Qhimm.com Forums

Basically Mandatory => FFNx Custom FF7/FF8 Driver => Topic started by: TrueOdin on 2020-05-16 12:15:55

Title: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: TrueOdin on 2020-05-16 12:15:55
FFNx
Next generation modding platform for Final Fantasy VII and Final Fantasy VIII ( with native Steam 2013 release support! )

(https://github.com/julianxhokaxhiu/FFNx/raw/master/.logo/logo_whitebg.png)
Kudos to Cinzia Cancedda (aryaaiedail) (https://www.instagram.com/aryaaiedail/)

Project URL: https://github.com/julianxhokaxhiu/FFNx

Support: https://github.com/julianxhokaxhiu/FFNx#support

How-to Install: https://github.com/julianxhokaxhiu/FFNx/blob/master/docs/how_to_install.md

What is FFNx?
FFNx was born from the ashes of Aali driver, with an intention to refresh the Rendering engine and the possibility to extend modding capabilities to original Steam copies without the need of a Game Converter. Today FFNx not only can offer that also much more. Feel free to explore the official feature list at https://github.com/julianxhokaxhiu/FFNx?tab=readme-ov-file#features

Thank you!
There's a HUGE list of people to be grateful to for their amazing work. Starting from Aali who made this possible, without his code release FFNx would have never been a reality, but also to A LOT of other people here on Qhimm. Feel free to checkout this list: https://github.com/julianxhokaxhiu/FFNx#credits

From the bottom of my heart, THANK YOU!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-16 13:08:43
Reserved
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: OatBran on 2020-05-16 14:48:25
Finally this has its own thread here!  ;D

This is truly an amazing piece of free software made by someone with so much passion and respect for this community. Thanks for all you do Odin you are a true legend

(thanks for the shout out and link to the guide in the op too Odin  :-D )
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: -Ric- on 2020-05-16 16:59:28
Well here's something that might make me put aside the PS4 and Switch versions and actually have interest in the steam version again.

Thanks for all the work!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Aali on 2020-05-16 22:52:55
Cool! Glad to see this is coming along :)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-16 23:21:33
Cool! Glad to see this is coming along :)

This is truly unexpected, I'm super happy to see you around! If you want to I'll be super happy to have a chance talking to you. There are a TON of questions I'd have ( but not only me ).

In case you hop on Discord, PLEASE remember to say Hi!

Thank you again for all the great work you've done. That's truly amazing achievement. I hope FFNx will be your living legacy!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Zera on 2020-05-17 14:29:29
This sounds exciting. I'll be looking forward to texture replacing support for FFVIII. This doesn't look like it has the world map quality reducing bug, so it would be a much better alternative to native Steam with Tonberry.

Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Salk on 2020-05-18 05:28:26
Congratulations and thanks for creating FFNx!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-18 12:42:49
To everyone writing here, THANK YOU from the deep of my heart. For using this software, for contributing on it and for making it better and better with your issues :)

Feel free to report anything that may not work on Discord! I'll be happy to support directly as much as I can.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-18 20:57:13
I haven't checked your source in last week, so forgive me if you've already plugged this one -  some FMVs are full 1280 * 960 AR  as opposed to 1280 * 896.

My code works as follows to make sure centring is turned off for those ones >

Code: [Select]
// draw a full_screen quad, respect aspect ratio of source image
void gl_draw_movie_quad_common(int movie_width, int movie_height)
{
float x1 = 0.0f;
float x2 = (float)width;
float y1;
float AR = (float)movie_height / (float)movie_width;
   
    if (Centred_Field && AR != 0.75f ) // DLPB
y1 = 16.0f;
else
y1 = 0.0f;

float y2 = y1 + min( (float)width * ( (float)movie_height ) / (float)movie_width, (float)height);


0.75 is safe for floating point in these cases.

Congrats on the release.

Hey there!

Thank you very much for the tip. Actually that was implemented a while ago, you may want to checkout the latest master branch :D Guess you missed a lot of things then!

Feel free to see https://github.com/julianxhokaxhiu/FFNx/blob/master/src/gl/gl.cpp#L48

Let me know if you need any help in case :)

Cheers!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-18 22:08:10
Ah, good stuff.   In that case, there's nothing I can really add to this.

Clearly the texture loading issues and memory problems and unloading issues have also been resolved.  I'll need to devote a lot of time to merging this with The Reunion. Did you also manage to stop delays happening with texture loading?  [I really should play your latest build - just a tad busy]

If you need what I have on 60fps battles, I'll supply you it.  At this point, I think you may be the only one who can resolve the graphical issues that remain - NFITC1 is still needed for camera side - but I am more than happy to transfer 60fps battles to this DLL and away from ddraw.dll as a good will gesture.  If I merge Reunion with this, I'll remove it from my own dll.  If not, I'll just have my own version and work with you adding it to this. 

Both modes work well but if we collaborate on this we may finally get the remaining bugs ironed out.

Texture loading delays were caused by too big PNG textures. If you switch to DDS they will work like native ( usually Instant in most environments ) but upscaled in 4K :) You can ask Satsuki about this, he is kind the expert of this topic now.

Related to the 60FPS mod I'll be happy to merge what you did, of course giving you credit for that! If you're fine with it, once we implement that too, you could ideally use the releases I do just out of the box!

Related to "NFITC1 is still needed for camera side" I don't really get where or what the issue is, but I'll be happy to talk about it. If there's something to be fixed, I'm totally into :)

Let me know how you want to take it up from this point.

Cheers!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Zara9 on 2020-05-20 19:27:57
is anyone else having slow down problem by using this FFNX program on the ff7 pc steam version at all
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Zara9 on 2020-05-20 20:26:26
why does this plugin does not want to work for me at all
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: cencen36760 on 2020-05-21 03:00:35
Many years I was waiting.
Thank you. Thank you. And thank you. (I am Japanese)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Salk on 2020-05-21 04:21:23
Hello TrueOdin! (Ciao)

I was wondering if FFNx could do something about the one issue that is spoiling the transition from the original backgrounds to the upscaled ones. Apparently due to engine limitations, background animations do not work anymore (http://forums.qhimm.com/index.php?topic=19204.msg278333#msg278333 (http://forums.qhimm.com/index.php?topic=19204.msg278333#msg278333)).

Thanks again for all the hard work!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Zara9 on 2020-05-21 05:46:32
I love this ff7 game alot

its my childhood game of all time and i really like this plugin alot also

and i am just wondering why it goes slow for me and wondering how you guys fix it yourself
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: satsuki on 2020-05-21 06:16:04
Hello TrueOdin! (Ciao)

I was wondering if FFNx could do something about the one issue that is spoiling the transition from the original backgrounds to the upscaled ones. Apparently due to engine limitations, background animations do not work anymore (http://forums.qhimm.com/index.php?topic=19204.msg278333#msg278333 (http://forums.qhimm.com/index.php?topic=19204.msg278333#msg278333)).

Thanks again for all the hard work!
Not ATM but one day it will (i hope) and it'll probably need some files to be done from scratch.... i'll adapt my mods then ^^
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Zara9 on 2020-05-21 10:47:59
keep up the great work on this mod
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-22 12:27:12
I love this ff7 game alot

its my childhood game of all time and i really like this plugin alot also

and i am just wondering why it goes slow for me and wondering how you guys fix it yourself

Hi Zara9,

Feel free to approach me on Discord and I'll be happy to check your configuration. Another used had the same issue with an AMD RX 590 and all we had to do in the end was update the driver to the latest AND a factory reset in the AMD Control Panel. Personally I always suggest to start with the default FFNx.cfg file and then try tweaking until you find your perfect spot :)

Let me know and thanks for using FFNx.

