Qhimm.com Forums

Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Aaron on 2001-03-23 19:31:00

Title: FF7 in 32 bit?
Post by: Aaron on 2001-03-23 19:31:00
I don't know if it would be easy, but does anyone think that they (or anyone else) could make a patch to run FF7 in 32-bit?
Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-23 23:43:00
It wouldn't be easy - more importantly, I don't think there'd be any point. In the level files at least, the graphics are stored in 16-bit. Displaying them in 32-bit won't make the slightest bit of difference to them, or any of the other textures.

The shading on the 3d polygons might look better, though.

A better patch would be running in higher res. Like I said, not easy though.

Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-03-25 18:57:00
The battles and World map would benifit from 32bit colour. I have the sort of eyes that can pick out all the flaws in 16bit colour.

It may be hard to do but It would make me happy.

So go do it!  :)

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-26 01:28:00
if u pull it off, could u please add brightness/gamma adjustment, as my setup IS TOOOO DARK and on the world map i can barely see the damn thing!
Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-26 02:20:00
Hey, I didn't say *I* was going to do it. I've got too much stuff to do already! Somebody else can volunteer.
Title: FF7 in 32 bit?
Post by: The SaiNt on 2001-03-26 09:00:00
Isn't it funny when people think of something else when we actually mean something else?  :)
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-26 14:14:00
yeah, i know how u feel  :D
thesaint: i got your cd this morning, thanks a million, goes to show that there r still ppl in the world u dont mind doing something for someone  :D
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-26 14:53:00
thsaint: could someone submit a files.ini for fices music patch, one thats compatible with the OST? if there any gaps id be more then glad to fill them in
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-26 17:27:00
uh, yea the files.ini or if i could get my hands on a zipped batch of PAT files compatible with the soundtrack.
PS: fice your ff7 music patch dont work under nt or something, it says this application has failed to luanch press ok to close this application.
Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-26 21:37:00
Can't do much about NT, I don't have it so there's no way for me to fix compatibility...

If anyone has made any PAT files I would be interested in getting them though.

Title: FF7 in 32 bit?
Post by: J*** H******* on 2001-03-26 22:37:00
Message.
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-27 00:54:00
thanks, but i need one like this:
"artists name" - "song OST title"
thanks
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-03-27 02:29:00
Hmm I sent you a load of them.
There just configered to Play the game useing mp3s not Title-Artist name or any thing. There no good then? Sorry....

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-27 02:41:00
no problem, thanks anyway
but it would have been a pain to rename ALL those mp3s!
plus the PAT files come in handy, now i wont get all those dumped files!
Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-27 03:16:00
Can someone send *me* their PAT files?

I might start putting together some PAT's, but I don't want to bother doing it for music somebody else has logged...

Title: FF7 in 32 bit?
Post by: The SaiNt on 2001-03-27 13:06:00
Uhm Skillster, I think i found one mp3 file on the cd i sent to you that is only partly finished. It's Electric de Chocobo. I think you'll have to d/l that one file yourself.
Sorry!
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-03-27 19:11:00
ficedula I will send you my pat files.
And its not much of a pain renameing them all. Its for a good cause  :)
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-27 19:20:00
saint: yeah i noticed, ill have to find an alternative but it can wait!!! but i also noticed that one of the world map themes start too late (ie it cuts in)

fice: it would be good to be able to rather then type the filename into ff7music.exe be able to choose and select from a list or something, i hope u can think of something imaginative like importing winamp playlists or something :P

sir canealot: if u see the way they r named and located on the CD saint sent me, itll take a LOOOOOONG time to rename em all, maybe if someone can think of a quick method of comparing the filenames to fices songlist (supplied with ff7midi, compiled by me) and then replace the filename with the filename in the midi.lgp? it would aid in setting up FF7s music for others too not just myself   :D

Fice: when does your patch spew out pat files? and how can u change the volume of the mp3s as they r too quite against the sound effects and the midi...

PS: anyone ever think of COMBINING midi and mp3s? like play them along side eachother? might be worth trying that out...

[This message has been edited by The Skillster (edited March 27, 2001).]

Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-27 21:10:00
The patch creates MIDIDUMP files which you just have to rename to .PAT files when you've worked out which MIDIDUMP was which PAT. See the thread in Game Tweaking (from a while ago) for a proper explanation.

I thought the patch set output to maximum volume ... obviously I was wrong.

I will make a newer version at some point. No immediate plans, though. Sorry  :)

Title: FF7 in 32 bit?
Post by: The SaiNt on 2001-03-28 06:46:00
Beh!
Your blaiming me for the way i name my MP3's?
Well, most of the other Mp3's in my hard disk are named the same way, cause I personally prefer it that way compared to those short 8.3 names
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-28 12:23:00
hey! im not blaming anyone! im just asking if theres an easier way then type the location of ALL the mp3s into ff7music.exe or renaming ALL those mp3s.
saint: do u have a files.ini that matches the mp3s u sent me? if u have then can u please email me it?
thanks
Title: FF7 in 32 bit?
Post by: The SaiNt on 2001-03-28 17:53:00
Just j/k!
Anyway, I don't have the ini files for the ff7music patch
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-28 20:06:00
damn! that means I DO have to do the hard work  :(
ill have to do it one piece at a time.
besides using mp3s will help compaitbility, cos now ff7 crashes alot with the yamaha softsynth ever since i put my p3v4x in! mus be the CPU load or that crack (!) i used  :roll:
Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-28 21:20:00
FF7 actually crashes more for me with the MP3 patch installed ... at least, sometimes it crashes when I'm in the highwind. Don't know why.
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-03-29 01:53:00
Dont worry every one I will get the rest of the pat files. I have felt like getting away from UT and playing FFVII again for quite a while....

Heheh.

Are you still working on this proggie?ficedula there a few thing that should be added.

1) Mp3s should repeat
2) Midis some time splay over the mp3s for a while
And we are missing mp3s! For example the OB midi dosent exist in mp3. Perhaps there is a way to tell it to use the opening-bombing misson mp3 but have it start playing at 1:10 into the song? We also need a sephiroth mp3 with out the bells. And an mp3 with the bells just playing over.

This would be a pain to do-turn to waves-edit-turn back to mp3s(A freind of my brothers-he knows he music editing prorams) Confered I would have to do this.

