Qhimm.com Forums
Project forums => Aali's Custom FF7/FF8 Driver => Topic started by: Aali on 2009-03-24 01:52:11
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From Halkun: Only Aali Can post in this thread. Other posts will be deleted.
http://backup.ninjaloot.se/share/ff7_opengl-0.1a.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.1a.zip)
Installation
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (if you used the Nvidia TNT mode before, use the "tntfix" one)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Known problems
Z-coordinates are way off for high-res 3D models, for this release I've adjusted them to appear in front of everything, this leads to many glitches but atleast you can see where you're going.
Movies are not shown (and the skipping routine is a total hack which may break some things)
Some things are missing, some things just look wrong.
The snowboard minigame seems to hang at the intro screen every time.
DirectInput breaks if the window loses focus (so don't use alt-tab)
The camera is a bit "off" in battle sometimes.
If you find any other issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, make sure to note down the module and offset from the error report.
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In a flash of genius I figured out what was throwing off the Z-coordinates for high-res models :-)
Since I could not get the new models to align with the "old" stuff, I simply threw out the old stuff
The fix is even possible to implement in the 0.1a release, simply replace the config file and vertex shader with the files from the following archive:
http://backup.ninjaloot.se/share/ff7_opengl_0.1a-zfix.zip (http://backup.ninjaloot.se/share/ff7_opengl_0.1a-zfix.zip)
Technical details follow;
The thing I had overlooked is that TLVERTEX (Direct3D vertex type) bypasses _all_ transforms, projection AND viewport, in OpenGL its not possible to bypass the viewport transform so I had to setup a projection matrix to "reverse" the viewport transform, it was this projection matrix that messed up the Z coordinates for "everything else", the high-res models were in the right place all along.
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http://backup.ninjaloot.se/share/ff7_opengl-0.2b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.2b.zip)
Installation
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (if you used the Nvidia TNT mode before, use one of the "tntfix" ones, 64-bit Vista users will have to use one of the vista64bit files)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Known problems (issues marked with an x are already fixed and hopefully wont be present in the next release)
Movies are a bit dark and oversaturated (this was actually a bug in ffmpeg) x
Snowboard minigame has some annoying glitches, but is no longer unplayable.
Alot of small glitches/issues related to blending/Z-ordering. x
Some things are still missing, even though I fixed all those missing battle effects. x
Field looks terrible with custom resolutions*, even if you use a multiple of 320x240. x
Movies do not sync audio&video properly if your system is too slow to play it.
320x224 movies are stretched to fullscreen (320x240 is supposed to be fullscreen, 320x224 should have a black border) x
Sometimes you can't see the text and menus during scripted sequences with special effects and/or fades. Just keep mashing the OK button if this happens.x
Software movie scaling (the nice_movies option) is a bit unstable under the right (wrong) conditions.
Battle swirl is missing. x
Otherwise, this release should be fully playable, if you can stand the minor graphical glitches :-)
If you find any other issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, make sure to note down the module and offset from the error report.
* hi-res patch still works fine and if you're lucky you can lower the resolution without major glitches
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http://backup.ninjaloot.se/share/ff7_opengl-0.3b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.3b.zip)
Installation
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file, the TNT fix is no longer required)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Known problems (issues marked with an x are already fixed and hopefully wont be present in the next release)
That darn snowboard glitch. x
KOTR will crash FF7, don't use it. x
Some textures don't load properly. x
Some custom models aren't shown. x
Blending issues that are so insignificant you won't even notice. (Tifa's slots, healing wind, possibly more)
ff7.exe needs to be started with the install dir as working directory or shaders wont load. (Not going to be a problem unless you use a 3rd party launcher such as FF7Music, see posts further down on this page for a workaround) x
New features in this version
Window mode - FF7 can now run in a decorated window aswell as fullscreen
Fixes for all known crash issues in 1.02 (this is not really graphics related but everyone will want to use these fixes anyway)
There are no more glitches in field when running in a custom resolution (non-multiples of 320x240 have some very very minor rounding issues, but thats it), which means you don't have to (and shouldn't, since it will just add a bunch of glitches) use the hi-res patch. Some credits go out to our good friend TheSaint for this, for pointing me in the right direction, even though I ended up going with a different approach.