Cheers!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: EmperorSteele on 2020-05-29 01:59:29
Quote
FFNx will allow you to use up to 3.5GB of RAM space for Mods, by using the 4GB Patch on your ff7.exe file. Remember that this feature works ONLY on Windows 64bit.

Can I apply this patch without using FFNx? I only ask because apparently FFNx doesn't work with Win7. The page that is linked there is very... generic and didn't mention FF7 by name.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-29 10:08:06
Can I apply this patch without using FFNx? I only ask because apparently FFNx doesn't work with Win7. The page that is linked there is very... generic and didn't mention FF7 by name.

You can apply the patch at your desire but you may not get the same benefits because there some other internals that are required to work with that. FFNx does work with Win7 just fine, make sure you download the latest release.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: OatBran on 2020-05-29 13:30:05
You can apply the patch at your desire but you may not get the same benefits because there some other internals that are required to work with that. FFNx does work with Win7 just fine, make sure you download the latest release.

Oh you actually did implement a win7 fix already? I totally did not see you mention that anywhere I will change that information in the guide I have still been telling people to use v1.6.1 for win7  :-[
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: EmperorSteele on 2020-05-29 19:50:42
Oh! Yeah, that's what I was confused on, too! I'll try the whole kit and kaboodle, then!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: EmperorSteele on 2020-05-29 20:50:47
So, I tried following OatBran's guide, and unfortunately FF7 now looks and runs like garbage =/ The screen is stretched (even though I have preserve aspect ratio set to "yes"), and everything is low-rez and pixelated (even though I can tell it's loading the high-res texture packs). The AA isn't working, even though I have that set, and even the music now sounds worse =/ It takes extra time to loads scenes (field to battle, battle to EXP up screen, exp up screen to field, field to menu, etc). It's displaying the version number and rendered in the top left, which is distracting... Any idea what I may have done incorrectly? The only thing I can think is that I'm running windows 7, but you said that shouldn't be an issue, so....
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-29 21:29:36
So, I tried following OatBran's guide, and unfortunately FF7 now looks and runs like garbage =/ The screen is stretched (even though I have preserve aspect ratio set to "yes"), and everything is low-rez and pixelated (even though I can tell it's loading the high-res texture packs). The AA isn't working, even though I have that set, and even the music now sounds worse =/ It takes extra time to loads scenes (field to battle, battle to EXP up screen, exp up screen to field, field to menu, etc). It's displaying the version number and rendered in the top left, which is distracting... Any idea what I may have done incorrectly? The only thing I can think is that I'm running windows 7, but you said that shouldn't be an issue, so....

That sounds like a lot of things that went wrong. I'd say just jump on Discord and we will be happy to help.

Until then those are my personal suggestions:
1) Make sure you install the game on an internal HDD ( no USB attached HDDs, or if any, make sure it's at least USB 3.0 )
2) Make sure you GPU driver settings are not using "fancy" settings. Better reset them to stock and then run the game with FFNx
3) Try the game with FFNx only, default cfg file and vanilla. It will look like how the game came out but it's the best way to check if the game runs smoothly.
4) Once you start to install mods using 7th 2.x, make sure you read the FAQ section. And use official FFNx installation steps. Run the game without mods but through 7h. If it starts with FFNx then you're good.
5) Start to mod the game gradually. Try on each step and make sure the game runs fine. If not, then starts to toggle the last downloaded and so on. Until you find out which one it is.

It works fine as said on Windows 7 ( which is the minimum target version for FFNx ) up to the latest Windows 10 May 2020 update.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-30 12:34:05
Please make sure to give me and NFITC1 credit for the 60fps you are adding to source if it's based on or using the Hext file I released.  Cheers.  If using interpolated files, also give Obesebear credit.

There's no 60 FPS patch for battles on the source code yet, but if it will happen I'll let you know.

Likewise please do remember to release your fork source as well.

Cheers.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Zara9 on 2020-05-31 12:29:29
Hey Trueodin

Just a quick question here, will i be able to play the ff7 NT mod on your FFNX plugin Mod at all?
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-05-31 12:30:42
Hey Trueodin

Just a quick question here, will i be able to play the ff7 NT mod on your FFNX plugin Mod at all?

This is up to Sega Chief :) You need to ask him. AFAIK he has planned that, but I'm not sure when it will happen.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: DLPB_ on 2020-05-31 23:27:26
Your shader settings are wrong, so your FMVs are playing without full 0-255 range (so black is not black).  This was fixed a while back in Reunion by changing the shader file - but your shaders are different.  Definitely something to look into.  You'll need a properly calibrated monitor to see this and also need to set graphic card to use full range in main graphic control panel.


Reunion yuv.frag

Quote
#version 110

uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;

uniform bool full_range;

const mat3 rgb_transform = mat3(
   1.0,    1.0,   1.0,
   0.0,   -0.344, 1.77,
   1.403, -0.714, 0.0
);

void main()
{
   float y = texture2D(y_tex, gl_TexCoord[0].st).x;
   float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5;
   float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5;
   
   if(!full_range) y = (y - (1.0 / 255.0) * 16.0) * (255.0 / (255.0 - 16.0));
   
   vec3 yuv_color = vec3(y, u, v);
   vec4 rgba_color = vec4(rgb_transform * yuv_color, 1.0);
   gl_FragColor = rgba_color;
}
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: DLPB_ on 2020-06-01 05:56:37
   _snprintf(dds_name, sizeof(png_name), "%s/%s/%s_%02i.dds", basedir, Mod_ID, name, palette_index);
   _snprintf(png_name, sizeof(png_name), "%s/%s/%s_%02i.png", basedir, Mod_ID, name, palette_index);

Looks suspicious? 

(dds_name, sizeof(png_name)


-- Additionally, png loading times are around 4x as long as they were under aali's opengl code.  So something is making it take a long time to load compared.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: myst6re on 2020-06-01 18:27:16
-- Additionally, png loading times are around 4x as long as they were under aali's opengl code.  So something is making it take a long time to load compared.

Do you use compress_textures option in Aali's OpenGL on your benchmark? You can use DDS directly instead of PNGs to improve performance.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: DLPB_ on 2020-06-01 20:45:51
nah   it's way longer even without
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: satsuki on 2020-06-02 06:11:29
png remains for compatibility but it's not optimised at all (also because the driver search for a dds and only if not here search for a png file).
png is useless compared to dds in ff7 even with high quality background like jusete's ones.
so go for dds you'll be happy with it ^^
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: myst6re on 2020-06-02 11:00:52
The difference between the drivers is that FFNx uses bimg and bgfx to create the texture, and Aali's driver uses libPNG directly without bgfx.
It is possible that something is wrong either in how we use these libs or inside bimg/bgfx. Maybe address this will also speedup DDS, dunno
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: LordUrQuan on 2020-06-02 12:53:07
The difference between the drivers is that FFNx uses bimg and bgfx to create the texture, and Aali's driver uses libPNG directly without bgfx.
It is possible that something is wrong either in how we use these libs or inside bimg/bgfx. Maybe address this will also speedup DDS, dunno
TrueOdin said on Discord that he has found bugs in bgfx's engine and submitted patches upstream.  Whether or not any of those bugs address this, though, I'm not sure.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-06-03 11:31:22
The difference between the drivers is that FFNx uses bimg and bgfx to create the texture, and Aali's driver uses libPNG directly without bgfx.
It is possible that something is wrong either in how we use these libs or inside bimg/bgfx. Maybe address this will also speedup DDS, dunno

I've already clarified it here, in order to avoid duplicating the effort: https://github.com/julianxhokaxhiu/FFNx/issues/56#issuecomment-638129028

Let's see where this goes :)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-06-03 11:35:14
DDS will be used, but PNG support in current FFNx is not fit for purpose.  It's excruciatingly slow and in fault, which definitely needs to be looked at.  If not- I'd say PNG support should just be removed.