So what then?
It would be easyer if we could specify where the midi will start and stop playing. Or to start playing at a certain point and start over from a certain point. Then we could have the mp3s play just like the midis.

Wait a second is any of this makeing sense?

Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-29 02:31:00
OK. A few things:

Firstly, I will be working on the music program at some moment. Not at the moment, however.

Secondly, when FF7 plays the midi's it *doesn't* just send the MID file to Windows and say "play this". It decodes the midi internally and a few times per second, sends a couple of midi messages to MCI. What does this mean? My patch can't easily make a midi "resume" in the middle since it only gets the data for each part of the music a second or two before it needs to be played.

However, it *could* do this for MP3's (or whatever plugin you're using) since it has total control over them. So it could resume them, make them repeat, only start at a particular point in the song - whatever you wanted, really.

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-29 10:46:00
u know the map music on the PSX used to resume after each fight on the world map, that way u actually HEAR THE WHOLE DAMN TUNE WITHOUT WAITING FOR IT. hope u can implement that for those 2/3 particular midis.
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-03-29 19:41:00
Sorry about that I was in a typeing mood.  :)

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-30 23:31:00
i hate to say this but...
BUG REPORT TIME!!!
ficedula this means u!!:
i thought id start allocating mp3s to the pat files sir canealot sent me...
i did 2/3 of it all then thought id try it out on ff7
lo and behold the midis still played and the mididumps still came, so i assumed the pat files r unique to every circumstance. so i started putting the right pats in
played the game OH NO! the map midi was running ONTOP of the mp3!!!! that was a mess, so i chenged the plugin settings, and then the game crashes when i got into a fight! then i swicthed from SXG to s/w midi, lo and behold the pat files are no longer working and i hve to do it again...
man this is alot of trouble  :(
hope that helps abit cos i was looking forward to good music
Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-31 00:02:00
OK, hadn't thought of that.

Basically a PAT file is specific to a music set (AWE, Standard, XG...) and I suppose will only work with AWE/Standard since they definitely use WinMM. I'll bear it in mind when I update it  :)

On another note, Cosmo 0.80 uploaded (to my new site address only).

Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-03-31 00:24:00
Yea that happens to me. the midi plays over the mp3 for a few seconds. How ever the game dosent crash and here my midi config:
Midi Driver A: SB Live! MIDI Synth

Midi Data: Genaral Midi

Hmm I hope you wont need to set it to the Midi driver to use them pat files.

So whats up ficedula are them pat files useless except to me? Should I be prepared to start the game over?

Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-31 01:20:00
If you've got General Midi selected as your midi data it probably means that those PAT files will only work if people set their midi data to General Midi. That's OK ... General Midi sounds fine on most peoples computers. I suppose we really should generate PAT files for all data's, but GM is the best one to do for the moment.
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-31 03:02:00
thanks for the reply fice, i will try that
and sir canelot ill try that config too,
i sure hope it works....
nice to see cosmo running fresh!
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-31 03:10:00
noticed a bug already  :D
fice:
if u have other files in the same folder as cosmo, itll try and open them on start up causing "picture not valid"errors
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-03-31 03:16:00
Curses! I get all the way to costa de sol and the thing crases sending me back to before  Jenova!

Oh well time for bed.

Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-31 03:39:00
Skillster: Sorry? Could you explain exactly what you mean?
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-31 11:16:00
ok i uploaded a pic of the error messege.
note u can see that cosmo is trying to running the other apps available in its directory in this case timrip and timutil.exe 's
if u dont know what i mean then click here   http://members.tripod.co.uk/TheSkillster/images/error.gif  
and also another bug is with the increased compatibility some times the program will stop showing new previews when u are looking thru the "selelct level to open" box, even after checking/unchecking the preview option it wont change, and then if u open a level it refuses to process it, IE> it willclose the level select box and do nothing till u restart it.
ficedula: your new page d/ls like lightening! where is the server located? the uk?

edit: WARNING the image is on a TRIPOD server   :D! Dont expect it to always work (ive checked and it works!)

PPS: joonas has lost all his cosmo work after a computer break down, he wont resume till summer if someone wants to pick it up and carry on contact him to get the remaining infos

[This message has been edited by The Skillster (edited March 31, 2001).]

Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-31 14:15:00
OK; the newer version of Cosmo does try to open all the other program files in its folder. This is so you can upgrade it without having to download the full half-meg archive. For example, if I just increased compatibility a bit, you'd just download a 30KB DLL and Cosmo would automatically find it and start using it....
but it does mean you really shouldn't have any programs other than Cosmo in the Cosmo folder. Sorry; I should have mentioned this in the readme.

As for level previewing...hmm. Didn't know about that. I'll take a look at it today.

EDIT: Uploaded a newer version. Actually, I couldn't get the level preview bug to appear on my PC, but I did find two or three small errors in the code. My PC just carried on OK when it encountered them, but they might have caused yours to crash. Fixed.

Oh, and the new server is European, though not English. More importantly, it's not overloaded like Tripod seems to be fairly often...

[This message has been edited by ficedula (edited March 31, 2001).]

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-31 18:09:00
thanks
ill try and find the files that caused the previewer bugs...
i see that u use a qhimmlzs.dll
is that cos u r using HIS LGP decoding and recoding infos? cos i remember u tried your own one? or is it the other stuff like background viewer and and sound editor?

HAS ANY ONE FOUND ANY INFOS ON THE BATTLE FORMAT YET?

Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-31 19:08:00
That file's just used for Qhimm's LZS compression code. I've got my own code written in Delphi for everything - it's just that his compression works a different way to mine, so it's much faster. I handle the other stuff myself (you can use my compression, of course, but it's damn slow).
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-03-31 19:34:00
thanks
nice to see TWO updates in one day...
cant remember the last time, i think it was in January!
it looks like u r turning to using a more external modular approach like using dlls more and stuff.
i agree totally that it helps reference DLLs to multiple Apps (much like runtime DLLS) and also aids upgradability and allows for a smaller EXE) (hey just got an idea! how about looking into a "plugin" system ie; a plugin for various file formats thus preventing messing up one feature when trying to improve compatitbility with another format: just a thought tho  :D)

so thats wot youve been working on these past few days....

