Author Topic: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions  (Read 580999 times)

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #850 on: 2013-06-18 13:24:58 »
Yeah, it's something like that ^^
I also had graphical bugs during fights, is that known as well?
No, I hear for the first time. Describe that more accurate.

The previous error, you can also just go to the menu, then the image should be OK again.

dupinguez

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #851 on: 2013-06-19 07:08:28 »
Well, I think that, for now, it only happened when i fought Tomberry Sr.
Every explosion-like animation (for example, when Squall hits an enemy and you pull the trigger at the right time) was replaced by a squared bunch of pixels, not really nice.
If it happens again, I'll take a screenshot.

bliznik

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #852 on: 2013-06-23 19:23:27 »
Hey guys, new Bootleg user here.  First, I want to say, You all have done a WONDERFUL job in modding FF7!  In some ways, I'm sad that I didn't know about it earlier, but I'm totally stoked that, now that I HAVE found this community, there are some fantastic resources!

At any rate, so I'm trying to reduce the frame rate of the game so that I can make the minigames a bit easier.  (I tried with YAMP, but that didn't work either).  I finally got vsync to work with my AMD Radeon 4800 Graphics Card by using CCC (Catalyst Control Center), and under "Wait for Vertical Refresh" I selected "Off, unless application specifies."  When I activate "show_fps = yes" in ff7_opengl.cfg, the game usually has 30 fps, and the minigames also have 30 fps.  Totally makes them playable.

But now that I'm older, my reaction time is worse, and I'd like a little more help.  So I've been trying to set the refresh rate to something like 20 (so that the minigames are 10 fps)  However,  even though ff7_opengl.cfg has "enable_vsync = yes" and "refresh_rate=20," both the normal game world map and the minigames seem to be set at 30 fps.  I can't set the refresh rate in the game for the life of me.  Please help!

Below are my ff7_opengl.cfg and APP.LOG files.  I can't seem to find any error messages in APP.LOG regarding a failure (or success) in setting the refresh rate.  Is there a logger switch that I'm missing to give informative error messages?

Quote
# ff7_opengl-0.7.11b config file - modified by Bootleg



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
#internal_size_x = 640
#internal_size_y = 480
preserve_aspect = yes
fullscreen = no

#window_pos_x = -1
#window_pos_y = -1
#widescreen_hack = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes
refresh_rate = 20

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
#new_hp_limit = yes
#new_mp_limit = yes

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
enable_postprocessing = no
post_source = shaders/Bloom2.post
yuv_source = shaders/yuv.frag
frag_source = shaders/main.frag
vert_source = shaders/main.vert



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
#enable_lighting = yes
#show_light_rays = yes
#show_normals = yes
#show_tbn_space = yes
#max_lights = 12

#Variable Functions#
#specular_fog = yes
#texture_scale_bias = 1
#texture_coordinate_clamp = yes
#pixel_texture_bits = 32
#generate_mipmap = yes
#detail_texture = yes
#shader_precision = yes
#tessellation_program5 = yes
#multisample_coverage = yes
#multisample_filter_hint = yes
#texture_filter_anisotropic = yes
#texture_edge_clamp = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = yes
skip_frames = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes
use_vbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

# Load Multiple DLLs
#load_library = Multi.dll

Quote
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series 3.3.11672 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
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!!!
ERROR: couldn't open movie file: D:\Games\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi
INFO: D:\Games\Square Soft, Inc.\Final Fantasy VII\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: yuv program link log:
Vertex shader(s) linked, fragment shader(s) linked.

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
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
WM_CLOSE
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

Hellbringer616

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #853 on: 2013-06-23 20:49:03 »
Sorry i am of no help to you on your issue, But what I'd like to know is, How is your config so widely different than mine?

Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1920
window_size_y = 1080
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = avalanche

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes


# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = Yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no


disable_popup = on

Thats mine
« Last Edit: 2013-06-23 20:56:14 by Hellbringer616 »

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #854 on: 2013-06-23 20:53:40 »
To my knowledge, the refresh_rate parameter works only in full screen mode, and since only a few mini-games (g-bike, snowboard,...).
The problem with the Mimigames is known, perhaps you should look at installing this mod(s)


Sorry i am of no help to you on your issue, But what I'd like to know is, How is your config so widely different than mine?
...
Thats mine

He uses Bootleg...
« Last Edit: 2013-06-23 20:59:01 by Kompass63 »

Hellbringer616

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #855 on: 2013-06-23 21:00:50 »
Dunno if this is a bug report, But. I can't seem to force AA or AF for this game. The AA isn't so important, But i am getting pretty bad texture shimmering without the AF when using the TA mods.

Pretty sure only Aali can answer this one. So when you get some time if you could let me know that'd be great.