Why? PNG is a failsafe for people using existing mods. But DDS is suggested and the way to go. When all the mods will be DDS only, then I guess that will be the time to deprecate the PNG layer. Until then it will stay in place.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-06-03 12:34:28
The load time is too slow to be usable.  With the battle PNGs alone, the game pauses for 0.25 - 1 second every time an action is made.  Field screens take 5 seconds to load every time.  With Aali's - it was no delay in battle and very little in field.

Feel free to not use FFNx if you judge is not good enough for your own use case. I'm tired of this attitude. Either you don't want to understand or you want to create a thread where you just complain about FFNx. Either way, you're not forced to use it. If you prefer Aali DLL use that one.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-06-03 12:40:12
I am reporting to you a bug.  One that makes PNG loading unusable.  You either fix it or you don't - I won't be using PNG because no one can with latest FFNx and hope to play the game.

And I already replied three threads above why this is happening, that I am working on it. I also replied to your own issue on GH. You should have received a notification about it.

Everyone is using DDS textures with FFNx because of many improvements going on behind the scenes. Is not only about "speed", is about everything that has to do with GPU memory, RAM, GPU cycles, etc.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-06-03 13:28:11
That's fine.  If you're working on it - so be it.  You replied:Why?

To my earlier query.  You made no mention of actively working to fix it here.

I'm not actively working on it because, as you said too, it's going to be deprecated. So the less effort we put on this, the better it is. PNG textures should just fade away. Until then, you can still load them, despite being "slower" than DDS. This means that you should convert all of your textures to DDS, and most of the community is now well aware of this, as well as conversion tools done by Satsuki. Just hop on the train and forget about PNGs.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: sl1982 on 2020-06-03 22:50:38
I can see there being advantages and disadvantages to both really. If using lossless formats such as PNG (or flac for music) cause slowdowns or other issues then lossy formats are usually 'good enough' (especially if they are vastly more performant.) Most people when actually playing a game arent going to notice some slight degredation.... But i have to admit the archivist in me prefers lossless formats.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: LordUrQuan on 2020-06-04 03:11:35
I believe Jusete is still doing all original rendering in PNG and handing that off to Shampignon for cutting.  Pretty sure S will continue releasing PNG format files (max compatibility), and allowing us to convert to DDS if we wish.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: sl1982 on 2020-06-04 15:14:12
Any thoughts on doing an initial internal conversion? That way people can use whichever they want and get benefits both ways.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: LordUrQuan on 2020-06-04 17:48:21
but if pngs could use cache files like aali's dll it should work.
As I understand it, that cache was where many (most?) of the really nasty memory leaks lived.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: sl1982 on 2020-06-04 18:34:14
Thats not what i meany. More like what aalis cache does. If it sees a png it converts it to dds and saves in a cache. Would be slow the first loads but after that would be fast
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: satsuki on 2020-06-04 18:55:55
I can see there being advantages and disadvantages to both really. If using lossless formats such as PNG (or flac for music) cause slowdowns or other issues then lossy formats are usually 'good enough' (especially if they are vastly more performant.) Most people when actually playing a game arent going to notice some slight degredation.... But i have to admit the archivist in me prefers lossless formats.
Let's be clear about that, i'm a quality addict, archiving my cds as flac, ripping my UHDBR as a simple mkv repack (no transcoding)... but outside my home server, i'm using loosy virtualy lossless formats to gain from 30% to 200% space or compatibility with some hardware, lossless is pointless if you can't use it smoothly (i've started studying lossy and lossless numeric formats 25 years ago, before the mpeg1 became a real standard so i've seen many formats and their limits - mpeg2 rgb full range for medical archive at time witch was unusable real time where yuy2 was great...)

DDS BC7 is 100% visualy lossless (not to compare with older dds codec), i've done countless tests before convert my mods to dds.
Even why my 4k projector (>2m base) i cant tell witch one is png and witch one is dds.

It's like wav vs mpc@320kbps (musepack), you'll never be able to spot any audible difference even with a very good hifi amp.
Or uncomp avi vs 4k h265 hight bitrate, you can't tell witch one in compressed even with a good projector.

Png is good for archiving sources files (so you can edit/mod the source loselessly, even if you edit/record 1000 times) , for live game engine it's pointless.


Thats not what i meany. More like what aalis cache does. If it sees a png it converts it to dds and saves in a cache. Would be slow the first loads but after that would be fast
No need for a cache as dds is loaded first, only need to convert dds in the same folder as png.
But as dds bc7 is realy powerfull, it's also realy slow to convert specialy on older GC (i own a 1060gtx and convert a full fields car take around 30s)
>>not usable for a realtime conversion
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: sl1982 on 2020-06-04 22:58:51
Well that is good to know. I didnt expect a 30s conversion. That really puts the on the fly conversion idea to rest.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Red46 on 2020-06-06 08:05:49
Does this supports linear/bilinear filtering for textures? I realise I might be in the minority but I just can't stand the pixels
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: satsuki on 2020-06-06 08:21:25
yes the bilinear option is usable (only need to activate it in the cfg file, like with aali)
but you'll need it only with vanilla game, with hd external texture you won't need it
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-06-11 19:36:17
Allright, this is let everybody knows that together with Satsuki we did some tests on top of some new implementation and we made PNG loading times even faster.

FFNx now it will support all PNG types ( against original Aali DLL which supported only RGB/RGBA PNG formats ) like: Grayscale, Grayscale w/Alpha, RGB, RGBA and Paletted. All of them should load fine.

Time to load has improved A LOT but ( just to be honest ) is a little bit slower than Aali DLL just because I don't cache anything and I load it fresh. Anyway, on modern PCs this small % of slowdown is not even noticeable. For a daily gameplays it should work more or less like DDS, a bit slower. DDS is still a way to go as it provides the fastest experience related to texture modding.

Some memory optimizations and usage has been made, which means even less memory used to handle a texture in memory. This means a bit more space for your mods, again :)

Finally, the DLL code is now built with the maximum optimization available through the compiler, which means faster execution on top of your CPU.

All of this available on latest canary. Feel free to test!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-06-13 12:04:33
I see you've also added extensions such as jpg and so on...  I take it this is just cosmetic?  pnglib doesnt support these formats does it?

It's not cosmetic. Those are real supported extensions. I still need to document that on the README but feel free to try them.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-06-13 23:36:40
I commend you on the bug fixes and joypad support in case that isn't clear.  All i asked for when i came to you 2 years ago was that kind of thing.  Despite the fact im never going to work with you from this point on nor acknowledge your existence again after this post, i want you to know i believe in full credit and people will know exactly what additions in reunion come from you.  I'll also continue to supply bug reports as that aids my project as well.

There's no need as I'll never support Reunion. Simple as that.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Kitsune on 2020-06-27 16:03:27
Hi,

True Odin, I attempt to rune FFnx on Linux by the Wine app. I am based here on the CD Version.

So I can run the Aali Driver as well with some few bugs(transparency) about textures in battles with the dialogs inside battle.
Then I try to run your Mod based on it but I simply can make it work. I have rune Aali mod on Windows XP compatible install in Wine and for your one I try with Windows 7 compatibility but...Not work. So I asking you what are then necessary component for make this Mod work on Windows 7? I am talking about VCrun 200x 20xx? Also .NET necessary for it? Can it run with only DirectX9c installed?

I have tried OpenGL and DirectX option but don't work here. But I precise my graphic card is old but work on Aali drivers, Geforce Go 7400 128MB. (OpenGL 2.1 compatible)

Thanks for reply
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-07-03 14:10:46
Hi,

True Odin, I attempt to rune FFnx on Linux by the Wine app. I am based here on the CD Version.