So what does all this mean? Well, you don't have to apply any patches but the official 1.02 patch from Eidos to get a fully playable and much enhanced FF7, which was really the main goal of this project :-)
And as always;
If you find any other issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, make sure to note down the module and offset from the error report.
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http://backup.ninjaloot.se/share/ff7_opengl-0.4b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.4b.zip)
Installation
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Known problems
Some very minor graphical glitches.
New features in this version
Support for the French 1.02 version of FF7.
Linear filtering can now be turned on in the config file.
Not really a feature, but a workaround has been implemented for the triple buffering problem, it should work fine with vsync now.
If you find any other issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, make sure to note down the module and offset from the error report.
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http://backup.ninjaloot.se/share/ff7_opengl-0.5b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.5b.zip)
Installation
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Known problems
OpenGL 1.1 support isn't perfect and can lead to crashes and/or glitches.
New features in this version
Support for the German 1.02 version of FF7.
OpenGL 1.1 backend, you will no longer need OpenGL 2.0 (You can't use any shaders without it though)
Fullscreen filters in the form of pixel shaders, I've included an example of a simple bloom shader. (It's also not very difficult to adapt shaders made for Pete's PSX GPU plugins)
Internal resolution is now separate from window resolution, so you can render in a multiple of 320x240 (and get rid of the field glitches) even if you use some other window resolution. There's a config option that does this automatically, and it is on by default.
A whole bunch of new movie codecs. (It should be able to play anything you throw at it)
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, make sure to note down the module and offset from the error report.
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http://backup.ninjaloot.se/share/ff7_opengl-0.6b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already. Make sure the Nvidia fix is turned off.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Known problems
French 1.02 version will crash at the battle swirl effect, every time.
New features in this version
Framebuffer effects are no longer reduced in quality (and they're a lot faster, too)
Palette animations are now supported.
A lot of bugs and glitches have been fixed.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.1b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.1b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Known problems
None
New features in this version
In an effort to stabilize this driver a bit, I will be making more 0.6.x releases as you find new issues, these will have no major new features, only bugfixes.
Once you've found enough bugs in this version, I will release 0.6.2b with fixes for those and so on until you can't find anymore issues :-P
Bug fixes in this version
The french 1.02 version will no longer crash before battle.
The nvidia setting is ignored, so you don't have to turn that off anymore.
Menu and field should be a lot faster (although this may have created a whole bunch of new bugs for all I know :roll:)
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.2b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.2b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Known problems
None
New features in this version
As promised, this is a smaller release, supposed to be bug fixes only, however, I did add an option to use the framelimiter for the battle swirl.
Bug fixes in this version
The gray text problem has been solved.
Some palette "animations" weren't working properly in 0.6.1b.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.3b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.3b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
New features in this version
Looping movies, finally :-P
Texture loader should be a tiny bit faster now.
Bug fixes in this version
Fixed a possible crash on exit.
Hopefully fixed the crash in battle introduced with 0.6.1b.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.4b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.4b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
New features in this version
None
Bug fixes in this version
Finally fixed the crash in battle introduced with 0.6.1b. :-)
Added some more sanity checking to prevent a few possible crashes.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.5b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.5b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
New features in this version
Support for the Spanish 1.02 version of FF7.
Emergency save function that will let you save your progress if the game crashes. (Obviously not perfect but it seems to work well on the world map)
Bug fixes in this version
No real bug fixes but msvcr90.dll is no longer required, this could possibly make Vista happier in some cases and the .zip is a tiny bit smaller too :-)
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.6b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.6b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
New features in this version
None
Bug fixes in this version
FFmpeg should be less prone to crashing FF7 when fed bad input.
Movies that cannot be played for some reason will be skipped, instead of just hanging the game.
Significant performance tweaks wrt. palette writing.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.7b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.7b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
New features in this version
None
Bug fixes in this version
Some minor blending problems with certain custom models have been fixed.
Added a config option so you can disable shaders without the annoying warning message.
A number of performance tweaks to the OpenGL 1.1 backend.
Framebuffer effects are no longer upside down when scaling or postprocessing is enabled.
Missing FBO support could lead to framebuffer effects not being shown at all.
Fixed another movie-related crash on exit.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.8b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.8b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
New features in this version
Onscreen driver statistics/debug information and a built-in FPS counter, both toggleable from the config file.
