Author Topic: Aali's driver [v 0.7.7] Help/Bugs/Suggestions  (Read 109246 times)

Kranmer

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Re: Custom graphics driver for FF7/FF8
« Reply #175 on: 2010-05-19 08:09:41 »
maybe you downloaded the offical 1.02 from a site that already had it patched, where did you get it from ? Try redownloading it from the qhimm wiki.

Bluetank

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Re: Custom graphics driver for FF7/FF8
« Reply #176 on: 2010-05-19 16:49:18 »
anyone knows how to integrate the median.post with the bloom2.post? i want the bloom effect with median, hah, i tried to integrate it myself but there is an error..

this is my code:

Code: [Select]
uniform sampler2D tex00;
uniform sampler2D tex;
uniform float width;
uniform float height;

#define s2(a, b)            temp = a; a = min(a, b); b = max(temp, b);
#define mn3(a, b, c)         s2(a, b); s2(a, c);
#define mx3(a, b, c)         s2(b, c); s2(a, c);

#define mnmx3(a, b, c)         mx3(a, b, c); s2(a, b);                                   // 3 exchanges
#define mnmx4(a, b, c, d)      s2(a, b); s2(c, d); s2(a, c); s2(b, d);                   // 4 exchanges
//#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);           // 6 exchanges
//#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges

vec4 xlat_main( in vec2 tex ) {
   
    // Calculating texel coordinates
    float w = 640.0;
    float h = 480.0;

//    vec2 p0     = vec2(1.0/width,1.0/height);
    vec2 p1     = vec2(1.0/w,1.0/h);
   vec2 p0     = p1*0.6;

   vec4 v[9];

   //MEDIAN-Filter to round edges

   // Add the pixels which make up our window to the pixel array.
   for(int dX = -1; dX <= 1; ++dX) {
      for(int dY = -1; dY <= 1; ++dY) {     
        vec2 offset = vec2(float(dX), float(dY));
             
        // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
        // pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
        // bottom right pixel of the window at pixel[N-1].
        v[(dX + 1) * 3 + (dY + 1)] = texture2D(tex00, tex + offset * p0);
      }
   }

   vec4 temp;

   // Starting with a subset of size 6, remove the min and max each time
  // mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
  // mnmx5(v[1], v[2], v[3], v[4], v[6]);
   mnmx4(v[2], v[3], v[4], v[7]);
   mnmx3(v[3], v[4], v[8]);
   return v[4];
}

void main() {

vec4 sum = vec4(0);
   vec2 texcoord = vec2(gl_TexCoord[0]);
   int j;
   int i;

   for( i= -1 ;i < 1; i++)
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
   
    gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;
}


and this is the error given:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1280x900, output resolution 1200x900, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment info
-------------
0(80) : error C5121: multiple bindings to output semantic "COL"

ERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
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:\Program Files\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
WM_CLOSE
END OF CREDITS!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

thank you :)

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #177 on: 2010-05-19 18:19:34 »
anyone knows how to integrate the median.post with the bloom2.post? i want the bloom effect with median, hah, i tried to integrate it myself but there is an error..

this is my code:

Code: [Select]
uniform sampler2D tex00;
uniform sampler2D tex;
uniform float width;
uniform float height;

#define s2(a, b)            temp = a; a = min(a, b); b = max(temp, b);
#define mn3(a, b, c)         s2(a, b); s2(a, c);
#define mx3(a, b, c)         s2(b, c); s2(a, c);

#define mnmx3(a, b, c)         mx3(a, b, c); s2(a, b);                                   // 3 exchanges
#define mnmx4(a, b, c, d)      s2(a, b); s2(c, d); s2(a, c); s2(b, d);                   // 4 exchanges
//#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);           // 6 exchanges
//#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges

vec4 xlat_main( in vec2 tex ) {
   
    // Calculating texel coordinates
    float w = 640.0;
    float h = 480.0;

//    vec2 p0     = vec2(1.0/width,1.0/height);
    vec2 p1     = vec2(1.0/w,1.0/h);
   vec2 p0     = p1*0.6;

   vec4 v[9];

   //MEDIAN-Filter to round edges

   // Add the pixels which make up our window to the pixel array.
   for(int dX = -1; dX <= 1; ++dX) {
      for(int dY = -1; dY <= 1; ++dY) {     
        vec2 offset = vec2(float(dX), float(dY));
             
        // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
        // pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
        // bottom right pixel of the window at pixel[N-1].
        v[(dX + 1) * 3 + (dY + 1)] = texture2D(tex00, tex + offset * p0);
      }
   }

   vec4 temp;

   // Starting with a subset of size 6, remove the min and max each time
  // mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
  // mnmx5(v[1], v[2], v[3], v[4], v[6]);
   mnmx4(v[2], v[3], v[4], v[7]);
   mnmx3(v[3], v[4], v[8]);
   return v[4];
}

void main() {

vec4 sum = vec4(0);
   vec2 texcoord = vec2(gl_TexCoord[0]);
   int j;
   int i;

   for( i= -1 ;i < 1; i++)
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
   
    gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;
}


and this is the error given:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1280x900, output resolution 1200x900, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment info
-------------
0(80) : error C5121: multiple bindings to output semantic "COL"

ERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
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:\Program Files\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
WM_CLOSE
END OF CREDITS!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

thank you :)
Mind if I ask some questions?? What is the median.post?? What is it supposed to do in a game?? Sorry I just don't know.. Is it supposed to make it brighter like bloom.post with some difference??
« Last Edit: 2010-05-19 19:04:50 by nikfrozty »

Mako

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Re: Custom graphics driver for FF7/FF8
« Reply #178 on: 2010-05-19 18:59:13 »
Quote
Mind if I ask some questions?? What is the median.post?? What is is supposed to do in a game?? Sorry I just don't know.. Is is supposed to make it brighter like bloom.post with some difference??

Something like that, It's actually just a pre-processing filer used to remove noise in a image or video.

Bluetank

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Re: Custom graphics driver for FF7/FF8
« Reply #179 on: 2010-05-19 19:15:30 »
anyone knows how to integrate the median.post with the bloom2.post? i want the bloom effect with median, hah, i tried to integrate it myself but there is an error..

this is my code:

Code: [Select]
uniform sampler2D tex00;
uniform sampler2D tex;
uniform float width;
uniform float height;

#define s2(a, b)            temp = a; a = min(a, b); b = max(temp, b);
#define mn3(a, b, c)         s2(a, b); s2(a, c);
#define mx3(a, b, c)         s2(b, c); s2(a, c);

#define mnmx3(a, b, c)         mx3(a, b, c); s2(a, b);                                   // 3 exchanges
#define mnmx4(a, b, c, d)      s2(a, b); s2(c, d); s2(a, c); s2(b, d);                   // 4 exchanges
//#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);           // 6 exchanges
//#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges

vec4 xlat_main( in vec2 tex ) {
   
    // Calculating texel coordinates
    float w = 640.0;
    float h = 480.0;

//    vec2 p0     = vec2(1.0/width,1.0/height);
    vec2 p1     = vec2(1.0/w,1.0/h);
   vec2 p0     = p1*0.6;

   vec4 v[9];

   //MEDIAN-Filter to round edges

   // Add the pixels which make up our window to the pixel array.
   for(int dX = -1; dX <= 1; ++dX) {
      for(int dY = -1; dY <= 1; ++dY) {     
        vec2 offset = vec2(float(dX), float(dY));
             
        // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
        // pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
        // bottom right pixel of the window at pixel[N-1].
        v[(dX + 1) * 3 + (dY + 1)] = texture2D(tex00, tex + offset * p0);
      }
   }

   vec4 temp;

   // Starting with a subset of size 6, remove the min and max each time
  // mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
  // mnmx5(v[1], v[2], v[3], v[4], v[6]);
   mnmx4(v[2], v[3], v[4], v[7]);
   mnmx3(v[3], v[4], v[8]);
   return v[4];
}

void main() {

vec4 sum = vec4(0);
   vec2 texcoord = vec2(gl_TexCoord[0]);
   int j;
   int i;

   for( i= -1 ;i < 1; i++)
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
   
    gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;
}


and this is the error given:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1280x900, output resolution 1200x900, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment info
-------------
0(80) : error C5121: multiple bindings to output semantic "COL"

ERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
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:\Program Files\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
WM_CLOSE
END OF CREDITS!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

thank you :)
Mind if I ask some questions?? What is the median.post?? What is it supposed to do in a game?? Sorry I just don't know.. Is it supposed to make it brighter like bloom.post with some difference??

it makes the fonts rounder, thats the most significant thing i observed so far :D

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #180 on: 2010-05-19 19:27:51 »
How do you know it makes the font rounder?? Do you have an image that will show the difference??