So I can run the Aali Driver as well with some few bugs(transparency) about textures in battles with the dialogs inside battle.
Then I try to run your Mod based on it but I simply can make it work. I have rune Aali mod on Windows XP compatible install in Wine and for your one I try with Windows 7 compatibility but...Not work. So I asking you what are then necessary component for make this Mod work on Windows 7? I am talking about VCrun 200x 20xx? Also .NET necessary for it? Can it run with only DirectX9c installed?

I have tried OpenGL and DirectX option but don't work here. But I precise my graphic card is old but work on Aali drivers, Geforce Go 7400 128MB. (OpenGL 2.1 compatible)

Thanks for reply

Hi Kitsune,

Deeply sorry for the delay but I didn't got a notification about this, not sure why. Either way, I knew this has pretty much good compatibility on Wine for people using AMD/Intel GPUs. Although I see your GPU is pretty much old, so I fear your drivers are old too. This unfortunately may lead to issues in your environment.

Although, what you can do is try to run it using DirectX 9 or DirectX 11 renderer, in the config. Your Wine environment should be fine to use Windows 10, and you need the Universal CRT as the code is built on top of that.

Sithlord48 is one of the users using FFNx on Wine and has been successful with it. Maybe you can try to approach him :) Also, worth a shot to try the latest canary to make sure the issue is just not only on the latest stable.

Let me know how it goes!

Cheers,
TO
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: sithlord48 on 2020-07-03 19:14:14
I'm playing FF7 via wine for a very long time and have not had a problem with FFNx using openGL or Vulkan  (yeah its a bit slow) your card might need to be updated to one that supported a newer copy of openGL . im not sure what version our openGL is targeting.

you do not need any extra packages installed and i would recommend making a wine prefix just for ff7. I have not tried to run using Dx9 or 11 since wine is just going to translate them to openGL calls anyway.

For you next card i would suggest trying to avoid nVidia for linux AMD has much better drivers then nVidia does for linux, The architecture for AMDGPU should be emulated by every vendor that wants to have a proprietary driver for Linux.

@trueOdin seams bgfx supports both OGL 2.1 or OGL 3.1+ so we might need to add an option that forces the loading of the OGL 2.1 backend?
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Kitsune on 2020-07-03 23:59:45
Thanks for your reply I will test it however in Windows 10 compatibility mode but I think effectively my card is too old for this mod...On Wine certainly.

I have installed Debian 10 between the time trought, in this version I can't use proprietary drivers from Nvidia on it. It's a trap.

The drivers I must use with Wine for now are the Open sources drivers named "Nouveau" for Nvidia GPU. There are some troubles about DirectX games with Wine and these drivers. Only OpenGL apps run here for now on Wine with these  "Nouveau" open sources drivers. I can run in OpenGL mode ePSXe and also Half Life (first) as example...The introduction movie of the Half Life game run and his game engine in opengl too work. Half Life in DirectX mode crash also on Wine with these drivers like FFVII from Steam.

The FF7 Opengl FFNx mod here don't run for now here correctly on Wine (mixed up screen at intro movie, freeze and crash). I thinked it was maybe due to ffmpeg codecs...I don't really know how the movies are decoded here in this pack. I have attempt to download ffmpeg library (dll) for Windows to decode it well but that not change the trouble, and I must evitate to use "a DirectX decoders"...

So I have take these informations as example, maybe that can help you for a better compatibility update (it's in french):

AVI movie Half Life (GOTY CD ed):
Res:640x480
Démultiplexeur: avi
Format: Cvid
Vid Cod:ffcvid
Aud Cod:pcm

AVI movie Final Fantasy VII Steam:
Res:1280x896
Démultiplexeur:lavfpref
Format vidéo:VP80
Vid cod:ffvp8
Aud cod:ffvorbis

I have tried to use finally Media Player Classic by Wine app for reading the Movie of Final Fantasy VII. I have an error about DirectX9 the first time I launch a movie and after nothing about the error and the movie work. I think this app use DDraw rendering but not sure...

Like you said It seem AMD are better for Linux about drivers (There are really open...) But I use a laptop, and changing the graphic card will be certainly not possible on it. Natively this card only support OpenGL2.1 and DirectX9c (in real windows environment). I don't think Vulkan is tolerate by my card (she is too old) but maybe there are something that can passthrought like an interpreter in Wine (I am not sure of it). Wine have a regedit option to force of use of an "OpenGL version Level" I can set it to 2.1 for use 2.1 or 3.1, ...but don't know really if my card can support a upper version of GL ---> natively it's 2.1 but with "Mesa",...and other "Gallium3D" used by "Nouveau" drivers don't really know how it work...and what can I do.

I think there are an Intel GPU chipset 945Gm inside this laptop, but Linux seem not recognize it as a GPU (My trouble for it) I will try again with Win10 compatibility and CRT...If I find how put it on Wine.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: sithlord48 on 2020-07-06 12:25:36
If your card does not support the right OpenGL version changing the compatibility mode is not going to help you at all.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-07-06 12:32:34
@trueOdin seams bgfx supports both OGL 2.1 or OGL 3.1+ so we might need to add an option that forces the loading of the OGL 2.1 backend?

Good catch! I wasn't aware of it. Got any example link? I'll be happy to add it to the list of renderers!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: myst6re on 2020-07-06 12:35:57
https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_p.h#L230
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Kitsune on 2020-07-07 11:48:32
Good catch! I wasn't aware of it. Got any example link? I'll be happy to add it to the list of renderers!

So what is the actuel necessary OpenGL version for the FFNx pack to work actually?

I use this option for force OpenGL 2.1 version that's the maximum version my card can doing natively normaly but maybe there is a wrapper inside Wine that can downgrad the OpenGL version or in Mesa, I don't know about it. Also there is already something like DirectX wrapper to openGL I think in Wine. But the open-sources 'Nouveau' driver are not good for D3D softwares throught Wine here...I think I cannot use this one for it must go to Nvidia proprietary drivers...But what is the OpenGL version FFNx needed in brief?

I was be able to play with the Aali original driver and not FFNx for now but when I played with Aali drivers I have some text box trouble in  battle of the game and in same times the characters became transparents...I thinked FFNx was based on Aali drivers...
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: sithlord48 on 2020-07-07 12:33:55
Lets try this tell me about your system so im not just guessing on what might be.

Please post the output of these commands
lshw -C VIDEO
uname -a
wine --version
glxinfo | grep "OpenGL version"

Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-07-07 13:38:28
So what is the actuel necessary OpenGL version for the FFNx pack to work actually?

I use this option for force OpenGL 2.1 version that's the maximum version my card can doing natively normaly but maybe there is a wrapper inside Wine that can downgrad the OpenGL version or in Mesa, I don't know about it. Also there is already something like DirectX wrapper to openGL I think in Wine. But the open-sources 'Nouveau' driver are not good for D3D softwares throught Wine here...I think I cannot use this one for it must go to Nvidia proprietary drivers...But what is the OpenGL version FFNx needed in brief?

I was be able to play with the Aali original driver and not FFNx for now but when I played with Aali drivers I have some text box trouble in  battle of the game and in same times the characters became transparents...I thinked FFNx was based on Aali drivers...

Sorry to disappoint you but Aali driver was borned with OpenGL 2.1 in mind, while NX is targeting modern Hardware. Because of this at least OpenGL 3.1 is required.