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #856 on: 2013-06-23 21:11:12 »
Have you created a profile for ff7.exe with your graphics card configuration tool (eg AMD Vision Control Center) ?
maybe use shaders off
« Last Edit: 2013-06-23 21:15:47 by Kompass63 »

bliznik

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #857 on: 2013-06-23 21:18:46 »
Quote
Sorry i am of no help to you on your issue, But what I'd like to know is, How is your config so widely different than mine?

Kompass63 is right.  It's b/c I use bootleg.  But I tried mimicing your config to use the new timer but not to use the stable timer and I still get the same issue.

Quote
To my knowledge, the refresh_rate parameter works only in full screen mode, and since only a few mini-games (g-bike, snowboard,...).
The problem with the Mimigames is known, perhaps you should look at installing this mod(s)

Hmm, I tried full-screen.  FPS is still set on 30 in Speed square and all of the other minigames.

I'm not sure what you mean when you reference the Reunion project.  Do you mean that I should install the WEAPON mod in order to fix the aiming speed?

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #858 on: 2013-06-23 21:42:29 »
I think that's it...
DLPB has dealt a lot with the mini-games and I suspect all of his knowledge to be included in the mod.

I myself have not yet been tried, no time at the moment.

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #859 on: 2013-06-23 21:56:56 »
The aimer is indeed wrong in PC and has been fixed for The Reunion (The aimer moves 2x too fast, and the minigame is running wrong frame rate as well to compound matters).  There is a thread around where I provide some insight into the minigames.  The snowboard game is also wrong at the moment but that needs fixing in new Aali driver.

I sent Aali a list of fixes that need making over a year ago, but we havent had a release yet, and I don't know if he fixed them.  The aimer fix should be among them if so (in other words, you wont need to install reunion fix just for that one thing).

Also, if you want to play the speed round prorperly, you also need to remove the minigame limiter from the config file, and set your graphic card display settings to 60hz.  Its the only way to get the right speed.  At the moment the minigame is being limited to 30 and the frames are being doubled, making the game useless to play.  Aali has to set the cap to 30 and not 60.  Same for Snowboard minigame.  The minigames are correctly:

Snowboard 60
G-Bike 30
Coaster 60

« Last Edit: 2013-06-23 22:07:49 by DLPB »

Hellbringer616

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #860 on: 2013-06-23 22:08:13 »
Have you created a profile for ff7.exe with your graphics card configuration tool (eg AMD Vision Control Center) ?
maybe use shaders off

Yeah, i set it up in the control panel, jacked the settings up so high that if they were taking effect the difference would be very noticeable. But it looks the same.

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #861 on: 2013-06-23 22:24:13 »
Yeah, i set it up in the control panel, jacked the settings up so high that if they were taking effect the difference would be very noticeable. But it looks the same.
The problem I had, no noticeable difference ...
Either Aalis Nolight shaders so good that everything else is Ineffective, or have I done something wrong ???

bliznik

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #862 on: 2013-06-24 01:45:26 »
Quote
Also, if you want to play the speed round prorperly, you also need to remove the minigame limiter from the config file, and set your graphic card display settings to 60hz.  Its the only way to get the right speed.  At the moment the minigame is being limited to 30 and the frames are being doubled, making the game useless to play.  Aali has to set the cap to 30 and not 60.  Same for Snowboard minigame.  The minigames are correctly:

Snowboard 60
G-Bike 30
Coaster 60

Hmm, maybe my computer's "seconds" are much quicker than yours.  When my coaster is set at 60, everything is literally a blur.  Even at 30, when I compare my coaster against the youtube videos of the coaster being played on the PS, my coaster at 30 fps is noticably faster than the recorded youtube videos of coasters on the PS.

I'm not sure why things are a complete blur on my computer, but the only thing I can think of to slow things down so that they're at a comparable speed to the games on the Playstation is to reduce my fps to something a bit lower than 30 fps.

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #863 on: 2013-06-24 02:02:23 »
The monitor must be set at 60 hertz with vsync on (make sure that vsync is also enabled on graphic card... that it isnt off completely or the setting in aalis driver wont even matter).  And mini-game limiter off.  It definitely works and at the right speed, because I can do it right here.  Unless there is some other reason it isn't working for you.  The aimer will still be broken though.
« Last Edit: 2013-06-24 02:05:46 by DLPB »

bliznik

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #864 on: 2013-06-24 02:41:56 »
Quote
The monitor must be set at 60 hertz with vsync on (make sure that vsync is also enabled on graphic card... that it isnt off completely or the setting in aalis driver wont even matter).  And mini-game limiter off.  It definitely works and at the right speed, because I can do it right here.  Unless there is some other reason it isn't working for you.  The aimer will still be broken though.

