Author Topic: Aali's driver [v 0.7.7] Help/Bugs/Suggestions  (Read 109229 times)

nikfrozty

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #225 on: 2010-05-28 19:59:11 »
The game runs at that fps in 640x480?? But your specs are good enough to make it run better. Can you show us your config file??

DarkFang

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #226 on: 2010-05-28 20:40:29 »
Your processor is quite bad. I'm not sure about your video card, but if you're using the graphics from your motherboard, then that might be the issue as well.

Hellbringer616

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #227 on: 2010-05-28 20:56:42 »
Are you using a video card that is built into your motherboard? If so it is most likely an intel graphics accelerator. Which is your problem. Poor OGL support. I believe the top line in the config file reads about using a OGL 1.1 backend. Use that instead. Should fix your slowness.

Tidus_654

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #228 on: 2010-05-28 21:13:46 »
I'm not using the graphic card from my motherboard. I don't know the model of my graphic card. I will check it and put here later, now I have to go.

sp3ctum

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Re: Custom graphics driver for FF7/FF8
« Reply #229 on: 2010-05-29 07:17:58 »
I'm on a xubuntu box (debian based linux).

Here's a problem I had was with the ff7_opengl-0.7.7b + Speedhack.zip version:

clean install, ff7.exe version 1.02
launch ff7config, set display driver
game crashes
then I installed ff7_opengl-0.7.3b.zip
ran wine regedit ff7_opengl.reg
-> game works
after this, upgrading to ff7_opengl-0.7.7b + Speedhack.zip is no problem, the game runs fine now.

I understood that the version 0.7.7b does not need the .reg change since it wasn't in the .zip package. But after the registry changes, the driver works perfectly.
If I get my wine setup sorted out, I probably will document it on these forums :)

sithlord48

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Re: Custom graphics driver for FF7/FF8
« Reply #230 on: 2010-05-29 13:09:08 »
this might help u get your wine stuff stored out.
Setting up FF7 on Wine.
you might also want to see
FF7 and Related mods in Wine

CyberPirate

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Re: Custom graphics driver for FF7/FF8
« Reply #231 on: 2010-05-29 16:16:14 »
I seem to have a problem opening wind.wav with Aali's new driver. It might be because I use such an overflow of modifications though. I installed the newest Remix patcher by TiteGuy and the latest project pack by Team Avalanche. I can just change to an older version of the driver though, but I assume the wind.wav is a fie that will be loaded more than twice in the game. The first time I was stuck was when Barret was about to fight Dyne and then it crashed again last night after Cid escaped from his town from the Shinra.

Anyway, I love the new driver, nice work Aali :)

Kranmer

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Re: Custom graphics driver for FF7/FF8
« Reply #232 on: 2010-05-29 16:58:33 »
I seem to have a problem opening wind.wav with Aali's new driver. It might be because I use such an overflow of modifications though. I installed the newest Remix patcher by TiteGuy and the latest project pack by Team Avalanche. I can just change to an older version of the driver though, but I assume the wind.wav is a fie that will be loaded more than twice in the game. The first time I was stuck was when Barret was about to fight Dyne and then it crashed again last night after Cid escaped from his town from the Shinra.

Anyway, I love the new driver, nice work Aali :)
the wind.wav error is one of a few errors that happen on 0.7.7, it is caused by Aali's driver and NOT any other mod, to fix the problem use 0.7.3 or 0.7.6. (or you could do like i did and just disable the .wav files from playing)

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #233 on: 2010-05-29 17:02:48 »
I have seen many people with the wind.wav file problem. What's the cause of it?? Is there anyway to fix it while still using the latest driver??

Kranmer

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Re: Custom graphics driver for FF7/FF8
« Reply #234 on: 2010-05-29 17:20:41 »
i think Aali said the wind.wav problem was caused due to his new "mod" setting in the latest version, and it happens at various points, but i know of (i am sure there is more i just don't know about them)
The battle with dyne
North crater CD3 when you first arrive
North crater bottom (before the fight with the different last boss's)
and also sometimes a simlar error happens at the battle arena (not wind.wav but audio.dat instead) but this doesn't always happen.
the only way i have found to fix the problem is to disable .wav from loading (not deleting the file but NOP'ing the command)

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #235 on: 2010-05-29 17:46:29 »
But naturally if you disable .wav file no sound will play right?? Well its better to have no sound rather than having errors. Its just a wind sound anyway.

CyberPirate

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Re: Custom graphics driver for FF7/FF8
« Reply #236 on: 2010-05-29 17:55:27 »
How would you go about disabling it? I think it's a pain going back and forth with the version each time the game crashes. I also let the game run a bit after the crash and the log file was over 3GB when I shut the game down, pretty funny.

