what:

General MIDI = MIDI.lgp
SoundFont MIDI = AWE.lgp
Yamaha XG-MIDI = xg.lgp

YGM.lgp is a special case set for use with the S-YXG70 synth included with FF7.  Its data set is nearly identical to that of XG.lgp, but with some tweaks made in mind for that particular synth.  FF7 config reports it as using General MIDI data, but when it detects that its using the S-YXG70, it interally re-routes the MIDI requests to ygm.lgp.

Additionally, when FF7 plays its files, it's looping mechanism looks for two MIDI markers, labelled "loopStart" and "loopEnd", spelled exactly that way, in each individual file upon its playing.  If you want FF7 to loop your stuff, then you've gotta get those markers in.

12
Troubleshooting / Re: Two crashes
« on: 2010-04-17 06:34:49 »
The Pass/Fail tests are for Direct3D only.  The Custom driver is using OpenGL, which is a totally different thing, and doesn't need 8-bit Paletted Textures support to work, so ignore the fail that you get there.

...Did you try running the game without the laptop keyboard patch, (i.e., a clean 1.02 exe?)

13
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« 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.

14
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« 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:

15
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« 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*

16
Troubleshooting / Re: Custom graphics driver for FF7/FF8
« 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:



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.

17
You're welcome.  :-D

As for the new configurator, that really only affects the music end of the game -- it's there so you have more control over what music sets you want used, what DLS files to use (DLS = Microsoft's version of soundfonts), and which MIDI device you want used -- in addition to allowing you to preview your choices using the built-in music player.

18
As for Aali's driver, it's not how to use it that I don't understand, but the different settings that I can modify in ff8_opengl.cfg. I don't get how any of them could get rid of the black blocks, and even then, last time I couldn't even test them because of an error message I would get when trying to activate FF8.exe.

It's not the options that would get rid of the black blocks, its more like the driver would solve that problem innately.  IMO, modern cards don't quite understand what FF8's DX6 driver is telling them to do, so that results in them doing it wrong -- in this case, the black box stuff.  Aali's driver should be able to tell the cards what to do using more modern commands/language that the Geforces and Radeons of today actually understand, so that there's less lost in translation.

Of course, Aali's still working on the FF8 portion of the driver, so its not perfect yet.  But if his performance with the FF7 portion is any indication, its that he knows what he's doing and will eventually get it to display everything the game needs displayed, and more.

19
FF7 Tools / Re: Official Black Chocobo Help Thread
« on: 2010-04-11 19:11:53 »
Hey, I think I found a bug -- and for what its worth, it happens in Jenova too.

Every time I try to add a new Ramuh Materia to my stock, the game thinks I added a Titan materia to my stock instead.  I don't know if this is a case of getting the materia IDs mixed up, but it is quite odd that it would go undetected for so long, as Jenova's got the same problem as well.

20
It's there in D3D mode?  Hmm, I should check that out.

As to the Hardware Lights glitch, all I'm saying is that I've noticed a strong correlation (but not causation) between getting that message and the errors I get.  I've also noticed that most of the whited-out textures on the world map appear to be animated textures (i.e. ocean texture, quicksand-around Corel texture)

21
Looks like my driver errors are somewhat related to the "Something tried to use Hardware Lights, expect funky looking models" glitch -- as in, I get the message before the video goes all wonky with the previous errors.  Not that there's a problem with Aali's driver -- the fact that no one else is getting these errors is good enough evidence that its my old Radeon drivers that are to blame -- but it sure is causing some odd looking stuff at times.

Case in point:  Exhibit 2:



Odd, eh?  I wonder why my drivers can't understand the instructions that Aali's driver is feeding them.  I think they're deaf. ;)

22
People are still hung up on 8-bit paletted textures? It hasn't been supported or used for like 10 years now.

Yes, that is correct; however, I figured that FF7 originally used it, that it meant some texture data was stored that way, which would mean your driver would have to interpret it or something -- I was just throwin' it out there as a shot in the dark. 8)

1.02 with the nvidia option ticked doesn't even try to use it, the custom driver only ever uses 32-bit BGRA textures.

That's certainly a format the Radeon7500Mobile can handle.  The thing's got 64mb VRAM, so its not like its running out of texture memory either.  It also happens with and without FSAA.

Anyway, it should be a problem with the drivers/graphics card since I have never seen it before and it's not happening to anyone else.

That's what I suspected, but I had wanted to rule out any other cause.  As I've said, the drivers are quite old -- equivalent to the 6.6 Catalyst, I think.  Newer driver sets simply won't support the hardware, its too old.  That's what I get for having a hand me down laptop, I guess.


23
Nope you are right I was wrong I found your issue on a earlier post (assumed your gfx card supported NPOT textures) sorry I am not able to help.

Meh, its OK.  Looks like I'll have to wait for Aali to see this and give a diagnosis.  Right now my money's on the Radeon drivers being the culprit; however, the problem also manifests as having huge areas of the field screens show up white, so maybe its an 8-bit Paletted Textures thing? :|

24
The card can handle 2k x 2k textures, and last I heard, textures that size were not in use when FF7 was made.  Other than that, I'm running the game in its original 640x480 resolution with 4xFSAA.  For a game as old as this one, the card can handle the 4xFSAA overhead.

I have gotten the GL:Invalid Value message, so I think this card can't do NPOT (that's Non-Power-of-Two, right?) textures.

25
One of the annoying things about intermittent problems is that they never happen when you try to get them on purpose, lol.

Here's an app.log generated when using 6b.  The problem happens much more often in this than it does in 5b.  Obviously, I use 5b more. :roll:


Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.6b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. MOBILITY RADEON 7500 DDR x86/SSE2 1.3.1072 WinXP Release
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: 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: 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
GLITCH: video playback is lagging behind, skipping frames (frame #: 50, skipped: 1, lag: 131.666667)
GLITCH: video playback is lagging behind, skipping frames (frame #: 51, skipped: 2, lag: 95.000000)
GLITCH: video playback is lagging behind, skipping frames (frame #: 53, skipped: 4, lag: 1.666667)
GLITCH: video playback is lagging behind, skipping frames (frame #: 57, skipped: 8, lag: 5.000000)
GLITCH: video playback is lagging behind, skipping frames (frame #: 65, skipped: 16, lag: 42.666667)
GLITCH: skipped 30 frames
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
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/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/save08.ff7
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

On a side note, the Omegadriver version I use is roughly equivalent to the Catalyst 6.6 release, IIRC.

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