The following stats are shown when the option is turned on:
Textures: the number of textures currently loaded.
Texture reloads: how many textures had to be reloaded this frame due to palette writes.
Palette writes: total number of palette writes this frame.
Palette changes: total number of palette changes (when a texture changes palette) this frame.
Vertices: total number of vertices drawn this frame.
Immediate mode: number of vertices that had to be drawn in immediate mode this frame. (Immediate mode is used to perform fixups on the CPU, it will never be used when using shaders)
Timer: FF7's timer source, the number is not important, as long as it increases uniformly.
Bug fixes in this version
Some framebuffer effects (with the right graphics driver support) no longer have the black outline problem.
Implemented the EmulateWriteFile compatibility fix in the driver. WinXP applies this automatically to any file named ff7.exe, so if you renamed it it would crash, that is no longer the case. This was also the missing link for wine compatibility, FF7 will now run flawlessly on linux.
Replaced the timer and timer calibration routines with something a lot more accurate, this should make things smoother for vsync users. This should also fix the terrible performance on some multi-core systems. (You shouldn't have to set affinity anymore)
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.9b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.9b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
New features in this version
Added the "use_stable_timer" config option that will let you use timeGetTime in case QPC is unstable. You'll also get a warning message in APP.LOG if any instability is detected.
Bug fixes in this version
OpenGL 1.1 backend recieved some performance tweaks and a fix for the color swapping problem.
Minigame framelimiter now applies to coaster minigame as well.
Dumbed down shaders to make them work with Intels sh*tty graphics drivers.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.6.10b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.6.10b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Changelog
Added "use_new_timer" option that can be disabled if for some reason you want to use the original timer.
Fake MIDI mode that doesn't touch anything MIDI related but still keeps FF7Music going.
FF7Music hack for WINE, it won't work in linux without it.
Fixed the bike minigame texture issue. (Not really limited to the bike game, but pretty obvious there)
The crash fixes are no longer optional since they have proven to be stable.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff7_opengl-0.7b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Changelog
Movies are now handled by a plugin, it should no longer crash when it doesn't find a video codec and encoding movies to 15 FPS is no longer necessary to keep it in sync with the game.
Two optional music plugins are provided, both implement the fake_midi functionality, one for windows, one for WINE. They will no longer hang the game while the script is waiting for the MIDI to finish, but there are still some minor timing issues.
Magic effects are no longer loaded in a separate thread, this should increase stability and get rid of some random framedrops.
This is the first version of the driver that supports resized/modified field backgrounds made with Palmer.
The OpenGL 1.1 backend still had the bike game zigzag texture issue.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff8_opengl-0.1a.zip (http://backup.ninjaloot.se/share/ff8_opengl-0.1a.zip)
Installation
Extract the archive into your ff8 folder (where ff8.exe is), FF8 will now use the new driver. (To disable the driver, move eax.dll out of your ff8 folder)
Known problems
Credits loops the squaresoft logo instead of showing names.
"Battle swirl" doesn't look right.
Battle interface is semi-transparent.
Card game grid is missing.
Fullscreen fades are 1 pixel too small.
Antialiasing causes glitches.
Performance is less than optimal.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
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http://backup.ninjaloot.se/share/ff8_opengl-0.2a.zip (http://backup.ninjaloot.se/share/ff8_opengl-0.2a.zip)
Installation
Extract the archive into your ff8 folder (where ff8.exe is), FF8 will now use the new driver. (To disable the driver, move eax.dll out of your ff8 folder)
Changelog
Fixed credits and card game grid.
Fixed fade and antialiasing glitches.
Fixed battle interface glitch.
Added support for the US English non-geforce version.
Added support for the Spanish non-geforce version.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.1b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.1b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Changelog
Fixed the cross-fade-to-same-song stopping problem with FF7Music.
Native png texture support, .tex files can be replaced by 24- or 32-bit png files directly, no conversion needed.
Better error handling for external textures.
Direct mode for bypassing LGPs, more information is available in the .cfg file.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.2b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.2b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Changelog
Overall improvements to transparency effects.
Alpha blending enabled for everything that doesn't already have a blending effect.
External texture cache added.
Fixed a crash that could happen when no suitable movie codec could be found.
Replacing the buster sword background in the main menu with an external texture will make it fullscreen.