I'd stay with an earlier version, but I'm currently testing the game out with all the newest mods and stuff so I don't really wanna enjoy playing it, but rather just get through it so I use the speedhack which is only available with the newest version of the driver.

jeffdamann

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Re: Custom graphics driver for FF7/FF8
« Reply #237 on: 2010-05-29 17:58:37 »
Hey even though I have fix speed on for the minigames, and then have it set to a more stable clock, and the other option for this stuff is on yes too, but the minigames are still WAAYYY too fast(The bike game ends in about 4 seconds lol.) Why aren't the options in opengl fixing this?

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #238 on: 2010-05-29 18:03:22 »
How would you go about disabling it? I think it's a pain going back and forth with the version each time the game crashes. I also let the game run a bit after the crash and the log file was over 3GB when I shut the game down, pretty funny.

I'd stay with an earlier version, but I'm currently testing the game out with all the newest mods and stuff so I don't really wanna enjoy playing it, but rather just get through it so I use the speedhack which is only available with the newest version of the driver.
Well you can still run the game with the speedhack without the latest driver. Search for it. I think it was in the Game Tweaking section. It uses a patch and you can use an older version of the driver with that patch.

CyberPirate

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Re: Custom graphics driver for FF7/FF8
« Reply #239 on: 2010-05-29 18:20:52 »
How would you go about disabling it? I think it's a pain going back and forth with the version each time the game crashes. I also let the game run a bit after the crash and the log file was over 3GB when I shut the game down, pretty funny.

I'd stay with an earlier version, but I'm currently testing the game out with all the newest mods and stuff so I don't really wanna enjoy playing it, but rather just get through it so I use the speedhack which is only available with the newest version of the driver.
Well you can still run the game with the speedhack without the latest driver. Search for it. I think it was in the Game Tweaking section. It uses a patch and you can use an older version of the driver with that patch.

Indeed, but would mean I have to modify to the executable in order to run the library and I honestly believe that my executable is already modified enough so I would just ruin things :P The GUI overhaul didn't seem to work either when I went back a few versions.

nikfrozty

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Re: Custom graphics driver for FF7/FF8
« Reply #240 on: 2010-05-29 18:58:57 »
The GUI Overhaul?? I use 0.7.6 version of Aali and everything works fine. I think its the last version that has no bugs in it. If I were You I'd rather play the game with this version and not use the speedhack for a while. If you really want to run the game perfectly to test the mods. Patience is a virtue. :-P

Kranmer

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Re: Custom graphics driver for FF7/FF8
« Reply #241 on: 2010-05-29 20:14:13 »
its hard to explain how to disable the .wav files from loading if you dont know any ASM at all (i have tried to explain these things before to some people but its hard especially for me since i am not good at explaining, someone PMed me awhile ago about disabling error messages in Aali's driver, so i tried to teach him how to do it like i did it, but i am not a good teacher) so to be honest i think it would be easyer for you to just use 0.7.6, and if you want to PM me i should be able to make a speedhack patch for your EXE (i am the one who made the previous one but its hard to make a universal patcher since all EXE's are quite different, but i have no problems with people PMing me) so that way you can use 0.7.6 without hopefully any problems.

obesebear

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Re: Custom graphics driver for FF7/FF8
« Reply #242 on: 2010-05-29 21:25:31 »
The newest driver is activated by running the ff7config.exe.    To activate some of the older ones you have to run the original ff7config.exe then run the .reg file included with the driver.

sp3ctum

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Re: Custom graphics driver for FF7/FF8
« Reply #243 on: 2010-05-30 06:49:57 »
The newest driver is activated by running the ff7config.exe.    To activate some of the older ones you have to run the original ff7config.exe then run the .reg file included with the driver.

That's what I thought, but in my experience the driver worked after the registry hack. I'll look into it later to see if I did any other changes - I documented the install process for myself.


Here's a bug report:
xubuntu 9.10
wine-1.2-rc1
ff7 1.02
0.7.7b + Speedhack (tested with it on and off, same result)

I have a save in the train graveyard (beginning of the game) and in random battles I encounter the ghosts. They have a spell called drain that crashes the game.

Here's my APP.LOG:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.7b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Tungsten Graphics, Inc Mesa DRI Intel(R) 915GM GEM 20090712 2009Q2 RC3 x86/MMX/SSE2 1.4 Mesa 7.6
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: Loading external library speedhack.dll
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:TiMidity - TiMidity port 0, mid=255, pid=1,
midi data type: YAMAHA XG MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\xg.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: F:\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 play: 9
reading midi file: KURAI.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
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# 399
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
ERROR: unhandled exception

Here's my crash dump:
http://www.multiupload.com/5JKJD63CI0


EDIT:
this happens only occasionally, meaning that sometimes the drain doesn't crash the game, but sometimes it does.
If needed, I can look into this more.