Bluetank

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Re: Custom graphics driver for FF7/FF8
« Reply #181 on: 2010-05-19 20:21:39 »
just take a look for urself. :)

here is what u need to change:

Code: (ff7_opengl.cfg) [Select]
# post-processing shader, used to apply fullscreen effects
post_source = shaders/median.post
enable_postprocessing = yes

Code: (median.post) [Select]
uniform sampler2D tex00;
uniform float width;
uniform float height;

#define s2(a, b)            temp = a; a = min(a, b); b = max(temp, b);
#define mn3(a, b, c)         s2(a, b); s2(a, c);
#define mx3(a, b, c)         s2(b, c); s2(a, c);

#define mnmx3(a, b, c)         mx3(a, b, c); s2(a, b);                                   // 3 exchanges
#define mnmx4(a, b, c, d)      s2(a, b); s2(c, d); s2(a, c); s2(b, d);                   // 4 exchanges
//#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);           // 6 exchanges
//#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges

vec4 xlat_main( in vec2 tex ) {
   
    // Calculating texel coordinates
    float w = 640.0;
    float h = 480.0;

//    vec2 p0     = vec2(1.0/width,1.0/height);
    vec2 p1     = vec2(1.0/w,1.0/h);
   vec2 p0     = p1*0.6;

   vec4 v[9];

   //MEDIAN-Filter to round edges

   // Add the pixels which make up our window to the pixel array.
   for(int dX = -1; dX <= 1; ++dX) {
      for(int dY = -1; dY <= 1; ++dY) {     
        vec2 offset = vec2(float(dX), float(dY));
             
        // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
        // pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
        // bottom right pixel of the window at pixel[N-1].
        v[(dX + 1) * 3 + (dY + 1)] = texture2D(tex00, tex + offset * p0);
      }
   }

   vec4 temp;

   // Starting with a subset of size 6, remove the min and max each time
  // mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
  // mnmx5(v[1], v[2], v[3], v[4], v[6]);
   mnmx4(v[2], v[3], v[4], v[7]);
   mnmx3(v[3], v[4], v[8]);
   return v[4];
}

void main() {
    gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;
}



you have to open notepad, paste the code in, and name it median.post on ur own, then direct the postprocessing to median.post. save it in the shaders folder. :)

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #182 on: 2010-05-19 21:41:07 »
I'll try it right away. I only edit the brightness of bloom2.post but I'll take a look at the median.post. Thanks. :)

Mike.S.N_310-X

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Re: Custom graphics driver for FF7/FF8
« Reply #183 on: 2010-05-20 11:15:32 »
not thing sr
« Last Edit: 2010-05-20 11:51:57 by M.S.N »

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #184 on: 2010-05-20 11:34:54 »
i use Fraps with latest custom graphics driver and it don't work  :?
Latest custom graphics driver?? I don't use it cause I see some problems in it but I read in the forums that you need a save file on all the save slots to run the game. :)

Also wanted to ask this but.. Can I use two .post files in the game by editing some things in the .cfg file??
« Last Edit: 2010-05-20 14:06:33 by nikfrozty »

Bluetank

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Re: Custom graphics driver for FF7/FF8
« Reply #185 on: 2010-05-20 15:08:56 »
i use Fraps with latest custom graphics driver and it don't work  :?
Latest custom graphics driver?? I don't use it cause I see some problems in it but I read in the forums that you need a save file on all the save slots to run the game. :)

Also wanted to ask this but.. Can I use two .post files in the game by editing some things in the .cfg file??

i doubt so, i believe the custom ff7config has been programmed to find the post processing from the command post_source = shaders/median.post, unless Aali can release a new version where the ff7config actually goes into a for loop where it try to find post_source
  • where x is the number of .post files to be read..

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #186 on: 2010-05-20 15:43:32 »
Damn all we want to do like apngs and this .post needs update from Aali. But actually I salute this guy his driver made many things in the game look better and use of higher resolution texture files. :)
BlueTank-Thanks for the median.post men. :) 1 question though. Do you have any idea what numbers I can change in the median.post to make the game run faster?? Because when I use the default my game is just slow like a turtle. ;D

Bluetank

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Re: Custom graphics driver for FF7/FF8
« Reply #187 on: 2010-05-20 16:01:45 »
comment away the codes #define mnmx6/5/4/3 and mnmx6/5/4/3(v[2], v[3], v[4], v[7]) 1 by 1 to find the most situable for ur PC.. ofc the more u comment away the graphics will look less good.. :)

MartialKnight

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Re: Custom graphics driver for FF7/FF8
« Reply #188 on: 2010-05-20 16:02:38 »
Ok, I posted this on Tech Support, but this might be a better place.