Regarding wrappers and such, I'd suggest to do some re-search in case and MAYBE there's a chance to get it running. I do remember about some layers being developed in the FOSS drivers like the one you use, to allow modern OpenGL versions to run on top of HW which was not officially supporting it. If you manage to reach at least a 3.x version you'll be good to go :)

Unfortunately on our side is not a "flag" away this feature and requires 2x the efforts to be maintained. Be it in code, in dependencies, in tests and in release artifacts. And most of all, if I downgrade to OpenGL 2.1 for everyone there's a good chance we loose Shader features and RenderDoc debugging too, which is even useful for myself sometimes to debug things not working properly. This is a high cost to pay for a FOSS project being maintained in our free time.

Although IF an easy way arises in order to allow ALSO OpenGL 2.1 support, I'm all for it. The links above unfortunately requires some Defined to be done forehead bgfx is built.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Kitsune on 2020-07-07 14:04:36
Thank for your replys,

I will try find something to make FFVII PC/Steam version work well here, maybe retry with the Aaly that seem more easily compatible (OpenGL2.1 support)
But normaly there is a way about Dx9 with my configuration I thinks and your Canary version propose it, But I don't think I have made it work one time with the Dx9 mode here throught Wine.


For answering to  sithlord48:

I have downgraded my Debian system to 9 Stretch now because the last proprietary drivers from Nvidia for my card can't be installed on the 10 Buster version...These drivers depends of the Kernel version of Linux:

This is a GeForce Go 7400 (serie 7) Last drivers compatible is 304.137.

Code: [Select]
sudo lshw -C VIDEO
  *-display                 
       description: VGA compatible controller
       produit (product): G72M [GeForce Go 7400]
       fabriquant (manufacturer): NVIDIA Corporation
       identifiant matériel (hardware ID): 0
       information bus: pci@0000:01:00.0
       version: a1
       bits: 64 bits
       horloge (clock): 33MHz
       fonctionnalités (functions): pm msi pciexpress vga_controller bus_master cap_list rom
       configuration: driver=nvidia latency=0
       ressources: irq:16 mémoire:d1000000-d1ffffff mémoire:c0000000-cfffffff mémoire:d0000000-d0ffffff mémoire:c0000-dffff


uname -a
 4.9.0-12-686-pae #1 SMP Debian 4.9.210-1+deb9u1 (2020-06-07) i686 GNU/Linux
[b]wine --version [/b](last stable)
wine-5.0.1

glx OpenGL information:
OpenGL version string: 2.1.2 NVIDIA 304.137

Details:
glxinfo | grep "version"
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
OpenGL version string: 2.1.2 NVIDIA 304.137
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler
OpenGL ES profile version string: OpenGL ES 2.0 NVIDIA 304.137 304.137
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.00
Very limited comparing to recent GPU yes...


---Reedit 21:40---

Just information:
I have installed again the Steam version of the game with the proprietary Linux drivers. It run into original form by Wine -->DirectX but lag sometimes into combats, I have previously had the same lag on another Linux OS installation.
But with "Nouveau" Driver, DirectX don't run at all here. I will try now the FFNx version and maybe some tweaks in Wine for accurate speed with this material. Normally my graphic card is Dx9 compatible.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-07-07 21:19:38
Just information:
I have installed again the Steam version of the game with the proprietary Linux drivers. It run into original form by Wine -->DirectX but lag sometimes into combats, I have previously had the same lag on another Linux OS installation.
But with "Nouveau" Driver, DirectX don't run at all here. I will try now the FFNx version and maybe some tweaks in Wine for accurate speed with this material. Normally my graphic card is Dx9 compatible.

You could either try to use the DirectX 9 configuration in the canary ( see https://fedoraproject.org/wiki/Changes/Wine_to_use_mesa_Direct3D ) or you can also use this trick which I found just now :) Maybe it works fine for you too: https://bbs.archlinux.org/viewtopic.php?pid=1854649#p1854649

Let me know!


//EDIT: You may also fake the reported OpenGL version to something newer and see how it goes: ( MESA_GL_VERSION_OVERRIDE -> https://docs.mesa3d.org/envvars.html )
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Kitsune on 2020-07-08 07:44:48
Hi True Odin,

Thanks for the tricks I will get an eye on it and try..
I have tryied the DirectX mode and have a black screen with a message box troubles for now...Also there where a resolution trouble but I don't know if this is "from Wine" or if this is the Canary version of FFNX about windowed mode and resolution troubles with DirectX9 mode...Here it always put the game in fullscreen mode in Wine or in my native context -->Linux screen. I have tweaks the config file and the parameters in the steam launcher but same trouble...I have also overwrite with the original config file from the FFNx pack but the trouble is always here. Also the game launch with I thing 640x480 also when I specified in the config file my native resolution...Don't know why...I have try also deleted the config file from Sque Enix folder and put the default resolution but the error message of the game persist for now in Dx9 mode. If you can test it in you home with the Canary version if you have trouble about Dx9 endering mode and resolutions/windowed mode. Thanks.

About Gallium I have installed it before in my Debian 10 with the "Nouveau" drivers and it make some troubles on Wine...but maybe retrying it with more well documented about it. I will put on eye on your tricks about opengl and Mesa.

They talking about NV50 support for Nvidia and mine is just NV40 also talking about GL ARB_compatibility in GL 3.1 mode. But don't see it in the proprietary driver I have. They talking about LLVmPipe it's a software driver "GPU"-->CPU from Mesa apparently, Maybe that will work but no GPU use here the CPU will suffer certainly ^_^ go continue learning...Maybe try this way for testing.

Here a table with NV40 (serie 6 and 7 Nvidia) Mesa compatibility with the GPU driver:
https://people.freedesktop.org/~imirkin/glxinfo/#b=version&g=NVIDIA%20NV4x%20(GeForce%206%2C%207)&p=compat
The 2.1 is effectively the last OpenGL version Fully implemented. The way is a CPU drivers or something between.

Thanks
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-07-13 22:44:14
FYI I did a quick check on the OpenGL topic as I'm working on the renderer part again and this came straight out of the driver log using "renderer_debug = yes" in the cfg file:
Code: [Select]
[00000000] TRACE: BGFX Capabilities (renderer OpenGL 2.1, vendor 0x10de, device 0x0000):

This means the driver is fully capable of using any OpenGL 2.1+ version, when using the OpenGL renderer. If you are being detected as something else, this may be a Wine issue.

Cheers :)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: PoolHandMan on 2020-08-05 21:45:44
I'm using it along 7th heaven 2.0. It works fine but it seems any changes I make in 7H_GameDriver.cfg don't take effect in the game. For example, playing in windowed mode or hiding the fps counter. Any suggestions? I'm new to this mod stuff but I understand 7th and your driver are two separate things and it's not your obligation to make it work, so if you can't help I understand
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: LordUrQuan on 2020-08-06 00:24:12
I'm using it along 7th heaven 2.0. It works fine but it seems any changes I make in 7H_GameDriver.cfg don't take effect in the game. For example, playing in windowed mode or hiding the fps counter. Any suggestions? I'm new to this mod stuff but I understand 7th and your driver are two separate things and it's not your obligation to make it work, so if you can't help I understand
That's because FFNx doesn't read 7H_GameDriver.cfg, it reads FFNx.cfg.  Alternatively, upgrade to 7Hv2.2beta and get the best of both worlds ;)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: PoolHandMan on 2020-08-06 12:24:39
That's because FFNx doesn't read 7H_GameDriver.cfg, it reads FFNx.cfg.  Alternatively, upgrade to 7Hv2.2beta and get the best of both worlds ;)

thanks, when I installed it I renamed FFNx.cfg to 7H_GameDriver.cfg as I learned here https://www.youtube.com/watch?v=_xmNDtxKPt8 (https://www.youtube.com/watch?v=_xmNDtxKPt8)

when I finish new threat I'll do that then, uninstall 2.0 and install 2.2, because I'm afraid of messing up :D (took me some time to configure it, specially the controls)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: LordUrQuan on 2020-08-06 13:21:48
Despite being only two months old, that video's already out of date... Tsuna made it with 7H v2.0, and unab0mb has since put v2.2 into public beta, which incorporates FFNx natively :)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: sasukexbox on 2020-08-17 22:55:20
Does it mean it will look like the PS1 original game? 'cause that would be cool