Here is also some output to my terminal: (it's mainly timidity related, I think)
Code: [Select]
Requested buffer size 32768, fragment size 8192
ALSA pcm 'default' set buffer size 32768, period size 8192 bytes
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=22532, writepos=2052, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/73296 (10240/36648), primary_mixpos=83360, writepos=62880, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=59312/73296 (29656/36648), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/57008 (10240/28504), primary_mixpos=77120, writepos=56640, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/390912 (10240/195456), primary_mixpos=64132, writepos=43652, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=82908, mixpos=61312/390912 (30656/195456), primary_mixpos=72700, writepos=77992, mixlen=204
Playing time: ~75 seconds
Notes cut: 60
Notes lost totally: 0
Requested buffer size 32768, fragment size 8192
ALSA pcm 'default' set buffer size 32768, period size 8192 bytes
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/73296 (10240/36648), primary_mixpos=78200, writepos=57720, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=82908, mixpos=61312/73296 (30656/36648), primary_mixpos=82096, writepos=87388, mixlen=1584
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=0/24432 (0/12216), primary_mixpos=50948, writepos=30468, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20480/24432 (10240/12216), primary_mixpos=51944, writepos=31464, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=20352/24432 (10176/12216), primary_mixpos=86108, writepos=65628, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=25192/81440 (12596/40720), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=25192/73296 (12596/36648), primary_mixpos=20480, writepos=0, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=45672/81440 (22836/40720), primary_mixpos=39924, writepos=19444, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=45672/73296 (22836/36648), primary_mixpos=39924, writepos=19444, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=66152/81440 (33076/40720), primary_mixpos=57808, writepos=37328, mixlen=0
err:dsound:DSOUND_MixOne Fatal error. Under/Overflow? primary_done=20480, mixpos=66152/73296 (33076/36648), primary_mixpos=57808, writepos=37328, mixlen=0
msadp32.c:247: cvtSSms16K: Assertion `*src <= 6' failed.
fixme:dbghelp:MiniDumpWriteDump NIY MiniDumpWithDataSegs
wine: Unhandled exception 0xc0000025 at address 0x7bc3e9e8 (thread 001d), starting debugger...

« Last Edit: 2010-05-30 14:11:09 by sp3ctum »

Tidus_654

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #244 on: 2010-05-30 08:23:52 »
Ok, I know what graphic card I'm using: NVIDIA GeForce 7600 GS. Is it good?

Kranmer

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #245 on: 2010-05-30 09:36:01 »
Ok, I know what graphic card I'm using: NVIDIA GeForce 7600 GS. Is it good?
well geforce7600 isnt great but it should be enough to run FF7 in 1280x1024, It may be your processor,
maybe you should try using Saints high res patch instead of Aali's driver to see if the game runs alright at 1280x1024 (i mean remove Aali's driver or just disable it by running ff7config and selecting directX then apply saints patch), this way you will see if its a problem with opengl or with your hardware.

Tidus_654

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #246 on: 2010-05-30 11:41:14 »
I have tried Saint's High-Res Patch already and it runs fine, but I prefer Aali's because some people have said me that Saint's High-Res patch has some issues that Aali's doesn't has. Then, should I change my processor?

EDIT: Oh, here are my settings if it helps:

Code: [Select]
# ff7_opengl config file

# 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

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

# plugins
# a movie plugin is required, the music plugin is optional, but required to make FF7Music work
movie_plugin = plugins/ffmpeg_movies.fgp
#music_plugin = plugins/ff7music.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# YUV fast path shader
yuv_source = shaders/yuv.frag

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

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

# display some real-time debug information
show_stats = no

# set the window size (and 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 = 1024
preserve_aspect = yes
fullscreen = 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

# 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

# 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

# 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

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

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

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

# 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

# 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
# this option should be used for testing only, performance will take a hit
direct_mode = off

# show every failed attempt at loading a .png texture
# this option is for modders only, it's useful to find out which texture to replace and which palettes it needs
show_missing_textures = no
« Last Edit: 2010-05-30 11:48:36 by Tidus_654 »

Tekkie.X

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #247 on: 2010-05-30 13:11:43 »
Turn the shaders off in the .cfg and see how that goes.

Tidus_654

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #248 on: 2010-05-30 14:04:24 »
Turn the shaders off in the .cfg and see how that goes.

Still the same problem...

nikfrozty

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Re: FFVII PC - Aali's Custom Graphic Driver Problem
« Reply #249 on: 2010-05-30 14:19:11 »
I can't really help you since I don't use the latest drivers but try using 0.7.6 version. It has no bugs that I know off and the latest drivers have many new things but also some bugs.