Title: FF7 in 32 bit?
Post by: ficedula on 2001-03-31 21:41:00
Well, the code in most of my programs already was completely modular, just built into one EXE file. Really, it's so easy to write modular code in most OOP languages you find yourself doing it automatically...

The only difference in the new approach is that while Cosmo has all the routines it needs built into its own EXE, it will scan other EXE/DLL files to see if there's a more up-to-date version of the various routines. So yes, it's kind of like a plugin system. It can also do this for files - use a version built into the EXE by default, or a more recent version stored as a separate file. That's why the latest version of LGP Tools no longer has all those "LGP.xxx" files with it - they're built into the EXE. If you copy a file into the folder with the right name, though, it automatically uses that instead of the internal version. You can see that happening if you look at the debug messages in Cosmo.

The nice thing about these methods is that I've built them into a reusable module, so it's very easy to make any code I write use the "automatic upgrade" type system. It's not really any slower than writing the code normally, now I've got it working.

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-01 16:25:00
i got some bad news about the pats they still arnt working at sblive! and GM selected in the config, i hope that was the wrong settings sir canelot? cos if it wasnt that means that the mididumps r unique to each system configuration  :(
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-01 21:28:00
Oh S**T.

Try makeing a pat of the battle music or something and send it to me to try will ya?

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-01 22:00:00
on its way zipped of course
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-01 23:16:00
sir canealot emailed me telling me he couldnt get it working either! ficedula, wot do u thing is wrong?
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-01 23:52:00
I already posted a reply to this ... why didn't it show up?

Anyway, maybe each PC does produce it's own unique PAT files. In which case I need to think of a different way to identify midi's.

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-01 23:54:00
hmm u think u can find a way around this?
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-02 00:56:00
Oh, there's always a way ... don't know if I'll find it or not. Got other stuff on at the moment (FF7 Editing is more interesting than MP3 playing).
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-02 20:26:00
I wonder if I were to reformat my coputer would the oat files play I wonder?

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-02 21:25:00
haha, lol. thats a drastic measure  :D
hell what we need is to find out what might be causing the differences in the pat file dumps, it might be official patches, windows versions or something to do wid the soundcard drivers? mail me your COMPLETE configuration of the whole PC (os ram running programs etc) and then ill do like wise.
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-03 01:03:00
Well thats takeing it quite far. How about I post what I now know and since its about 10 pages long ask and I can post-hey wait a minute.... This is from 3dmark 2001. I can post Direct x diag as well if you want. How the hell are we gonna analayse this stuff?


System Info Version:   2.0
Operating System:      Microsoft Windows 98
Processor:      AMD Athlon(tm) @ 649MHz
Graphics Card:      NVIDIA GeForce2 GTS/GeForce2 Pro
Total Physical Memory:   192MB
Free Physical Memory:   60.68MB
Motherboard Manufacturer:   MICRO-STAR INTERNATIONAL CO., LTD
Motherboard Model:      MS-6167 (AMD751)


CPU:Manufacturer:      AMD
Family:         Athlon(tm)
Internal Clock:      649MHz
Internal Clock Maximum:   800MHz
External Clock:      100MHz
Socket Designation:   SLOT A
Type:         unknown
Upgrade:         Slot 1
Capabilities:      MMX, CMov, RDTSC, 3DNow!, Extended 3DNow!
Version:         AMD-K7
CPUID:         0x00000612

(I think I will leave the stuff out about catches)

DirectX Version:      8.0
DirectDraw Version :   4.08.00.0400
DirectShow Version:   6.03.01.0400


.RAM file Parser
AC3 Parser Filter
ACELP.net Sipro Lab Audio Decoder
ACM Wrapper
ASF ACM Handler
ASF DIB Handler
ASF DJPEG Handler
ASF ICM Handler
ASF JPEG Handler
ASF URL Handler
ASF embedded stuff Handler
ASX file Parser
ASX v.2 file Parser
AVI Decompressor
AVI Draw
AVI Splitter
AVI/WAV File Source
ClearVideo® Decompression Filter
Color Space Converter
DV Muxer
DV Splitter
DV Video Decoder
Default DirectSound Device
Default MidiOut Device
DivX MPEG-4 DVD Video Decompressor
File Source (Async.)
File Source (Netshow URL)
File Source (URL)
File stream renderer
IVF source filter
Indeo(R) audio software
Indeo® audio software
Indeo® video 4.4 Decompression Filter
Indeo® video 5.06 Decompression Filter
Internal LMRT Renderer
Internal Script Command Renderer
Line 21 Decoder
Lyric Parser
MIDI Parser
MJPEG Decompressor
MPEG Audio Decoder
MPEG Layer-3 Decoder
MPEG Video Decoder
MPEG-2 Demultiplexer
MPEG-2 Splitter
MPEG-I Stream Splitter
Microsoft MPEG-4 Video Decompressor
Microsoft Screen Video Decompressor
Multi-file Parser
NSC file Parser
NetShow Theater Source Filter
Overlay Mixer2
PN Wrap filter
QI DVD Filter
QT Decompressor
QuickTime Movie Parser
SAMI (CC) Parser
TrueMotion 2.0 Decompressor
URL StreamRenderer
VGA 16 Color Ditherer
VIVO Audio Decoder Filter
VIVO Video Decoder Filter
Video Renderer
Voxware MetaSound Audio Decoder
Voxware MetaVoice Audio Decoder
WM ASF Reader
WM ASF Writer
WMP CD Filter
Wave Parser
Windows Media Audio Decoder
Windows Media Multiplexer
Windows Media Update Filter
Windows Media Video Decoder
Windows Media source filter
XML Playlist


Description:      Primary Display Driver
Manufacturer:      NVIDIA
Name:         NVIDIA GeForce2 GTS/GeForce2 Pro
Total Local Video Memory:   64MB
Total Local Texture Memory:   64MB
Total AGP Memory:      24MB
Display Driver:      nvdisp.drv
Display Driver Version:   4.12.01.0650
Max Texture Width :   2048
Max Texture Height:   2048
Max User Clipping Planes:   0
Max Active Hardware Lights:   8
Max Texture Blending Stages:   8
Textures In Single Pass:   2
Vertex Shader Version:   N/A
Pixel Shader Version:   N/A
Max Vertex Blend Matrices:   0
Max Texture Coordinates:   8
Device ID:      0x0150
Vendor ID:      0x10de
Sub-System ID:      0x700814af
Revision:         0x00a4