I'm having trouble with a fresh install of the game and the remix patcher after installing a new SATA hard drive. I install the game, full install, with DirectX 5 and DirectShow checked (and yes, I have a higher version of DirectX), then install the remix patcher, enter the correct resolution, allow the registry to be edited, and when I launch the game, the opening credits don't play, just a black screen, then at the start menu the hand and text are still low-res, and there's no background graphic, just a black background and a big white "EXTER" in the lower right corner. If I select "New Game" then another black screen where the opening video should be. Can anyone tell me the proper course of action here?

P.S. Thanks for your response on Tech Support Nick, I tried compatibility mode, same problem...

Mako

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Re: Custom graphics driver for FF7/FF8
« Reply #189 on: 2010-05-20 16:21:26 »
Quote
when I launch the game, the opening credits don't play,
Cause it doesn't like you...

Quote
then at the start menu the hand and text are still low-res, and there's no background graphic
Sounds like your file directory got messed up DELETE EVERYTHING and do a fresh install. I mean Registry,Program Files,ect...Then when your finished
DO NOT  check the dx5 just the install then install Aali's drivers. Also you might want to simply change the resolution in the config file...Hope that helps!.

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #190 on: 2010-05-20 16:25:43 »
comment away the codes #define mnmx6/5/4/3 and mnmx6/5/4/3(v[2], v[3], v[4], v[7]) 1 by 1 to find the most situable for ur PC.. ofc the more u comment away the graphics will look less good.. :)

I understand what you're trying to say but what is to comment away?? Do you mean I rename it?? Nah just joking I tried it and it totally worked!! Thanks for the help men. God bless you. :)

Bluetank

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Re: Custom graphics driver for FF7/FF8
« Reply #191 on: 2010-05-20 16:48:03 »
comment away the codes #define mnmx6/5/4/3 and mnmx6/5/4/3(v[2], v[3], v[4], v[7]) 1 by 1 to find the most situable for ur PC.. ofc the more u comment away the graphics will look less good.. :)

I understand what you're trying to say but what is to comment away?? Do you mean I rename it?? Nah just joking I tried it and it totally worked!! Thanks for the help men. God bless you. :)

no worries ;)

wra1th

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Re: Custom graphics driver for FF7/FF8
« Reply #192 on: 2010-05-21 19:42:15 »
Got little problem with 0.77... Because it's not working for me. :-) I have Radeon hd4890 and newest drivers, and got fatal error just after starting ff7.exe. Any ideas?

murphy46

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Re: Custom graphics driver for FF7/FF8
« Reply #193 on: 2010-05-21 20:15:25 »
Hi, I use the driver in FFVII and all fine, but in the FF8 i can't start the game with this mod... because the only patch version 1.2 of FF VIII i get is the English US, but i get the Spanish Cd's, when i see the Eidos Video Logo all fine but crash after that

app.log
Quote
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
INFO: NVIDIA Corporation GeForce GTX 260/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1680x1050, output resolution 1400x1050, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: Microsoft MIDI Mapper [Emulado]
GUID={0xcf15dc93,0x32bf,0x436c,0x9e,0x2c,0x55,0x82,0x84,0x61,0xfc,0x44}
PORT 1: Microsoft GS Wavetable Synth [Emulado]
GUID={0xd4ca209b,0xb1bb,0x43a5,0x82,0xbc,0xdc,0x19,0x54,0x98,0x3e,0x1}
PORT 2: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    Microsoft Synthesizer
  Port1 supports XG data
BinkClose
ERROR: COULD NOT OPEN FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.tim
ERROR: unhandled exception

I think is the version, i need the 1.2 Spanish Patch, but i can't find anywere... please help... i want to play All FF game  8)

Resume: The game is in Program Files not in C:\ff8\... and is the Spanish Version
« Last Edit: 2010-05-21 20:17:16 by murphy46 »

Kranmer

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Re: Custom graphics driver for FF7/FF8
« Reply #194 on: 2010-05-21 20:50:39 »
Got little problem with 0.77... Because it's not working for me. :-) I have Radeon hd4890 and newest drivers, and got fatal error just after starting ff7.exe. Any ideas?

sounds like your problem could be that your you have a either save games missing or ff7input.cfg missing, if you look in the app.log file it should say if there is a missing file, or if you want to post your app.log here it may be more usefull in helping you.

