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Messages - The SaiNt

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51
DO NOT REQUEST for any other resolutions. I already know about them and whining more doesn't help.

Posted this on the front page as well.

52
Archive / FF7 64 bit compatibility
« on: 2005-12-01 08:27:14 »
I'm running x64, and it works fine.
Have to remember to enable compatibility mode of course

53
Troubleshooting / Can someone do me a huge favor
« on: 2005-11-26 12:37:17 »
Don't make duplicate threads just to get attention.

Warning issued.

54
Quote from: dziugo
What about changing main exe to read needed files? It's hardcoded in ff7.exe so any hex-editor will do... I think...

dziugo


I guess if someone can provide me with the executables and the filenames to change for each version, I can create some kind of international patch.

55
Quote from: Grisu
ok, i couldnt manage it.
i renamed 4 (the only 4 with _gm) files to _us at the end
but the result -> ff7 not working...


If you open up the file data\menu\menu_us.lgp (menu_gm.lgp in your case) with lgptools, you'll notice files called usfont_*.tex (could be gmfont_*.txt, I really have no idea), you'll have to change those to match the us version as well. Basically, check for files in the lgp archives as well.

Quote from: celestria
any idea why my ff7 crashes out when i goto my in game menus status or change screens it only happens when i patch to the high reso , im also useing the reunion also would that effect it?


If it crashes in menu screens, it's likely to be caused by not activating Windows 95/98 compatibility mode.

56
If you read through the thread, some forum members seem to have achieved success by using the US 1.02 executable and renaming the files that have a "_fr" (French version) to "_us" (Probably differs on the german version). You probably not only have to rename the lgp files but the files in the lgp files if they have the the same post-fixes.
Do report back if you are successful though.

57
Scripting and Reverse Engineering / Assemble source code
« on: 2005-11-19 10:15:58 »
Yeah, you can see traces of code generated from OO design models, so I believe it should have been written in C++

58
Did a quick skim though, done. ;)

59
Archive / Transparent Dialog Boxes
« on: 2005-11-14 07:34:42 »
Yeah, FFVII lazily renders only half the screen for battle, you can easily set it to render more but it messes up the auto camera pan for effects.

60
Quote from: Tamakachi
Does anyone have any idea why this patch seems to work on only 2% of the computers that attempt to use it? What do the working versions have that the others don't?


Well from the statistics I gather, it's more likely only 2% can't run it.

Most problems lie in the fact that the 1.02 executable doesn't work in the first place:-
1. If you're having an NVidia card, try disabling 8-bit palletted textures (Nvr was a problem for me, even if it supported it, just ticking NVidia TNT in FF7Config would work)
2. Ensure that the the videos play in media player (If they don't you'll need to get the proper codecs.
3. Enable Windows 95/98 compatibility mode.

After you're SURE that the 1.02 executable works things to make sure are:
1. Monitor supports either 1280x960 or 1280x1024

For users of foreign language versions, apparently you just need to change the filenames of some of the lgps. (Haven't tried it myself sinceI don't own any foreign language versions, but it's mentioned by someone in this thread who got it to work).

As a last resort you can post a copy of APP.LOG that FF7 writes to in debug mode.
To enable debug mode, create a new string value in the "HKEY_LOCAL_MACHINE\Software\Square Soft, Inc.\Final Fantasy VII" key, and call it SSI_DEBUG. Enter "SHOWMETHEAPPLOG" as the value. FF7 should now output all of its hidden debug messages.

That should give you a good idea of where it crashed.

61
Major bug, the upper-left corner quarter screen bug.
Well and stuff like the credits not being done properly. (Can't really be bothered really)

62
Yeah, it's due to bad code on their part.
Took ages to find the problem code.
Anyway, new version again, fixed the world map. ;)

63
Releases / Re: Question
« on: 2005-10-21 01:20:43 »
Quote from: virtual
Hi,

My FF7PC runs perfectly fine without the 1.02 patch (am using WinXP with NVidia GeForce4 MX 440).. but once I applied the 1.02 patch, the game won't even start at all.(


99% of the time, when the 1.02 patch works but not after applying the High Res patch, it means your display doesn't work at 1280x960, and if that's the case try the 1280x1024 patch that's included. Do check that your display supports such resolutions though as it seems some people are using displays with a max resolution of 1024x768. If that's the case, sorry can't help you.