What sucks is, if you use mods on Steam. Then that wont unlock the steam achievements : (
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-08-19 20:42:22
Does it mean it will look like the PS1 original game? 'cause that would be cool

What sucks is, if you use mods on Steam. Then that wont unlock the steam achievements : (

Load any savegame that is near the last cave using the original driver, and you'll get all of them instantly :)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Topken on 2020-10-10 13:39:20
*bangs head against keyboard* I have been at this since last night and things still aren't working for me. Here's a link to my log file and I have already repaired both Windows 10 and .net Framework that is built into Windows 10. Game is unable to launch for me as can been seen. Launches but crashes as soon as it becomes responsive. Anyone have any idea what else I can try to do to fix this short of a complete reinstall of Windows 10 from scratch?

https://www.dropbox.com/s/xdp7q8touv62oce/FFNx.log?dl=0
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: LordUrQuan on 2020-10-11 15:17:08
Are you trying to run FF7 directly, or via a loader/manager like 7H?  If the latter, we need to see the mod config options you have set.

But it might not go that far... see if you have the Animations mod's 60fps option enabled. If so, turn that off. It's incompatible with FFNx (not that it was really all that great to begin with)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Topken on 2020-10-11 19:52:45
I am loading via 7H and yeah I am aware of the 60FPS issue with FFNX and that is set to 15FPS personally. I have the same setup on a different computer and everything is working fine over there so there is an issue with this PC it would seem.

(https://www.dropbox.com/s/gtol741c002ruky/screenshot%202020-10-11%2015.54.24.png?dl=1)

Here are the mods I have enabled which aren't out of the norm. Animations is already set to 0:15FPS so that isn't the cause of my headache with this setup.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: orichalcon on 2020-10-11 20:58:01
Here are the mods I have enabled which aren't out of the norm. Animations is already set to 0:15FPS so that isn't the cause of my headache with this setup.

regardless, you can confirm you have completely turned the animations mod off and the same thing happened?

if it does, the next step is to turn ALL the mods off and try to see if it works


if it launches but crashes when the game becomes responsive, its almost certainly a mod compatibility issue
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: LordUrQuan on 2020-10-12 16:53:23
That screenshot is just which mods you have active, not the options within them.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-10-22 13:38:02
It is with great pleasure that I would like to announce the newest FFNx 1.8.0 release :)

Improved rendering performance, super-smooth Vulkan and DirectX 12 support, astonishing Audio Engine and much much more are waiting for you to be explored in this new release.

Feel free to know more about it in the official changelog: https://github.com/julianxhokaxhiu/FFNx/wiki/Changelog_v1.8.0

A special thank you to all the people who have worked together with me in this new milestone.

Looking forward for great new achievements in the future.

Until then, enjoy!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: AuthenticM on 2020-10-23 05:15:04
It is with great pleasure that I would like to announce the newest FFNx 1.8.0 release :)

Improved rendering performance, super-smooth Vulkan and DirectX 12 support, astonishing Audio Engine and much much more are waiting for you to be explored in this new release.

Feel free to know more about it in the official changelog: https://github.com/julianxhokaxhiu/FFNx/wiki/Changelog_v1.8.0

A special thank you to all the people who have worked together with me in this new milestone.

Looking forward for great new achievements in the future.

Until then, enjoy!

Congratulations! Looking at the changelog, this is a very sweet release indeed!

I have a question. Would FFNx 1.8 allow a mod that tries to implement a menu layout similar to FF7 Remake?

(https://i.redd.it/beata1utchm31.jpg)

By that I mean having the menu entries on the left, full character portraits in the middle, and even having the menu transparent so that the player can see the gameplay screen behind it.

I believe that I have read, in the past, that the menu screen layout in FF7 is pretty hardcoded into the game, which makes it difficult to be modified. That's why I'm asking; I'm curious if advances have been made on that front.

Thank you
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Chrysalis on 2020-10-23 18:00:53
It is possible, but as always with UI layout changes it requires knowing the memory/executable addresses to modify, and in some cases custom code may need to be injected into the game.  On my mod ESUI, I did document the address modifications I did so you can extract the mod to find some of these addresses, I do not know all the addresses required to achieve this though so some effort is required to pull it off.  The bit I am unsure off is if the game background can be visible behind the menu, the game very likely does not keep the field rendered, when the menu is on screen, the frame rate is changed as an example when the menu is drawn.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Salk on 2020-11-19 05:19:13
Congratulations on this newest release!

The change-log is indeed impressive and if I understand correctly now it will be possible to have the animated background working also when using upscaled background textures?

Cheers!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Zera on 2020-11-24 23:06:10
Did you manage to implement proper analog support? Also, is it possible to use Tonberry with this driver (I think it wasn't last time I checked)?

EDIT: Never mind, the answer is no to both. I got hopeful when XInput support was mentioned.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: andreasaspenberg on 2020-11-27 23:28:52
i have no issues running final fantasy 8. it actually works better in my version of windows 10 than it did in windows xp(that goes for both steam and disc versions). even the installer worked perfectly. the steam version of final fantasy 7 also works perfectly. i have tested them recently. final fantasy 7 and 8 on steam i tested while i was writing this.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-12-06 21:00:00
Congratulations on this newest release!

The change-log is indeed impressive and if I understand correctly now it will be possible to have the animated background working also when using upscaled background textures?

Cheers!

Thank you :) Yes, Satsuki is working hard on it and a new release is going to be released. Stay stuned!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-12-06 21:01:11
Did you manage to implement proper analog support? Also, is it possible to use Tonberry with this driver (I think it wasn't last time I checked)?

EDIT: Never mind, the answer is no to both. I got hopeful when XInput support was mentioned.

What do you mean by proper analog support? Also about Tonberry it will never work as FFNx is a custom rendering engine, while Tonberry hooks the internal game rendering engine. But the same feature may come one day as soon as texture replacement will become a thing.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-12-06 21:02:01
i have no issues running final fantasy 8. it actually works better in my version of windows 10 than it did in windows xp(that goes for both steam and disc versions). even the installer worked perfectly. the steam version of final fantasy 7 also works perfectly. i have tested them recently. final fantasy 7 and 8 on steam i tested while i was writing this.

Glad to hear that :) Feel free to follow the development as more is going to come. We're not done...yet!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Salk on 2020-12-08 13:10:33
Thank you :) Yes, Satsuki is working hard on it and a new release is going to be released. Stay stuned!

Well, then this is indeed a great accomplishment.

Thanks again for all the hard work you guys are putting into this.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Zera on 2020-12-12 23:16:37
What do you mean by proper analog support?

Analog movement is broken in FF8 and FF9 (FF7 never supported it because it was released before the PS joypad with analog sticks). It doesn't support sensitivity (so you can walk without needing a dedicated button) and only allows 8 directions as if it was a D-Pad. I believe the Moguri mod fixes it in FF9, but no such mod exists for FF8.


Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: olearyf2525 on 2020-12-16 08:23:55
Thank you :) Yes, Satsuki is working hard on it and a new release is going to be released. Stay stuned!