Yeah, I've got all of that.  It's still a noticeably faster than what is shown in this youtube video:
http://www.youtube.com/watch?v=R2NnMBZz6q4

Not nearly as fast as when it was running at 400 fps, but definitely a decent amount faster than what is shown on the PS.

Oh, and I double-checked, and I actually DID install the Menu Overhaul & Retranslation patch.  I guess that's why my cross-hairs are actually moving smoothly instead of jumping around.  Still much faster than the youtube videos tho'.

Ah well, I guess I'll just see if I can't replay this over and over again until I can gain a reaction time faster than anyone who has ever played this on a Playstation.  *sigh*

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #865 on: 2013-06-24 03:38:35 »
I cant get those minigames to work right anymore, but they used to with my old xp machine with same version of aali driver.

As a suggestion for the speed square game (gotta get Umbrella...) I just go until I manage to hit the Zeppelin's propeller, which isn't that hard even at fast fps. I sorta just put the aimer in the bottom right hand corner and zap it (you get 2 quick chances iirc), get it about 1/4 of the time.   

bliznik

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #866 on: 2013-06-24 04:30:49 »
Quote
As a suggestion for the speed square game (gotta get Umbrella...) I just go until I manage to hit the Zeppelin's propeller, which isn't that hard even at fast fps. I sorta just put the aimer in the bottom right hand corner and zap it (you get 2 quick chances iirc), get it about 1/4 of the time.

That's a GREAT suggestion...if I didn't already apply the Reunion MO.exe patch.  Haha...the propeller points got nerfed.  =P~~~

I ended up going with DLPB's solution.  It turns out, that even with the increased speed at 60 fps, the cursor is actually EASIER to aim since it doesn't jump around as much.  FINALLY got me an umbrella.  Now I just need to remember how to blink...

Thanks again to everyone for your quick replies and ideas!  Again, this is a friggin' fantastic community here.  I'm glad I found it.

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #867 on: 2013-06-24 09:10:24 »

Ah well, I guess I'll just see if I can't replay this over and over again until I can gain a reaction time faster than anyone who has ever played this on a Playstation.  *sigh*

Also, if you are used to a PAL area (Europe and not US/Canada), the game will seem to be be faster for you.  The original game is meant to be faster than the PAL areas.  In Japan, US for example, the game runs at 60fps.  In Europe it runs at 50.  The same with snowboard mini-game.  In other words, the Europe version of FF7 is easier than it should be.  The PC version restores the CORRECT speed.
« Last Edit: 2013-06-24 09:24:52 by DLPB »

Covarr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #868 on: 2013-06-24 15:21:27 »
They didn't add any code to compensate for the framerate difference? I know SNES/Genesis games rarely did (Sonic 3 and Donkey Kong Countries being notable exceptions, which actually felt the same to play in all regions), but I was under the impression that issue was mostly done with by the PS1 era.

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #869 on: 2013-06-24 18:50:02 »
No they didnt add any code to change it.  Those 2 minigames are 50fps in Pal and they are easier ;)  That 10fps makes all the difference.  The only change they did make was to make the time attack times easier on PAL game so that it compensated.
« Last Edit: 2013-06-24 18:52:01 by DLPB »

ikith

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #870 on: 2013-06-26 08:54:47 »
Getting this when I start the game and skip the initial cutscene:


And it continues to the first cut scene as well:


This is my config:
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 800
window_size_y = 600
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = none

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = off

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = no

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

And this is my APP Log:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 660M/PCIe/SSE2 4.3.0
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 800x600, output resolution 800x600, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 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
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI stop - OK
INFO: D:\FF7\Movies\opening.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 119.400000, frames: 1791
WM_CLOSE
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

Searched the whole thread as well as the plugin thread and couldn't find anything. Anyone know anything about this/know how to fix this?

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #871 on: 2013-06-26 15:30:33 »
Just try the following
Open the Games folder and run FF7Config
Go there on the Graphic tab
select 640x480 full screen, nvidia and tnt
click on ok
FF7Config open again, back to the graphics tab
This time you choose custom driver and then click on OK

That maybe fixed this.
Please let me know if it really helped or not.

TABS1975

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #872 on: 2013-06-27 13:42:50 »
Hello all !!!
I am new to this Forum, so i don't know how to ask the right information but i will try to give enough so you can help me with my problem.

I have installed the bootleg 040  <---- from PITBRAT  ----- and used TIFA'S TUTORIAL to the "T"

All the mods are installed and i ran the "RUN BOOTLEG" Everything finished there all good, then i try to play the game and have problems..!!!
I load the game from the "boot loader" it loads the logo and intro, after that it goes to the screen to either,  START NEW "OR" CONTINUE
when i press new game it just goes blank and gives me an ERROR MESSAGE...