64
Scripting and Reverse Engineering / Fractal interpolation
« on: 2005-10-11 16:20:27 »
Well a Fractal Interpolation involves finding the correct fractal coefficients first and with them you can generate pictures that are resolution-free, this being used as fractal interpolation.
Also since storing the coefficients required to generate the image happen to take less space than most normal compression schemes, (more so the larger the image), it's also known as Fractal compression ;)

65
Well, i'll just give you guys a look at how the billinear stretching turned out.



As for 32-bit support, it should be possible.
Just depends on how much time I have to hunt around the executable to change stuff.

66
I have messed around with some hardware accelerated interpolation and since FFVIIPC actually draws the textures in the form of quads with Direct3D,  just a flick of a switch turns bilinear interpolation on for all textures. Turns out really bad though since the backgrounds become all blocky (you get The Grid effect) and despite my efforts, I can't really fix it. The nice part is of course that all textures are smooth. Problem is since the textures are treated as individual 16x16 textures, any form of interpolation will look quite ugly anyway thanks to the lack of data to interpolate from.

My other alternative is heavily modify the texture system and interpolate everything in software before loading the texture onto the D3D surface, by reassembling the entire field background, interpolating it and then repartitioning it into 16x16 squares. (read as TOO MUCH EFFORT, unless I have a lot of spare time).

The thing about fractal interpolation is that it requires more time to encode than to decode. Encoding the files beforehand for everyone would mean I'd have to distribute all the field files together with the patch (DEEMED ILLEGAL) so that's out of the question.Doing it at runtime could mean that gamers will have to wait 10 minutes or even longer to just load the field background (DEEMED UNUSABLE), so it's very unlikely for me to implement this.

Lancos or Mitchel interpolation might be possible in real-time but it'll all depend on the speed of the user's processor.

On a side note though, I haven't really had the free time to touch anything lately, fixed a bug but not enough to constitute another release so don't expect any new updates in the near future.

67
Archive / Replacing 2D backgrounds?
« on: 2005-10-11 04:31:26 »
FFVII draws everything into Quads, so I had some easy success in switching on bilinear interpolation, but it turns out all blocky since the background is treated as many 16x16 textures. So any interpolation tends to turn out really bad.

68
Strange, I just tried d/l it myself, it is 0.99.

69
Archive / The grid problem
« on: 2005-09-29 06:46:34 »
Quote from: Extreme184X
Point is, that if it worked without me using rivaturner, their must be a way to configure ff7 to work with the high resolution patch without disabling 8-bit palettized textures.


I never had a problem with it really.
All I do is just tick Riva TNT in the config.(Even if it says pass)
If you do that, in theory even if the driver supports 8-bit palleted textures, the FFVII executable just won't use them.
If FFVII crashes, it's usually because the compatibility mode is not switched on.

70
Archive / Centering The Screen Solution...
« on: 2005-09-23 00:51:41 »
The game is purposely clipped to make sure the aspect ratio is similiar to the PSX version. the field backgrounds are only sooo big so stretching them to fit the whole screen would cause the aspect ratio to be wrong. Also with the battles, I've actually managed to get a full screen before, but it's really pointless because it messes up the camera panning for magic spells,summons limit breaks etc.

71
Quote from: eraclea
Will there be releases of this patch for other language versions of the game in the future, like german, french... and other, if they exist (...)

It's been answered before that's why I didn't bother to reply.
Anyway, the answer is "Not in the near future"

72
Archive / since when...??
« on: 2005-09-06 06:48:25 »
It was me.
In general, it's rather dodgy to allow users to redistribute FFVII data files.
I personally don't have the time to monitor all threads but I do so when I come across any.

However, I shall discuss this with Qhimm later to see what he thinks, unless he posts back instead.

73
Archive / Highway MiniGame speed?
« on: 2005-09-06 03:48:12 »
You can always give me the offsets and I'll apply them to my patch directly, no collisions that way ;)

74
I have a suspicion that your monitor just doesn't support the 1280x960 resolution and is therefore choosing the next best.
Do me a favour and list all the resolutions that your monitor supports. (The ones that appear in your display properties)

75
If you could provide me a picture, or a screenshot, I might be able to help.
Also, if you could tell me the closest resolution which is native to your aspect ratio, then I could pad it out on with black bars.

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