GP Texturing
Additive Texture Blending
Anisotropic Filtering
Bilinear Filtering
Cube Mapping
DXT Compressed Textures
Dot3 Texture Blending
Factor Alpha Blending
Guard Band Support
Hardware Transform and Lighting
Mipmap LOD Bias Adjustment
Multiplicative Texture Blending
Point Sampling
Positional Lights
Projected Textures
Range Fog
Rendering to a Window
Specular Gouraud Shading
Stencil Buffers
Subpixel Accurate Rasterizing
Subtractive Texture Blending
Table Fog
Texture Alpha Blending
Texture Clamping
Texture Mirroring
Texture Wrapping
Trilinear Filtering
Vertex Alpha Blending
Vertex Fog
W-Fog


Total Physical Memory:   192MB
Free Physical Memory:   60.68MB
Total Pagefile Memory:   1000MB
Free Pagefile Memory:   862.86MB


Manufacturer:      MICRO-STAR INTERNATIONAL CO., LTD
Model:         MS-6167 (AMD751)
Version:         1.X
BIOS Vendor:      Award Software International, Inc.
BIOS Version:      6.0 PG
BIOS Release Date:   09/30/99
BIOS Charasteristics:   Plug and Play, Flash, AGP


I hope that lot means any thing to you. Shall I post a Direct x diag as well?

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-03 01:37:00
hey i was looking more OS details and sound card and multimedia details. after all it is a sound problem  :D
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-03 02:32:00
o and send us info from DXdiag especially sound card, direct sound, diret music, and midi infos!!!
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-03 17:23:00
Oh sorry. but I am at school now....

Is this what you were looking for?

------------------
System Information
------------------
Time of this report: 4/3/2001, 16:11:05
       Machine name: OEMComputer
   Operating System: Microsoft Windows 98 (4.10, Build 2222)  A
           Language: English (Regional Setting: English)
System Manufacturer: Time Computer Systems
       System Model: Windows 98 SE
               BIOS: Award Modular BIOS v6.00PG
          Processor: AMD-K7(tm) Processor,  MMX,  3DNow, ~649MHz
             Memory: 192MB RAM
          Page File: 142MB used, 857MB available
    DirectX Version: DirectX 8.0 (4.08.00.0400)
DX Setup Parameters: /PackageInstall
     DxDiag Version: 4.08.00.0400

------------
DxDiag Notes
------------
  DirectX Files Tab: No problems found.
      Display Tab 1: The file nvdisp.drv is uncertified, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs.  You may be able to get a certified driver from the manufacturer of the hardware device.
        Sound Tab 1: The file EMU10K1.VXD is uncertified, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs.  You may be able to get a certified driver from the manufacturer of the hardware device.
          Music Tab: No problems found.
          Input Tab: No problems found.
        Network Tab: The registry information for the DirectPlay application 'No One Lives Forever Technology Demo' is missing or damaged.  You should reinstall that application.

------------------
DirectX Components
------------------
   ddraw.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 344064 bytes
 ddraw16.dll: 4.07.00.0700 English Final Retail 9/9/1999 07:00:00 28496 bytes
 ddrawex.dll: 4.87.00.0700 English Final Retail 9/9/1999 07:00:00 24336 bytes
   ddraw.vxd: 4.07.00.0700 English Final Retail 9/9/1999 07:00:00 30469 bytes
  ddhelp.exe: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 41984 bytes
   dxapi.sys: 4.87.00.0700 English Final Retail 9/9/1999 07:00:00 2416 bytes
    d3d8.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 1062400 bytes
 d3dref8.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 236544 bytes
   d3dim.dll: 4.07.00.0700 English Final Retail 9/9/1999 07:00:00 625936 bytes
d3dim700.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 872960 bytes
  d3dref.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 140800 bytes
 d3dramp.dll: 4.07.00.0700 English Final Retail 9/9/1999 07:00:00 590096 bytes
   d3drm.dll: 4.06.02.0436 English Final Retail 4/23/1999 22:22:00 446464 bytes
  d3dxof.dll: 4.06.02.0436 English Final Retail 4/23/1999 22:22:00 118784 bytes
d3dpmesh.dll: 4.06.02.0436 English Final Retail 4/23/1999 22:22:00 102400 bytes
  dplayx.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 245760 bytes
dpmodemx.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 36864 bytes
dpwsockx.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 77824 bytes
dplaysvr.exe: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 45056 bytes
  dpnsvr.exe: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 69632 bytes
   dpnet.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 237568 bytes
dpnlobby.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 98304 bytes
dpnwsock.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 118784 bytes
 dpnaddr.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 90112 bytes
dpnmodem.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 110592 bytes
 dpvoice.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 282624 bytes
dpvsetup.exe: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 122880 bytes
  dpvvox.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 184320 bytes
  dpvacm.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 90112 bytes
  dinput.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 176128 bytes
 dinput8.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 204800 bytes
  dinput.vxd: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 10874 bytes
   dimap.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 102400 bytes
diactfrm.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 307200 bytes
   vjoyd.vxd: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 33361 bytes
  joyhid.vxd: 4.88.00.0400 English Final Retail 11/3/2000 14:35:22 13055 bytes
     joy.cpl: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 155648 bytes
   gcdef.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 249856 bytes
  gchand.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 6144 bytes
     pid.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 40960 bytes
gameenum.sys: 4.07.00.0700 English Final Retail 9/9/1999 07:00:00 10512 bytes
 hidgame.sys: 4.07.00.0700 English Final Retail 11/27/1999 07:00:00 8880 bytes
  dsound.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 455680 bytes
dsound3d.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 1339392 bytes
  dsound.vxd: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 48171 bytes
  dswave.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 15360 bytes
   dsdmo.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 176128 bytes
dsdmoprp.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 66560 bytes
  dmusic.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 94208 bytes
dmusic16.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 11008 bytes
dmusic32.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 28672 bytes
  dmband.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 25600 bytes
dmcompos.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 59392 bytes
   dmime.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 168960 bytes
dmloader.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 30720 bytes
 dmstyle.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 110080 bytes
 dmsynth.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 130048 bytes
dmscript.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 78336 bytes
   dx7vb.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 600576 bytes
   dx8vb.dll: 4.08.00.0400 English Final Retail 11/3/2000 14:35:22 1069056 bytes
amstream.dll: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 63488 bytes
 devenum.dll: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 52224 bytes
  dxmasf.dll: 6.04.07.1112 English Final Retail 12/14/1999 13:16:50 498448 bytes
  mciqtz.drv: 4.00.96.0729 English Final Retail 8/17/1998 09:21:54 11776 bytes
mciqtz32.dll: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 33792 bytes
 mpg2splt.ax: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 141312 bytes
    qcap.dll: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 167936 bytes
     qdv.dll: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 229888 bytes
    qdvd.dll: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 344064 bytes
  quartz.dll: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 956416 bytes
  quartz.vxd: 4.00.00.0501 English Final Retail 8/17/1998 09:21:56 5672 bytes
 strmdll.dll: 4.01.00.3857 English Final Retail 12/14/1999 13:16:50 252736 bytes
  vidx16.dll: 0.00.00.0000 English Final Retail 8/17/1998 09:21:56 10240 bytes
 iac25_32.ax: 2.00.05.0052 English Final Retail 5/7/1998 10:56:06 199680 bytes
  ir41_32.ax: 4.41.16.0002 English Final Retail 2/25/1998 11:24:22 848384 bytes
 ir41_qc.dll: 0.00.00.0000 English Final Retail 1/23/1998 05:05:24 120320 bytes
ir41_qcx.dll: 0.00.00.0000 English Final Retail 1/23/1998 05:05:24 338432 bytes
 ir50_32.dll: 5.1538.15.0044 English Final Retail 4/22/1998 12:21:38 739328 bytes
 ir50_qc.dll: 5.00.63.0038 English Final Retail 1/23/1998 05:05:26 198144 bytes
ir50_qcx.dll: 5.00.64.0038 English Final Retail 1/23/1998 05:05:26 181760 bytes
   ivfsrc.ax: 5.04.02.0040 English Final Retail 2/23/1998 14:11:12 142848 bytes
mswebdvd.dll: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 245248 bytes
      ks.sys: 4.90.3000.0400 English Final Retail 11/3/2000 14:35:22 117056 bytes
  ksproxy.ax: 4.90.3000.0400 English Final Retail 11/3/2000 14:35:22 116224 bytes
  ksuser.dll: 4.90.3000.0400 English Final Retail 11/3/2000 14:35:22 4096 bytes
  stream.sys: 4.90.3000.0400 English Final Retail 11/3/2000 14:35:22 41920 bytes
mspclock.sys: 4.90.3000.0400 English Final Retail 11/3/2000 14:35:22 4800 bytes
 mskssrv.sys: 4.90.3000.0400 English Final Retail 11/3/2000 14:35:22 6368 bytes
  swenum.sys: 4.90.3000.0400 English Final Retail 11/3/2000 14:35:22 3456 bytes
   mstee.sys: 4.90.3000.0400 English Final Retail 11/3/2000 14:35:22 4896 bytes
 mpg2splt.ax: 6.03.01.0400 English Final Retail 11/3/2000 14:35:22 141312 bytes