Opengl.CFG

MY SETTINGS:   

Code: [Select]
# ff7_opengl-0.7.11b config file - modified by Bootleg


## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
internal_size_x = 3840
internal_size_y = 2160
preserve_aspect = no
fullscreen = yes

#window_pos_x = -1
#window_pos_y = -1
#widescreen_hack = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes
#refresh_rate = 60

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
#new_hp_limit = yes
#new_mp_limit = yes

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
enable_postprocessing = yes
post_source = shaders/SmartBloomHDR.post
yuv_source = shaders/yuvHDR.frag
frag_source = shaders/mainHDR.frag
vert_source = shaders/mainHDR.vert



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
#enable_lighting = yes
#show_light_rays = yes
#show_normals = yes
#show_tbn_space = yes
max_lights = 12

#Variable Functions#
#specular_fog = yes
#texture_scale_bias = 1
#texture_coordinate_clamp = yes
#pixel_texture_bits = 32
#generate_mipmap = yes
#detail_texture = yes
#shader_precision = yes
#tessellation_program5 = yes
#multisample_coverage = yes
#multisample_filter_hint = yes
#texture_filter_anisotropic = yes
#texture_edge_clamp = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no
skip_frames = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes
use_vbo = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

# Load Multiple DLLs
#load_library = Multi.dll


-----------------END------------------------------------

---------------\------------------------------\----------------------------------\-----------------------------------------\
APP LOG HERE:


Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Microsoft Corporation GDI Generic 1.1.0
INFO: GDI software renderer detected
INFO: VBO not supported
INFO: PBO not supported
INFO: Subtractive blending not supported
INFO: No swap_control extension, cannot control framerate
INFO: NPOT textures not supported
INFO: Max texture size: 1024x1024
INFO: Number of texture units: 1
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
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
ERROR: could not open file C:\Games\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
ERROR: failed to find file flevel/flevel.siz (LGP) (path: )
ERROR: failed to find file flevel/MAPLIST (LGP) (path: )
ERROR: failed to find file flevel/hand_1.TEX (LGP) (path: C:\Games\Final Fantasy VII\Data\field)
ERROR: offset error: hand_1.TEX
ERROR: could not open file hand_1.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE hand_1.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE hand_1.tim
ERROR: failed to find file flevel/sibuki1.TEX (LGP) (path: .)
ERROR: offset error: sibuki1.TEX
ERROR: could not open file sibuki1.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE sibuki1.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE sibuki1.tim
ERROR: failed to find file flevel/sibuki2.TEX (LGP) (path: .)
ERROR: offset error: sibuki2.TEX
ERROR: could not open file sibuki2.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE sibuki2.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE sibuki2.tim
ERROR: failed to find file flevel/sibuki3.TEX (LGP) (path: .)
ERROR: offset error: sibuki3.TEX
ERROR: could not open file sibuki3.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE sibuki3.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE sibuki3.tim
ERROR: failed to find file flevel/sibuki4.TEX (LGP) (path: .)
ERROR: offset error: sibuki4.TEX
ERROR: could not open file sibuki4.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE sibuki4.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE sibuki4.tim
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Games\Final Fantasy VII\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388
INFO: slow output format from video codec indeo5; 6
ERROR: NPOT textures not suppported, will not be able to load C:\Games\Final Fantasy VII\/mods/bootleg/cr/opback_d_00.png
ERROR: NPOT textures not suppported, will not be able to load C:\Games\Final Fantasy VII\/mods/bootleg/cr/opback_e_00.png
ERROR: NPOT textures not suppported, will not be able to load C:\Games\Final Fantasy VII\/mods/bootleg/cr/opback_f_00.png
ERROR: GL_INVALID_VALUE
WM_CLOSE
END OF CREDITS!!!
Field Quit
UNINITIALIZE DD


-----------------\-----------------------------\-------------------------\------------------------------------------\

I get this message after i try to load new game -----

Oops! Something very bad happened
Wrote crash.dmp to FF7 install dir.
Please provide a copy of it along with APP.LOG when reporting this error
Write emergency save to save/crash.ff7?


At first i had problems with the music .   
Now i have no game loading .

PLEASE HELP ME WITH MY PROBLEM AND I AM SORRY IF THIS POST IS DUPLICATED
« Last Edit: 2013-06-27 16:12:10 by Covarrfetch'd »

Rundas

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #873 on: 2013-06-27 15:21:18 »
Well it says your computer doesn't support vbo or pbo so try turning them off. Try turning off shaders as well because it says it doesn't support shaders. What is your gpu exactly?

Kompass63

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #874 on: 2013-06-27 15:27:44 »
Quote
INFO: GDI software renderer detected
This indicates, that you use the Graphic card driver from Win 7 or 8!
These drivers do not support OpenGL 2.0

Go to the page of the manufacturer of your graphics card and load you there the right graphics card driver down.

Also read this
« Last Edit: 2013-06-27 15:30:19 by Kompass63 »