Hi, I use the driver in FFVII and all fine, but in the FF8 i can't start the game with this mod... because the only patch version 1.2 of FF VIII i get is the English US, but i get the Spanish Cd's, when i see the Eidos Video Logo all fine but crash after that

app.log
Quote
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
INFO: NVIDIA Corporation GeForce GTX 260/PCI/SSE2 3.2.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1680x1050, output resolution 1400x1050, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: Microsoft MIDI Mapper [Emulado]
GUID={0xcf15dc93,0x32bf,0x436c,0x9e,0x2c,0x55,0x82,0x84,0x61,0xfc,0x44}
PORT 1: Microsoft GS Wavetable Synth [Emulado]
GUID={0xd4ca209b,0xb1bb,0x43a5,0x82,0xbc,0xdc,0x19,0x54,0x98,0x3e,0x1}
PORT 2: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    Microsoft Synthesizer
  Port1 supports XG data
BinkClose
ERROR: COULD NOT OPEN FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.tim
ERROR: unhandled exception

I think is the version, i need the 1.2 Spanish Patch, but i can't find anywere... please help... i want to play All FF game  8)

Resume: The game is in Program Files not in C:\ff8\... and is the Spanish Version
I don't think Aali has added support for the spanish version of FF8 yet (i could be wrong but i don't think he has)
EDIT1-
From the looks of things the only one currently supported it the English version of FF8 1.2
http://forums.qhimm.com/index.php?topic=8306.msg133975#msg133975
« Last Edit: 2010-05-21 20:53:37 by kranmer »

murphy46

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Re: Custom graphics driver for FF7/FF8
« Reply #195 on: 2010-05-21 21:05:13 »
Tnaks, waiting for new version then, ... the Popup Window says than Spanish version is supported... but well... i get patience

Kranmer

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Re: Custom graphics driver for FF7/FF8
« Reply #196 on: 2010-05-21 22:24:27 »
Tnaks, waiting for new version then, ... the Popup Window says than Spanish version is supported... but well... i get patience
I have just had a quick look and it does appear to be in the autodetect for Aali's driver so it is supported, so the reason it properly isn't working is most likely due to this line in your app.log
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
that shows your using 1.2 English but you have the Spanish game, this could very well be the problem, The only things i can suggest is finding the 1.2 Spanish EXE (i don't know where to find that since i only have the English version)

wra1th

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Re: Custom graphics driver for FF7/FF8
« Reply #197 on: 2010-05-21 23:13:31 »
Got little problem with 0.77... Because it's not working for me. :-) I have Radeon hd4890 and newest drivers, and got fatal error just after starting ff7.exe. Any ideas?

sounds like your problem could be that your you have a either save games missing or ff7input.cfg missing, if you look in the app.log file it should say if there is a missing file, or if you want to post your app.log here it may be more usefull in helping you.

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series 3.2.9756 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1024x768, output resolution 1024x768, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages
 
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file d:\ff7\ff7input.cfg

That's it?

Edit: lol, it looks like i've fixed this problem, your post was very helpfull! :-) I've created a new empty "ff7input.cfg", then opened ff7.exe. Another problem occured, it was that save problem... so i've copied my old saved games and... voila! Thank you man!

So... there is another noob question:
What other mods i need for ff7, so the game can look better? This driver enhances the look of models, right? And what about textures? They look awful...
« Last Edit: 2010-05-21 23:27:48 by wra1th »

therage800

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Re: Custom graphics driver for FF7/FF8
« Reply #198 on: 2010-05-22 04:14:42 »
Read the forums and pick out what you want. I recommend Team Avalanche's World Map Reconstruction Project, APZ Cloud, and the Phoenix Rejuvenation Project; just to name a few.

DarkFang

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Re: Custom graphics driver for FF7/FF8
« Reply #199 on: 2010-05-22 04:50:29 »
When are you going to release the new version Aali?
« Last Edit: 2010-05-23 04:33:55 by DarkFang »