---------------
Display Devices
---------------
        Card name: NVIDIA GeForce2 GTS/GeForce2 Pro
     Manufacturer: NVIDIA
        Chip type:
         DAC type:
        Device ID: EnumPCIVEN_10DE&DEV_0150&SUBSYS_700814AF&REV_A4280800
   Display Memory: 63.5 MB
     Current Mode: 1024 x 768 (32 bit)(100Hz)
          Monitor: Plug and Play Monitor
  Monitor Max Res: 1600,1200
      Driver Name: nvdisp.drv
   Driver Version: 4.12.01.0650 (English)
      DDI Version: 7
Driver Attributes: Final Retail
 Driver Date/Size: 12/4/2000 08:39:00, 92224 bytes
 Driver Certified: No
  WHQL Date Stamp: None
              VDD: *vdd
         Mini VDD: nvmini.vxd
    Mini VDD Date: , 0 bytes
Device Identifier: {D7B71E3E-4210-11CF-9575-095007C2C935}
        Vendor ID: 0x10DE
        Device ID: 0x0150
        SubSys ID: 0x700814AF
      Revision ID: 0x00A4
         Registry: OK
     DDraw Status: Enabled
       D3D Status: Enabled
       AGP Status: Enabled
DDraw Test Result:
  D3D Test Result:
  AGP Test Result:

-------------
Sound Devices
-------------
      Description: DirectSound (SB Live! Wave Out [E400])
        Device ID: PCIVEN_1102&DEV_0002&SUBSYS_80261102&REV_07BUS_00&DEV_09&FUNC_00
  Manufacturer ID: 2
       Product ID: 104
             Type: VXD
      Driver Name: EMU10K1.VXD
   Driver Version: 4.11.01.0711 (English)
Driver Attributes: Final Retail
 Driver Certified: No
    Date and Size: 4/3/2000 01:07:00, 265293 bytes
      Other Files: emu10k1.vxd
  Driver Provider: Creative
   HW Accel Level: Full
         Registry: OK
Sound Test Result:

-----------
DirectMusic
-----------
 DLS Path: C:WINDOWSsystem32driversgm.dls
  Version: 1.00.16.0002
    Ports:
           Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal, Default Port
           MIDI Mapper, Hardware (Not Kernel Mode), Output, No DLS, Internal
           Creative S/W Synth, Hardware (Not Kernel Mode), Output, No DLS, Internal
           A: SB Live! MIDI Synth, Hardware (Not Kernel Mode), Output, No DLS, Internal
           B: SB Live! MIDI Synth, Hardware (Not Kernel Mode), Output, No DLS, Internal
           SB Live! MIDI Out [E400], Hardware (Not Kernel Mode), Output, No DLS, External
           YAMAHA SXG70 Driver, Hardware (Not Kernel Mode), Output, No DLS, External
           SB Live! MIDI In [E400], Hardware (Not Kernel Mode), Input, No DLS, External
 Registry: OK
Music Test Result:

-------------
Input Devices
-------------
      Device Name: HID Game Controller: 2 axis 8 button gamepad
      Driver Name: joyhid.vxd
   Driver Version: 4.88.00.0400 (English)
Driver Attributes: Final Retail
    Date and Size: 11/3/2000 14:35:22, 13055 bytes