Fixed a random crash that could happen when loading a 24-bit PNG file.
Changed external texture behavior w.r.t. palettes, if the PNG for a certain palette cannot be found, palette 0 will be tried instead. This should save some space on all those textures that don't really need different palettes.
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.3b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.3b.zip)
Installation
Run FF7Config to setup sound/midi if you haven't done that already.
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)
Changelog
Fixed the random crashing.
Fixed some less than random crashing.
Added configuration option to enable/disable the new transparency features.
Improved error handling w.r.t. broken models.
The drivers own text rendering doesn't look like crap anymore (not that anyone gives a shit, it's only used for the debug info anyway)
If you find any issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and APP.LOG (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.4b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.4b.zip)
Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!
Changelog
The driver now supports both FF7 and FF8 at the same time, there is no longer any need for specific FF8 releases.
Fixed problems with fancy_transparency, it should now be safe to keep it on at all times.
Reduced the amount of objects z-sorted by fancy_transparency, at the moment it is hardcoded to only sort fonts and transparent dialogs but in the future this will be customizable on a per-external texture basis, this will fix the black screen bugs and some flicker glitches.
Added texture compression/caching for external textures, this will reduce initial load times greatly for the cost of some disk space.
FFMpeg version updated and tweaked, many codecs that weren't working before should be fine now, but it's also possible that some old ones have stopped working.
Transparent dialogs is now a config option for FF7, functionally equivalent to the YAMP patch.
Important messages are shown in game (glitch/error messages).
If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.5b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.5b.zip)
Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!
Changelog
Fixed broken movie playback and related random issues.
Fixed random crashes at scene transitions.
If the driver fails to set a fullscreen mode it will revert to 640x480 window mode instead of just showing a borderless window.
Removed warning about unstable QPC timers.
New config option that modifies the battle interface, removes all the black borders and makes parts of the menu transparent.
If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.6b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.6b.zip)
Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!
Changelog
Updated eax.dll to the new version that looks for ff7_opengl.fgd instead of ff8_opengl.fgd.
Added fast(er) shader path for YUV decoding.
Added a warning for codecs that still use the slow software path.
Implemented frameskip in the movie plugin, if video falls behind too much it will try to catch up by not rendering new frames.
Fixed a problem with new_battle_interface where the menu would turn opaque while a big sub-menu is open.
Fixed a problem with fancy_transparency that would cause character names not to fade in battle.
Forced linear filtering for external textures in the menu, this will make all that menu text look a whole lot better.
Fixed a possible crash on exit.
If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.7b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.7b.zip)
Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!
Changelog
Added a "mod path" option and a mods folder where .png textures will be loaded from in the same way as external textures except this is done automatically and uses the original file name (so you don't have to modify the original file at all).
Added show_missing_textures option for modders, this option will make the driver print a message to app.log every time it tries to load a png file and doesn't find it.
Direct mode no longer requires a full set of files to work, if a file cannot be found in the direct/ folder it will fall back to the original LGP archive.
Frame skip in movies is now an opt-in setting, add "skip_frames = yes" to the config file if the feature was useful to you.
Fellow programmers can add "load_library = <dll file>" to the config file and have their own libraries loaded into FF7.
FF8 credits and card game should be working again.
Models using the wrong vertex type are handled a bit differently, instead of complaining once when the first such model is drawn the driver will instead produce a glitch message whenever such a .p file is loaded, also printing the name of the file in question. I'm aware of the fact that this is really annoying to some people but hopefully some of these models will actually be fixed now.
If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.8b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.8b.zip)
Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!
Changelog
- 9999 limit break patch is now incorporated as a config option. Functionality should be mostly the same as the original YAMP patch by dziugo, also the GUI changes necessary are applied by this option.
- MDef patch is also a config option, this one is not based on the YAMP patch but the end result is exactly the same.
- Added support for subtractive (mode 2) and 25% incoming color (mode 3) blending and fixed the field files who were supposed to use them. Mode 3 is noticeable already in the first reactor, those code panels were not supposed to be that bright :) A very noticeable example of subtractive blending is the cat-and-mouse game in the temple of the ancients, where there used to be a mysterious white light in the caves there is now darkness as in the PSX version.
- Popup error/glitch messages could fade away before you had a chance to see them, that is no longer the case.
- Corrected filenames used to load field textures from the modpath.
