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Messages - Jahiliyyah

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1
Completely Unrelated / Re: WOOHOO ENGAGED
« on: 2017-01-02 15:42:31 »

2
Scptoolkit uses the built in support for xbox controllers on Windows so it should map any equivalent keys that are detected on your controller. I've only used it with Dualshock 3, but I've had no issues. Steam recently introduced its own dualshock drivers I heard, apparently it works natively with any games that have a gamepad option. I'd look into that before going back to MotioninJoy.

3
Scptoolkit and its derivatives are a better alternative to Xpadder. MotioninJoy has built in ads and is unreliable.

4
Team Avalanche / Re: [FF7] Recreating scenes in 3D
« on: 2016-09-20 01:32:19 »
No worries man, we all knew this wouldn't be done in an evening.

5
Completely Unrelated / Re: What Leftism Is
« on: 2016-06-23 13:54:58 »
God I hope Britbongs don't shoot themselves in the foot and remain. November can't come soon enough.

7
You can only assign one sound device for the game in FFConfig during game conversion. It sounds like you're trying to switch between the internal soundcard on your mobo and the HD audio option on your graphics card. I had a similar issue. Either run the game converter and assign the Nvidia sound device or connect the TV speakers through the same device as your desktop speakers.

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Let's say that the converter will probably fail on his installment.

He has replaced the shader of the re-release but thanks to the tiled backgrounds it didn't work well. He has given me a link to the person who does the port of the psx shaders for reshade. This would be a good solution for ff8 as well, but I haven't the motivation to going in contact with another person trough a new forum where I have to register me first.

Oh, I didn't even consider Reshade.

http://reshade.me/compatibility
Final Fantasy VII    0.15.0    opengl32.dll    Good    No depth buffer access.
Final Fantasy VIII   0.15.0    opengl32.dll    Good    No depth buffer access.

So they haven't made much progress either it seems. Would it be easier to port a shader for the PSX version or one for the original OpenGL driver? Either way it sounds like you're close.

9
Catalogs / Re: [FF7] Update Reports and Mod Requests
« on: 2016-02-25 01:54:58 »
Any chance we can replace the instructions and puzzle solutions to use your gamepad buttons/keymapping for prompts. Between my DS3 controller, the PC Mapping, and Function Name, it gets confusing.
https://web.archive.org/web/20150820154346/http://www.cavesofnarshe.com/ff7/buttons.php

I guess what I'm asking is for the button prompts to use either "PS1 Mapping" or maybe 360 Mapping.

10
Interesting. Using my DS3 and SCP Driver I never noticed the issue you're describing with the D-pad myself.

11
Graphical / Re: At it again...
« on: 2016-02-25 00:48:40 »
Funny thing is I don't have any sort of optical drive bay on my computer lol.

Right?

Unfortunately AC is a departure stylistically from the original.

It's really hard to place the steam/cyberpunk aesthetic from any other game also. How do you feel about using assets from later Final Fantasy titles?

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Graphical / Re: At it again...
« on: 2016-02-24 23:34:54 »
I have spent the past few years searching on and off, and was unable to find the PS3 tech demo in better than 480p 4:3 with letterboxing. Certainly nothing HD. The best I found was a 60fps version buried in an obscure corner of the internet. I can believe that it was produced in HD, but I'm certain it was never actually released in HD.
I think it was first shown at e3 2005 during the Sony presentation where the PS3s hardware specs were finalized. I can't find anything better either. Really anything on youtube isn't in its original encoding to begin with.

Maybe just concept art: http://finalfantasy.wikia.com/wiki/Final_Fantasy_VII/Concept_Art

I also found the raw Crisis Core cutscenes. The game was originally for the PSP (480 × 272 screen): http://www.silenttweak.net/index.php?file=cc/ccvideos

It seems like the only actual HD content for FFVII was Advent Children which has an official Blu-ray release with extended/updated scenes.

So at best you have 100 minutes of official HD video ([email protected] H264/AVC x264 [10872 kbit/s] was the best encoding I can find), some concept art, and various cutscenes at DVD quality or less from every other source: Original FMVs (320×224@15Hz), Toshiba DVD (640×448@15Hz & 717×456@15Hz), Crisis Core FMVs (480×[email protected]); FFVII Technical Demo (640x480@60Hz)

That's 143,856 HD frames, 23,877 DVD frames that need to be color corrected, 6,180 DVD frames from the Technical Demo, and I'm too lazy to figure out the math on the FMVs which are all antsized.

13
Graphical / Re: At it again...
« on: 2016-02-21 14:40:51 »
Now I am also serious about training my own waifu model but does anyone have any clear idea about where we could get that many images.  I mean using google's advanced search might not be a bad way to find the images but how exactly could we define the original  Final Fantasy 7's style from a purely objective standpoint, in order to collect only those images that conform to that definition?  If we can define that clearly I may just start compiling images.

The closest I think you could get is using assets from newer HD games or original artwork of the same artists? What were the latest Square Enix titles that used static backgrounds?

15
Team Avalanche / Re: Recreating scenes in 3D
« on: 2016-02-16 06:43:00 »
Those glossy stools, that gritty tavern wood flooring! Very impressive. Have you looked at any of Team Avalanches work on the background images yet? I think they had some tips and tutorials as well. I don't mean to scare you but the scale of what you are attempting is pretty big. If you do feel like tackling it, I strongly suggest looking at what they have already completed. If you are satisfied with those images, maybe you will just want to pick up from where they left off?