Poll w/ Interrupt: Yes
         Registry: OK

-------------
Input Drivers
-------------
  Registry Key: msjstick.drv<0002>
        Active: Yes
      DeviceID: VIRTUAL*CTL7010PCI&VEN_1102&DEV_7002&SUBSYS_00201102&REV_06&BUS_00&DEV_09&FUNC_01
Matching DevID: PCIVEN_109E&DEV_0878&SUBSYS_010114C7&REV_02
 16-bit Driver: msjstick.drv
 32-bit Driver: BtPciAud.vxd

 Registry Key: msjstick.drv<0005>
        Active: Yes
      DeviceID: VIRTUAL*CTL7010PCI&VEN_1102&DEV_7002&SUBSYS_00201102&REV_07&BUS_00&DEV_09&FUNC_01
Matching DevID:
 16-bit Driver: msjstick.drv
 32-bit Driver:

 Registry Key: msjstick.drv<0006>
        Active: Yes
      DeviceID: HIDVID_07B5&PID_9902000USB&VID_07B5&PID_9902&INST_0
Matching DevID: HID_DEVICE_SYSTEM_GAME
 16-bit Driver: msjstick.drv
 32-bit Driver: vjoyd.vxd


----------------------------
DirectPlay Service Providers
----------------------------
Serial Connection For DirectPlay - Registry: OK, File: dpmodemx.dll (4.08.00.0400)
Modem Connection For DirectPlay - Registry: OK, File: dpmodemx.dll (4.08.00.0400)
Internet TCP/IP Connection For DirectPlay - Registry: OK, File: dpwsockx.dll (4.08.00.0400)
IPX Connection For DirectPlay - Registry: OK, File: dpwsockx.dll (4.08.00.0400)
Wireplay Connection For DirectPlay - Registry: OK, File: wplaysp.dll (2.00.00.0001)
DirectPlay8 IPX Service Provider - Registry: OK, File: dpnwsock.dll (4.08.00.0400)
DirectPlay8 TCP/IP Service Provider - Registry: OK, File: dpnwsock.dll (4.08.00.0400)
DirectPlay8 Modem Service Provider - Registry: OK, File: dpnmodem.dll (4.08.00.0400)
DirectPlay8 Serial Service Provider - Registry: OK, File: dpnmodem.dll (4.08.00.0400)
DirectPlay Test Result:

-------------------------
DirectPlay Lobbyable Apps
-------------------------
No One Lives Forever Technology Demo (DX7) - Registry: Error, ExeFile:  ()

------------------------------------
Inactive Display Entries in Registry
------------------------------------
 None

----------------------------------
Inactive Sound Entries in Registry
----------------------------------
 Card name: Creative SB Live! Wave Device
    Driver: ctmm16.drv

[This message has been edited by Sir Canealot (edited April 03, 2001).]

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-03 21:12:00
hmm u have a faaaar superior spec, but the sound card and drivers r the same.... and so is the OS, and directX versions...
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-03 23:42:00
Well buggered if I know.
Perhaps the grxs card has something to do with it? Ficedula your the bloody genies fix it already!  :)

Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-03 23:46:00
I think this just shows the midi ID method I used isn't very good  :)

Like I said, I'll think of another way sometime. Working on other things (including Cosmo, ok!) at the moment.

Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-04 02:45:00
*Looks at the hours put into getting the pat files*

Oh Bugger.

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-04 02:51:00
well since u cant look into it right now i suggest the rest of us discuss possible ways o solve it till fice gets round to it again  :D
hmm u know windows media files somtimes have URL links in them? at the end of playing internet explorer opens up. maybe we make the signitures ourselves? like make a bloated file ( to the exact file size) but at the start have the files name in ascii? like:
bat.mid$%$^£""$"$%$£%""%"%"%£", etc?
hmm maybe we need to hack ff7 further?
im outta ideas  :wink: anyone else got a good suggestion? Dag, Jari, terrence, Saint, Srethron, QHIMM?  :D
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-04 03:03:00
Won't work. All the files already have their filename encoded in them as an ASCII value. The problem is that FF7 decodes them and sends only the midi messages through to WinMM. That's a crap way to do it - why not just let Windows do all the work? - but that's how it does it. Hence all the problems with identifying the midis.
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-04 10:43:00
if it decodes them straight out of the lgp file, why not have the lgp file filed with dummy midi files? each with their own sig' that is coded in midi format, or something?
by the way, i was thinking, does ff7 really need to be running to make the pat files? why not decode the midi out of the lgp the way ff7 does it, and use say ff7midi.exe to play it and make a menu where the midi plays and at the same time the user has to match the midi to the mp3, and then when the midi closes, the pat files are generated and then renamed automatically by the player? i dont think that sounded right  :D but u should get the general idea, that maybe its time to do similar decoding outside of the EXE.
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-04 20:06:00
I twould be cool to some how have the MP3s play though Windows Media Player. Reason? Heard the SRS Wow effects? it would be way cool to have them used playing FFVII Music.

Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-04 22:16:00
Skillster: Not many programs DO decode the midi's internally like FF7 so it'd be hard to generate correct 'signature' PAT files using anything but FF7.

I really think a totally different method is needed ...

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-05 02:23:00
hmm maybe a bruteforce (TM) tactic is needed? any suggestions? how about we strip the executable code outta ff7 and plce it in to a pat spewing exe or something  :wink: (joke)
seriously, this needs to be done logically and it looks like mp3 music is going back to the drawing board!
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-05 03:51:00
Yeah, a completely new approach would be best. Obviously it'd have to be a WinMM layer since that's the only way to intercept midi messages, and the Winamp plugin method is a good one to use for playback since it lets people use whatever plugins work best on *their* PC. The only problem is still how to identify the damn midis! Argh.

I might have a look at the midis again now I've done a Cosmo bugfix. I can't help thinking there should be a really simple, elegant way of doing this ... probably just wishful thinking.

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-05 12:35:00
hmm maybe if we bullet ideas on the board? or if we do some kind of flow charts or something?
Title: FF7 in 32 bit?
Post by: Aaron on 2001-04-05 19:35:00
Wow... my thread sure got complicated...  :P
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-05 22:36:00
Yeah, well the first few posts were to do with 32-bit FF7...

