Author Topic: SOLVED: Bootleg---Shinra Building 65th floor crashing  (Read 11213 times)

G.T.Phant0mH1d3

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I am running the following mods through bootleg:
menu overhaul
team avalanche
ff7 music
I am doing the "remastered-the remix" game mode

When I get to the 65th floor of the Shinra Building, after completing the Midgar model, I try to get the key card to the 66th floor. When I open the box, I get the card and a boss battle starts. The screen turns black and I get the "oops something bad has happened..." message. I have tried editing my save file through black chocobo to give the 65th floor card, but it hasn't worked.

My app log looks like this:

INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) HD Graphics Family 3.1.0 - Build 8.15.10.2372
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x720, output resolution 960x720, internal resolution 2560x1920
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.

INFO: fragment shader compile log:
No errors.

INFO: main program link log:
No errors.

INFO: fragment shader compile log:
No errors.

INFO: postprocessing program link log:
Fragment shader contains a user varying, but is linked without a vertex shader.

ERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.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: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi; h264/aac 640x180, 15.000000 FPS, duration: 10.263000, frames: 154
INFO: vertex shader compile log:
No errors.

INFO: fragment shader compile log:
No errors.

INFO: yuv program link log:
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
Field Start
UNEXPECTED: zero count
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
GLITCH: Vsync seems to be forced ON, battle swirl framelimiter will not work
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# 1000
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception

The crash.dmp (when I load it up with WinDbg) looks like this:



Microsoft (R) Windows Debugger Version 6.2.8400.0 X86
Copyright (c) Microsoft Corporation. All rights reserved.


Loading Dump File [C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\crash.dmp]
User Mini Dump File: Only registers, stack and portions of memory are available

Symbol search path is: *** Invalid ***
****************************************************************************
* Symbol loading may be unreliable without a symbol search path.           *
* Use .symfix to have the debugger choose a symbol path.                   *
* After setting your symbol path, use .reload to refresh symbol locations. *
****************************************************************************
Executable search path is:
Windows 7 Version 7601 (Service Pack 1) MP (4 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS Personal
Machine Name:
Debug session time: Wed Jul  4 17:02:32.000 2012 (UTC - 4:00)
System Uptime: not available
Process Uptime: 0 days 0:00:41.000
................................................................
.......
This dump file has an exception of interest stored in it.
The stored exception information can be accessed via .ecxr.
(1b80.1924): Access violation - code c0000005 (first/second chance not available)
*** ERROR: Symbol file could not be found.  Defaulted to export symbols for ntdll.dll -
*** ERROR: Symbol file could not be found.  Defaulted to export symbols for kernel32.dll -
eax=00000000 ebx=1aecf2d0 ecx=00000000 edx=0017f174 esi=1aecf290 edi=0016e73c
eip=77800c22 esp=0016e3fc ebp=0016e40c iopl=0         nv up ei pl zr na pe nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00200246
ntdll!ZwGetContextThread+0x12:
77800c22 83c404          add     esp,4

My laptop specs are:
windows 7 64 bit
i3 2.2ghz
4 gb ram
HD Intel Graphics card (standard hp pavilion g6 laptop card)

Can anyone please help?



PitBrat

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Re: SOLVED: Bootleg---Shinra Building 65th floor crashing
« Reply #1 on: 2012-07-04 22:19:52 »
Intel GPU's are not completely compatible with a fully modded FF7.
The crash may be the fault of your graphics card.

The Remix Remastered mode has some bugs but not at the Shin-Ra building.

Have you tried rebooting the computer and loading a save game?
Have you tried passing that part of the game in normal mode?

G.T.Phant0mH1d3

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Re: SOLVED: Bootleg---Shinra Building 65th floor crashing
« Reply #2 on: 2012-07-05 22:03:49 »
------FIXED------
I solved the problem; bootleg kept some graphical mods up. After uninstalling/re-installing, it worked.

Thanks PitBrat for your help

Yea I reran bootleg at minimum settings but it still keeps freezing at that point.
« Last Edit: 2012-07-06 01:37:46 by G.T.Phant0mH1d3 »

G.T.Phant0mH1d3

  • Guest
Re: SOLVED: Bootleg---Shinra Building 65th floor crashing
« Reply #3 on: 2012-07-06 22:21:27 »
--------Solved----------->http://forums.qhimm.com/index.php?topic=12121.msg167916#msg167916

I'm encountering a new problem now; the bosses are now skipped one ahead (i.e. the fight against the monster after you get Red XII was the helicopter-robot, the robot fight was rufus, rufus was the robot after the bike chase scene). I heard this can be fixed with WallMarket but am having trouble patching it. If anyone else currently has/had this problem, can you please let me know what you did. Thanks
« Last Edit: 2012-07-10 02:45:33 by G.T.Phant0mH1d3 »