Looking forward to it, thanks for all your hard work.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: TrueOdin on 2020-12-16 21:13:38
Analog movement is broken in FF8 and FF9 (FF7 never supported it because it was released before the PS joypad with analog sticks). It doesn't support sensitivity (so you can walk without needing a dedicated button) and only allows 8 directions as if it was a D-Pad. I believe the Moguri mod fixes it in FF9, but no such mod exists for FF8.

I see what you mean. Actually I did never try this personally but on FFNx I've reimplemented completely the gamepad support, by writing my own layer and supporting DInput and XInput out of the box, and additionally D-Pad works on both ways OOB too. Analogs works as always, but please feel free to try if the sensitivity is fine or not on the latest canaries. I'll be happy to support if not ( as far as I can go ofc as having no source makes the task a little harder :) )
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Salk on 2021-03-02 13:01:42
Hello TrueOdin!

After a very long pause I have decided to revisit FF VII with all the new improvements and I wanted to test FFNx. After failing to simply install the game from my original discs on Windows 10 I opted for buying it again on Steam, hoping it would make things generally easier.

After the installation, I downloaded the latest canary and followed the FFNx installation instructions you kindly provided.

The installation itself was of course just a matter of dropping some files into the FF VII directory but I was wondering if you may consider creating a proper installer in the future?

When I run the game I noticed that FFNx seems to override the Full Screen choice I have selected in the Square Enix settings menu because it runs in a window.

I take this opportunity to again thank you and your team for FFXn, hoping that one day the community will be able to experience the best version of Final Fantasy VII yet (as a side note and knowing it is a sore subject I believe that not being able to include the Reunion translation is an unfortunate obstacle to that end).

Cheers!

Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: TrueOdin on 2021-03-10 23:05:08
Hello TrueOdin!

After a very long pause I have decided to revisit FF VII with all the new improvements and I wanted to test FFNx. After failing to simply install the game from my original discs on Windows 10 I opted for buying it again on Steam, hoping it would make things generally easier.

After the installation, I downloaded the latest canary and followed the FFNx installation instructions you kindly provided.

The installation itself was of course just a matter of dropping some files into the FF VII directory but I was wondering if you may consider creating a proper installer in the future?

Hi, thank you, I'm glad you're enjoying it :) Regarding your question: at the moment there's none planned because there's in plan a new mod manager that will take care of this. Meanwhile as most of the mods are distributed using 7th Heaven, you might want to consider our new beta releases which do include FFNx integration and update mechanism and would make the overall installation experience a matter of two clicks. Feel free to join the Tsunamods discord to know more about this.

When I run the game I noticed that FFNx seems to override the Full Screen choice I have selected in the Square Enix settings menu because it runs in a window.

You can configure FFNx through the relative "FFNx.toml" file. I do not provide any integration with the Square-Enix launcher as it has a proprietary protocol to talk to the original driver and I really don't have time, nor interested, to reverse engineer that part too. Therefore, feel free to tweak you experience changing what is available in the "FFNx.toml" file.

I take this opportunity to again thank you and your team for FFXn, hoping that one day the community will be able to experience the best version of Final Fantasy VII yet (as a side note and knowing it is a sore subject I believe that not being able to include the Reunion translation is an unfortunate obstacle to that end).

Cheers!

Compatibility with Reunion is not on me, but with its author. I've always been available to help and support what was required to make it compatible, but the author has to tell me what is needed. As long as this doesn't happen, I have no way to add support for it.

Said that, It's just a matter of time until someone else will come with a retranslation of the game that maybe will work on top of FFNx and 7th Heaven. It's just unfortunate it's not available today.

Cheers,
TO
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Higgenbobber on 2021-03-11 01:47:59
Any progress in 60fps battles for FFNX/7th Heaven?  I'm trying to avoid Reunion even though it has working 60fps interpolated.  I appreciate your work on this!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Salk on 2021-03-11 08:18:56
Thank you for your detailed answer.

Best of luck!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: HAL on 2021-03-22 14:38:33
Thanks for the great tool.
Im a Japanese player and I understand that Japanese fonts are not rendered properly in the current version.

So, are there any plans to support Japanese in the near future?
For example, if you plan to support it within a few months, I will wait. On the other hand, if the answer is more than a year away, I will try to do the mod in some other way.
I'm sure you're busy, so I don't mind if you don't answer. Thank you very much.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: LordUrQuan on 2021-03-23 13:36:26
Any progress in 60fps battles for FFNX/7th Heaven?  I'm trying to avoid Reunion even though it has working 60fps interpolated.  I appreciate your work on this!
60fps is already possible with FFNx, it's the underlying game engine and (lack of) animation data that are in the way.  7H will not be the solution to the problem, either, as it's just a mod loader/manager.  There is work being done in this realm, but it'll be a completely separate mod, and won't be released until the animations are built for it (otherwise you'll see very janky motion and trying to hit Tifa's reels will be even worse).

So, are there any plans to support Japanese in the near future?
For example, if you plan to support it within a few months, I will wait. On the other hand, if the answer is more than a year away, I will try to do the mod in some other way.
The Japanese version is really weird... it isn't the original original (that is, fresh from the factory), but rather the original text laid on top the English executable.  Efforts are being made to figure this thing out, but there's no telling when it'll be solved.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: SunDragonXiii on 2021-03-25 23:28:26
Hi, I'm having some trouble getting this to work with texture mods in FF8. I checked the github and through the forums but couldn't find an answer.

It seems this is compatible with texture mods yes? I have my mod paths installed correctly in the textures and Tonberry folders and I think Tonberry is installed correctly but none of the texture mods are working!

FFNx is working for sure, I've got the version number and render mode displaying. Any help would be appreciated.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Higgenbobber on 2021-03-29 03:25:00
60fps is already possible with FFNx, it's the underlying game engine and (lack of) animation data that are in the way.  7H will not be the solution to the problem, either, as it's just a mod loader/manager.  There is work being done in this realm, but it'll be a completely separate mod, and won't be released until the animations are built for it (otherwise you'll see very janky motion and trying to hit Tifa's reels will be even worse).

I see.  I was thinking of Smoother 60FPS Battles mod that no longer worked and has to be integrated into FFNX.  Hopefully someone can put something out!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Bynyl on 2021-04-24 18:12:53
I just read the changelog for the 1.8 release... hooooly fuck this is awesome; that integration with SoLoud gives me a biig smile.

dammit im gonna have to make my music mod in 7.1 now xd
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: TrueOdin on 2021-04-24 19:15:28
I just read the changelog for the 1.8 release... hooooly fuck this is awesome; that integration with SoLoud gives me a biig smile.

dammit im gonna have to make my music mod in 7.1 now xd

Looking forward into it :)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Juba on 2021-06-18 11:40:11
You'll want to stay updated on FFNx.  At some point in the future it will support 60fps.   Until then, you'll need to use Reunion found at ff7.live if you want to use this mod.

FFNx already supports 60fps... it's the game engine and (especially) all the underlying animations that were created for 15/30 that need to be rewritten.

Any update on 60fps support or how to enable it in FFNx ?
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: ff7maniac on 2021-07-29 21:20:04
hello I would like to know. people who have a configuration similar to i5, windows 10, ssd disk and an nvidia gt 1030 card how does ffnx work with Cosmos Lighting shadows and advanced animations, are there problems or slowdowns or is it playable properly? thank you.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: LordUrQuan on 2021-07-30 17:15:27
hello I would like to know. people who have a configuration similar to i5, windows 10, ssd disk and an nvidia gt 1030 card how does ffnx work with Cosmos Lighting shadows and advanced animations, are there problems or slowdowns or is it playable properly? thank you.
Lighting and animations don't work without recent FFNx.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: ff7maniac on 2021-07-30 17:57:29
I know it, I ask if it works well enough with an nvidia gt 1030 card
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: TrueOdin on 2021-08-06 22:51:52
I know it, I ask if it works well enough with an nvidia gt 1030 card

You should be fine. Make sure to use the latest canary.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: ff7maniac on 2021-08-07 05:17:24
are you sure ? satsuki told me at least a pc i5 windows 10 ssd and a gtx 1050
Title: Re: [FF7PC-98/Steam] FFNx - Next generation driver with native Steam support!
Post by: Dekko on 2021-08-21 04:20:22
Hello TrueOdin!