I think I've got a way to ID the midis properly now. I'll post a test version of the app when I've got it working on my PC. Of course, I thought this about the original release ... but the new method is better anyway...

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-05 22:38:00
what is it? hows it work? whats it involve? and all the general stuff too please :P
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-05 23:29:00
OK...

Basically, FF7 decodes the midi's itself then sends midi messages to Windows to pass on to the sound card. Messages along the lines of:

-Activate instrument flute
-Play note X of length Y
-Stop playing note
-Play note....... etc etc etc

The PAT method was just a log of these messages. However, if your PC ran slightly differently to someone elses the messages might arrive in a *slightly* different order. Not enough to make the music sound different, but the PAT files wouldn't match up.

The new method I'm trying (seems to work for me!) is to log only the instrument change messages, and to disregard the order. So it basically stores which instruments the midi uses on which channels. Since it's no longer reliant on the messages arriving in a particular order it should work on any PC...at least, that's the theory.

Ironically, it's easy to do because FF7 has already decoded the midi messages into nice blocks for me...

Update: Anyone who's already got the original FF7MUSIC patch can download an update from
 http://www.legacy-ovwp.org/~ficedula/download/ff7musicb.zip

Hopefully it works on everyone's PC ... please test it!

[This message has been edited by ficedula (edited April 05, 2001).]

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-06 00:26:00
will do, ill test it now...
hold on, its not there  :( u sure u uploaded it?
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-06 01:51:00
Sorry, uploaded it to wrong folder. It's up now.
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-06 02:35:00
Yo! Skillster send my a copy of your battle.pat when you have got it! and where are you playing from? Shall I start the game again or shall I countenu playing from the desert prision? Personnaly I would like to start again and get the pat files myself(Since you will most likely be slower than me. I have easter hilidays now. 2 weeks of school   :) )

So what up?

Edit:
I dont get it. I never had one of them .dll file in my folder in the first place. My FFVII Dosent play the mp3s and make midi dumps.
So how do I set this up?

[This message has been edited by Sir Canealot (edited April 05, 2001).]

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-06 02:54:00
hmm looks complicated but then so was the first one!
there are no more pat files now, all u need is ID numbers!
bin all those pat files and start again, hopefully we can compare id numbers to check, and keep the midi set to GM. i cant check till tomorow cos im in windows 2000  :(
but this way looks very weird, but still as long as it works  :wink:
ill post my id numbers tommorow, untill then someone figure out how to use this? i mean ficedula? u r cery bad at writing user freindly readmes  :wink: lol
just kiddin ill have this sorted by tommorow.
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-06 03:07:00
Yeah, I wrote the readme with that in about 2 minutes ... there was a programme on TV I wanted to see.

You can check straight away! Once the patch is installed, fire up FF7 and go into a few locations (hint: World map and a battle would work well). Exit and look at LOG.TXT. If it includes some lines saying something like "Midi file found! - World map" then guess what, the ID's I generated are working on your PC too.

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-06 03:14:00
hmm i am excited so i did it already  :wink:
but i forgot to put your ids into the files.ini
instead i got my ids from the log.txt and i got bad news already  :(
your ids:
00448F8F8F8F0027002700328F8F000000348F8F0034003400460047002F8F8F=World Map
00300030003C004900490039003A0026002F000100490030003800388F8F8F8F=Battle
003100310031003100300030003800380038000000398F8F8F8F005100510051=Fanfare
right? here are mine
0003004400470046003C002E0030003000300000003000300030003000000039=world map
00300030003C004900490039003A0026002F000100490030003800388F8F8F8F=battle
003000300030003000300030003800380038000000398F8F8F8F005100510051=fanfare
looks VERY CLOSE TO IDENTICAL! but not close enuff, eh hold on! the battle is identical! success! only fanfare and world map r different...
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-06 03:16:00
are u using general midi with yamaha soft synth? cos maybe we need to distribute an identical midi.lgp?
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-06 03:52:00
man, i cant get it to run mp3s at all! it wont fond them on the cd, if i copy them over and rename them to bat.mp3, and change the id entry to bat or bat.mp3 it wont work, but sometimes about 15 seconds into the midi, it either crashes with an excaption in ff7.exe in module 10H or it sayd "cannot set co operative mode" or something. this is kinda hurting my head, as i cant see what im doing wrong it says in the log "matched..." with the battle id of yours, and i put my ta.mid id in and it matches but nothing!
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-06 05:02:00
I'm using SB Live with General Midi. SHouldn't make a difference though...

Cooperative level - are you using the Winamp Directsound output plugin? Thats the one the works for me...

ID codes: Email me your PRE.MID, BAT.MID. They might be different. It's possible, somebody's told me about a bug in Cosmo a while ago; when he emailed me some of his original FLEVEL files they were different to my originals...

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-06 12:22:00
o u want me to EXTRACT and send u my midis?
ok?
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-06 14:49:00
How do I get this working? All I have done is to put a dll file in the ficedula folder. My exe still makes midi dumps and it dosent play any mp3s.

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-06 14:55:00
lol, u put the dll in the ff7 FOLDER!!!! READ THE README!!!! even if it was made in 2minutes  :wink: (too much eastenders?)
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-06 15:46:00
WHAT? Sorry nobody tells me these things you know.

Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-07 15:27:00
Sir Canealot: Have you got it working? If so, you could check something for me; generate an ID code for the battle-win fanfare, but only let it play a few seconds of music. Then generate an ID code for the fanfare again, but let the music play through *nearly* but not quite to where it loops around. Those ID codes (I suspect you'll get two different ID's for that) would be very useful to me....

PS: Make sure you're using General Midi data.

Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-07 21:50:00
Right ok. Let me just tear my self away from Black and White.......Er it might take a while. I will do it later tonight. Just got B&W must play it. Sorry about the delay.