- Missing external textures can no longer crash the game.
- Every texture is checked against max texture size/NPOT texture support to produce more helpful error messages.
- Added a big warning message for when Windows reverts to using the software OpenGL renderer.
- FF8 will now display a glitch message and a blank screen during moves if you are missing NPOT texture support instead of just making the screen completely white.
- Where possible, removed the gray line that could show up during movies.
- Fixed a problem with modpath not respecting LGP subdirectories.
- Fixed a problem that could crash the game if a file could not be found inside an LGP archive.
- Fixed a problem that would crash the game if a normal file could not be found.
- Fixed the "wind.wav" (and any other .wav file) crash.
- Fixed the wave "music" (usually background noise) that was missing if you were using a music plugin.
- Removed the wine version of the ff7music plugin, it is no longer necessary as of wine version 1.1.35
- Fixed a problem that could crash the game if a missing or broken battle .hrc file was loaded.
- Window title is now "Final Fantasy VII" instead of "DEFAULT" in window mode.
- Movies too big to fit into a texture are now skipped with an error message instead of producing a bunch of OpenGL errors.
- Fixed the new battle interface glitch where battle models could overlap the GUI.
If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.9b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.9b.zip)
Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!
Changelog
- Hopefully fixed crashes with FF7Config.exe and DEP.
- eax.dll no longer breaks FF8Configurator.
- Added glitch messages for various Vsync problems due to buggy drivers/wrong settings.
- The driver now tries to check the version of ff7.exe when loaded by FF7Config before announcing that everything is okay.
- Prevented screensavers and sleep/suspend from activating while the game is running.
- Fullscreen uses the same title as window mode.
- Fixed subtractive blending crash on startup.
- Applied some minor fixes from DLPBs menu mod to the modified 9999lb interface.
- Fixed problem with modpath trying to use odd filenames in direct mode.
- Removed native PNG support, noone was using it anyway and there are better ways to load PNGs now.
- Fixed problem with modpath trying to load the same texture for everything in battle.
- Fixed glitches with the semi-transparent battle menu.
- Fixed menu border glitches with the GUI overhaul.
- Fixed minor blending issues in battle.
- Removed warning about 24-bit PNG files, they're still slower to load than 32-bit ones but caching has made this a non-issue.
If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)
:EDIT:
If you get a message about shaders not loading even after updating the drivers for your graphics card, try replacing them (they're in the "shaders" directory) with these ones: http://backup.ninjaloot.se/share/ff7_opengl-0.7.9b-nolight_shaders.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.9b-nolight_shaders.zip)
This is especially likely to happen with older hardware.
Visually there should be no difference.
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.10b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.10b.zip)
Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!
Changelog
- Fixed YUV shader to account for non-full range formats (which is most of them).
- Added refresh_rate setting, with this option you may be able to get a more suitable fullscreen mode, but there are no guarantees!
- The "nolight" shaders are now included and activated automatically.
- Added support for all official translations of FF8.
- Added limited modpath support for FF8. (Only some textures can be replaced)
- NPOT textures are no longer required to make FMVs work in FF8.
- Fixed random crash bug for FF7 that has been in the driver since 0.1a
- Removed kernel2 size limit.
- Massive speedups in FF8.
- FF8 battle swirl kind-of works.. sometimes.
- Movie plugin is faster, more reliable, more accurate and supports more codecs.
- Fixed some fancy_transparency issues (most notably KOTR) and made it alot less resource-intensive in general.
- Textures load faster on newer graphics cards. (OpenGL 2.1 and up)
- Fixed embarrassing screwup that made texture compression entirely useless and super slow.
If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)
-
http://backup.ninjaloot.se/share/ff7_opengl-0.7.11b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.7.11b.zip)
Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!
Changelog
- Fixed FF8 crash-on-start bug. (Mostly affected other translations of the game)
- Reduced memory footprint.
- PBO is now an option and its off by default, this fixes the ATI crashes with 0.7.10b.
- The "missed palette write" message now tells you which texture FF7 was trying to alter.
- Worldmap textures replaced by modpath now use AF all the time.
- Added some support for FF7Music's emulate ramps feature to FF7Music plugin. (It may not be perfect)
I was not able to figure out why shaders don't work on newer nvidia drivers, for now I'm going to assume the problem is with them.
If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)