16
7th Heaven / Re: Switching Sound Devices
« on: 2016-02-16 06:34:20 »
Sorry, I guess this is beyond the scope of 7th Heaven and more just griping about the port. Well it's just there's no way to set the game to just use the default sound device which would allow it to switch between different playback devices when you connect headphones for example. As it is now you can only assign it to use one sound device exclusively. I was wondering if 7th Heaven could include options for configuring the sound device? I recall someone was working on recreating the FF7Config from scratch so they could probably add that option, but there is still the issue that you can't alter FF7Config without rerunning the GameConverter. Otherwise all your mods glitch. So I thought it would be a worthwhile option to be able to configure your audio under the audio tab where you pick the music plugin.

17
7th Heaven / Switching Sound Devices
« on: 2016-02-16 05:13:01 »
So I have my speakers on optical (digital output) and my headphones on the 2.5 mm jack (standard speaker output). My pc and most software understand how to switch between the two except for FF7 apparently. I had to rerun the game converter to change the sound device to use the 2.5 mm jack exclusively. Thought someone might want to look into this.

18
Support / Re: New Pete's OpenGL shader
« on: 2016-02-14 23:41:13 »
You're looking at Hyllian's shader right? He's done a lot of work on developing and porting filters and shaders across platforms. In the thread he even says he has super-xbr x2 working which is only behind NNEDI3 in quality for image upscaling but has way better performance and compatibility.

Quote
Hi, this is a PoC of the shader I'm working to filter 2D elements and let 3D untouched. So it's good to use with High Internal Resolution.

I chose ePSXe to release first because it render pixels perfectly square.

Inside this shader there's a var called XBR_RES and its default value is 3.0. You can tweak it between 1.0 and 5.0 (maybe it can go upper), though I can't see the results for it bigger than 3.0, as my notebook has a resolution of 1366x768, so it only can upscale by 3x max on psx games. I tested it with Resident Evil games and they worked very well!!

Using the latest xBR from the post above, I''ve managed to insert the 3D code from the old one (the slower one) and now it runs at 60fps on my humble PC!! It's running perfectly on games with 2D with 3D elements!

He's done a lot of ports for different emulators. If you contact him, he might point you in the right direction. I mean he is the guy that developed xBR and super-xBR so he should know.

If you do learn how to port the shaders I would recommend looking into xBRZ which is based on xBR,
Quote
created by Zenju and implemented from scratch as a CPU-based filter in C++. It uses the same basic idea as xBR's pattern recognition and interpolation, but with a different rule set designed to preserve fine image details as small a few pixels. This makes it useful for scaling the details in faces, and in particular eyes. xBRZ is optimized for multi-core CPUs and 64-bit architectures and shows 40-60% better performance than HQx even when running on a single CPU core only. It supports scaling images with an alpha channel, and scaling by factors from 2x up to 6x.

It's really well suited for old PSX titles and handhelds like the PSP while super-xBR is overkill I think and not really optimized for game graphics yet. Specifically I think xBRZ is better with fine detail on anti-aliased edges and clothing. I personally saw a night and day difference playing Fate/Extra with it on my desktop.

http://blog.metaclassofnil.com/?p=306

Found a xBRZ texture scaler for PeteOpenGL2, it's not a shader apparently (scale screen output) but maybe you can figure it out better than me.
http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/

http://ngemu.com/threads/xbrz-high-quality-image-scaler-for-epsxe.156188/page-3

19
Yeah it looks like it wasn't compatible with the weapon battle models mod. With so many mods it's easy to overlook such a conflict. Team Avalanche Cloud has the same glitch.

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Did some troubleshooting. The issue was with the Cloud battle model I selected not the weapon battle model mod as I first assumed. With Kaldarasha or Bloodshot - Team Avalanche Edits Cloud Battle Model selected the Buster Sword rendered fine. In this screenshot I have cmh175 - Team Avalanche Edits.



Had some trouble getting the screenshot. Print screen didn't work and when I tried recording in OBS I had to capture the display. When I tried to capture the game window/executable I only got a black screen. The game accepted input from my controller (I could move Cloud around) while I had OBS selected but ran slightly slower. When I checked the recording I noticed the video was static when the game was selected but the audio was synced properly so it isn't a performance issue. Is anyone familiar with OBS or has had success with another game capture program? I could upload the recording too.

Also odd glitch where when you load a save the bgm will not trigger sometimes until after a battle ends or when you enter a new zone. I guess the trigger for the bgm to start on load isn't working? I can't remember has that always been an issue? To be clear I'm using the save anywhere mod. Maybe there just isn't a trigger for the bgm to start?

21
Why would you ever read themarysue?

22
7th Heaven / Re: Catalog 2.0 is HERE!
« on: 2016-01-09 18:06:07 »
Much obliged

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Hopefully that means he's working on the next Terrabattle game. God I love that soundtrack.
https://youtu.be/i8rgyC838ao?list=PL5apiQ8PZxT8m5y4fECVD2EkqDeFZiCy6

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Team Avalanche / Re: Character Remodels
« on: 2015-11-21 14:52:36 »
Looks very promising. What are using as reference? Don't forget a lot of detail will be unrecognizable when you have to lower the polycount. Not to mention skeleton limitations that could make the limbs contort oddly.

25
Just about all the mods on this site are for the English version only. You could try renaming all the files for your language to the English file names, but I doubt that's going to actually work.

Found the mod I was thinking of: http://forums.qhimm.com/index.php?topic=16321.0

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