Ficedula dont buy B&W

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-08 00:37:00
haha lol!
anyways i finally did what u asked for, is the fanfare supposed to be stopped BEFORE the loop? yea? i thought so heres my ids:
TA.MIDmidiStreamOpen finished successfully
Dumping ID: 0003000300470046003C002E0030003000300000003000300030003000000039
--------------midiStreamOpen called----------------
BAT.MIDmidiStreamOpen finished successfully
Dumping ID: 00300030003C004900490039003A0026002F000100490030003800388F8F8F8F
--------------midiStreamOpen called----------------
FANFARE.mid midiStreamOpen finished successfully
Dumping ID: 003100310031003100300030003800380038000000398F8F8F8F005100510051
--------------midiStreamOpen called----------------
midiStreamOpen finished successfully
does that help, thanks
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-08 16:47:00
Good enough; you'll notice that your fanfare now matches up with MY fanfare ID; the fanfare ID you posted earlier didn't. I think our problem is solved!
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-08 13:41:00
oh i see now, when the midi loops the id changes? right, but its not all solved  :D
i couldnt get the mp3s to play anyway! remember .even when the id matched in the log.txt it didnt play an mp3 or it crashed!
so u got some ways to go yet  :D does the world map id match?
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-08 14:50:00
Yeah, but it played MP3's in the old version didn't it? So it *can* work, just needs tweaking.
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-08 15:29:00
So whats up?
We have to stop the midis playing a certain points for our IDs to match up?
This is getting more and more complicated.
Oh well back to B&W.

Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-08 15:44:00
Yes ... sort of. BUT I can write the patch to automatically stop logging beyond the start of the tune, so it will do that automatically.

BUT that's not a problem! The advantage of the method I'm using now is I *think* ID's can be generated from the .MID files so we don't need to spend ages walking through the game to get ID codes...

Edit: I think I've got a working version.
 http://www.legacy-ovwp.org/~ficedula/download/ff7music.zip

It doesn't include all the ID codes but they're easy enough to generate - I might even be able to do it automatically.

[This message has been edited by ficedula (edited April 08, 2001).]

Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-08 22:50:00
Sorry! Fixed download ^_^
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-08 23:11:00
hmm impressive, at last it can be automated? wow  :D
Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-09 00:11:00
hmm i guess this one isnt automated like i thought  :( ill give it a whirl, thankfully i just deleted the pat extentions from the files.ini and just pasted them into the [norm] profile, so all i gotta do is get the ids and the midis should link themsleves
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-09 00:20:00
Basically, yes. Remember that you don't need the path in the section listing filenames. The reason I've done this is so we can make a ini file containing a "standard" mapping and people just need to set the path elsewhere.

The program you've got doesn't automatically generate ID's, no. I think I *could* make one that does. I just haven't done so *yet*. You can cut-and-paste ID's from LOG.TXT but like I said earlier, it's wasted effort if I do manage to automatically generate them.

If I do, I'll post a new list of ID's.

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-09 00:32:00
cool, but waht if u have mp3s in 4 folders? if a specify paths of the folders (on a cdrom) then its gonna spend vital seconds scanning the drive, so i guess ill stick with the full paths too. ps: does it support long paths / filenames?
Title: FF7 in 32 bit?
Post by: Sir Canealot on 2001-04-09 03:12:00
*Shakes fist in air*
Well do I get a part in the credit for spending 8 hours getting all those useless pat files   :D

No really if you can get those IDs I will put a sign up in my room stateing "Ficedula is god"
Sorry I was to lazy to gice you more help.
Damn Lionhead Studios.

And thats another thing what about the looping and the songs that start in the middle of a song? Will that be possible you think? If you can do that you get a extra large sign on my wall  :)

[This message has been edited by Sir Canealot (edited April 08, 2001).]

Title: FF7 in 32 bit?
Post by: The Skillster on 2001-04-09 03:21:00
lionhead? whats that? black and white authors?  :D
yea, it was a big help having the pat files, cos then we knew what the problem IS  :D
even if the pats didnt work for us  :D
Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-09 16:11:00
Skillster: I don't think folder scanning should take long. I mean, it only does it once for each song and Windows should cache the folder contents. It makes the files.ini more portable, too...

Long filenames? Sure does. At least, it did for me.

Sir Canealot: Don't worry, you'll get credit for helping with it ^_^

Things like looping and starting in the middle of a song are - like I said earlier - very possible for MP3's. (Can't do it for the "internal" midi playback, but anything going through a Winamp plugin I have complete control over. Mwahahaha!). Once I've got the main plugin working (which might be now) and a full ID list (which is not now, but might be soon) I can work on putting those in.

By the way, the midi file format really sucks. It's technically very concise and doesn't include any information it doesn't have to. In other words, it's pure hell to decode unless you know it inside out. Argh. And other such things.

Title: FF7 in 32 bit?
Post by: Anonymous on 2001-04-09 16:50:00
Sorry i didnt take time to read all of the thread, but ill read it later, i just want hte 100th post.
Title: FF7 in 32 bit?
Post by: dagsverre on 2001-04-09 14:25:00
Looping MIDIs is perhaps possible...consider where FF7 gets it's looping information from. Probably the MIDI files themselves, I'm pretty sure from the LGP files. So, to make a song restart, simply edit the LGP archive after the battle to make the song start at the right place.

Of course it is anything but simple. Perhaps FF7 caches the LGP header, which would make it impossible. Perhaps FF7 caches many MIDI files at the time, which would make it impossible. And, editing the entire LGP file each time a battle is fought is close to impossible...so what to do? OK, remember that I am only schetching a technical possibility here, it would be an insane waste of time to start programming on it, it's just interesting...

What you do is to code a layer between FF7 and the LGP files. The Windows API file read/write functions can be replaced with your own versions (I think all Windows Apps use the FileRead function for file reading) which can return anything it wishes. When that is done it is of course just to start assembling new MIDI-files each time a certain midi-file is requested...

I know it is a lame idea, only wanted to say how I imagine it could work in practice. People, please don't ask Ficedula to do this, because it is an insane amount of work simply to do something as useless as avoiding restart of midifiles.

Title: FF7 in 32 bit?
Post by: ficedula on 2001-04-09 22:13:00
Yup. I'll post in the new topic from now on, but this is a reply to Dag's comments, so it's here...

Everything Dag's said is perfectly correct. If you really want looping/resuming, either:

a) Use MP3's and let me alter the WinMM layer to loop the Winamp plugin. Easily done.
b) Use a MIDI Winamp plugin, in the same way as you'd use MP3's!

Title: FF7 in 32 bit?
Post by: dagsverre on 2001-04-09 22:57:00
Whoops...never thought about b). Stupid...it is of course the obvious solution...doesn't require 100+ hours of programming either...