First of all, thank you for working on this!

I've been a fan of Final Fantasy 7-9 ever since they came out on Playstation back in the day and I've been a user on this forum for quite a while when I got into modding the original PC releases of these wonderful games to make them shine. Some amazing stuff has been made to happen in this forum for sure! :-)

Have not been active here or logged in for a very long time so when I saw your project I got VERY excited.

My question to you though is, as I'm currently running the Original PC Release version of FF7 extensively modded, and with Aali's latest driver with the error messages patched out - would it be possible to use FFNx as a drop in replacement for the Aali driver without having to change anything in terms of the mods installed etc?

Running Windows 7 64-bit fully up to date with an Intel Core i7 6700k, 64 GB RAM and an ASUS GTX970 graphics card.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: TrueOdin on 2021-09-12 12:42:12
Hello TrueOdin!

First of all, thank you for working on this!

I've been a fan of Final Fantasy 7-9 ever since they came out on Playstation back in the day and I've been a user on this forum for quite a while when I got into modding the original PC releases of these wonderful games to make them shine. Some amazing stuff has been made to happen in this forum for sure! :-)

Have not been active here or logged in for a very long time so when I saw your project I got VERY excited.

My question to you though is, as I'm currently running the Original PC Release version of FF7 extensively modded, and with Aali's latest driver with the error messages patched out - would it be possible to use FFNx as a drop in replacement for the Aali driver without having to change anything in terms of the mods installed etc?

Running Windows 7 64-bit fully up to date with an Intel Core i7 6700k, 64 GB RAM and an ASUS GTX970 graphics card.


Thank you very much :) To briefly answer your question, yes it should work fine. Nevertheless, I'm not sure how you got them installed, so just make sure to properly backup files that will be replaced so you can then later revert back.

Nevertheless, FFNx is being integrated along multiple mod managers today, I suggest you making use of them as tons of mods have improved too and make use of those updated components.

Cheers!

are you sure ? satsuki told me at least a pc i5 windows 10 ssd and a gtx 1050

Feel free to try and report back. I'm not a Game Studio with a budget dedicated in replicating HW configurations being reported to me, so all I can do is wait for feedback and try to improve on top of them :)
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: valius on 2021-10-08 10:18:09
Are there any plans for FFNx to support the old battleswirl_framerate flag that was supported by Aali's driver?  I've used it on an old installation of FF& to essentially make the battle swirl go away, but it would be great if it could work with a newer modding platform.  Or is it already supported in FFNx?

EDIT: Based on conversation on the Tsunamods Discord, that flag will not be supported.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: icegoddesslexra on 2021-11-12 17:53:19
Hi I have a question: Since downloading this mod for FFVIII my controls for the game have been fucked. I set my controls (in the FF8 launcher) to be vanilla to what the PS1 version controls were, I'm using a PS4 controller. I had no issues with my controller inputs before installing the music mod.

But now, even though I have Select/Confirm set to 'X', Cancel to 'O' they're incorrect when I boot the game. X is now cancel, Square is Confirm, and O just makes me walk. Pause is now my R2, despite being set to my controller's pause button.

In my FFNx.toml file under the controllers section it was originally set to: steam_game_userdata = "". I've since added in my userfile so it reads: steam_game_userdata = 'user_4075028'. And there was no change to how the game views my control schematics. Is there a setting in the file I'm missing that's messing with my button schematics?

I'm suddenly stuck with confirm being Square, Cancel being X, and all the other incorrect inputs. It seems the only buttons mapped correctly still are Triangle for the Menu and R1 being Squall's gunblade trigger. Analog and the D-pad inputs also work correctly.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: sithlord48 on 2021-11-14 17:32:36
I'm pretty sure that the steam info is only used when generating metadata for cloud syncing. I've never used steam to launch but have you tried customizing the controls from the in game menu?
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: SunDragonXiii on 2021-11-15 01:14:29
I have the same issue with the controls on FF8... All the face buttons on the controller right hand side were mapped to the next button clockwise even though it was set to default in the settings (I'm using a Dualshock 3 controller).

To fix it I had to go in settings and map every button to the next button anti-clockwise... just to get it to be the normal button. I still have L2 and R2 mapped to start and select buttons which I haven't figured out how to fix but at least it's playable now.

Also I still haven't figured out how to get texture mods to work with this installed, I had them working before with Tonberry fine but Tonberry doesn't seem to work with this installed and I haven't figured out how to make them work without it.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: TrueOdin on 2021-12-01 20:36:38
Also I still haven't figured out how to get texture mods to work with this installed, I had them working before with Tonberry fine but Tonberry doesn't seem to work with this installed and I haven't figured out how to make them work without it.

Tonberry and FFNx are not compatible, because the former is used to hook the native game DirectX APIs and hash literally the texture binary data in memory and try to create a map for each one of them.
FFNx instead rebuilds from scratch the rendering engine and uses an undocumented feature for both FF7/FF8 that allows to use a custom driver to render the game ( this is how Aali started his project ). Because of that we have to implement our own custom way to handle this scenario. Unfortunately in FF8 hashing every texture doesn't lead to a different file ( sometimes it seems different textures hash the very same way ), therefore there's no possibility ( yet ) to replace textures in FF8.

Nevertheless, I did try to approach dotEmu in a friendly way to ask how did they manage to do it for FF8R ( as internally they use the Aali driver anyway... ) but they never bothered to reply. Perhaps if we ask en-masse we might have a reply one day, or ideally a PR on FFNx code implementing that functionality.

If anyone from dotEmu reads this, be aware any help on the topic is welcome and appreciated.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: SunDragonXiii on 2021-12-08 19:11:26
Thanks for explaining, that's a real shame. Despite it's problems FFNx seems to be the best way to play with the original music in FF8 for now and it really needs that music fix! Extra things like the analogue controls are nice as well.

Kind of annoying though, as much as I appreciate the hard work modders put in, they're not good at explaining things to us regular people who just want to play our favourite games in the best way possible. Like how this is in the "Basically Mandatory" category... Why is it basically mandatory if most mods aren't compatible with it? As a non-modder i'm just left scratching my head trying to figure out why texture mods aren't working and messing about with the config file because there's no documentation saying they don't work... only to find out weeks later through a forum that they don't work in the first place  :-(
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: TrueOdin on 2021-12-11 20:40:56
Quote
Why is it basically mandatory if most mods aren't compatible with it? As a non-modder i'm just left scratching my head trying to figure out why texture mods aren't working and messing about with the config file because there's no documentation saying they don't work... only to find out weeks later through a forum that they don't work in the first place  :-(

You're right on that side. The forum organization maybe is not clear enough, but at the current state for FF7 is the only active mod platform supported on Qhimm ( which doesn't mean is the only one existing that mods FF7 :) ), and which also exposes a set of features which make it really unique compared to other mod solutions.

About FF8 though in fact there are different mods available, each one of them doing different things ( but not all of them combined ). FF8_Demastered for eg. is the known mod solution for FF8R, Tonberry is the only solution known to replace textures on FF8 2000/2013 releases, and FFNx is a complete mod platform which reimplements the graphic pipeline ( so it's not depending on the core game engine, unlike Tonberry ) and introduces new unique features never seen before.

Now, as an author and crew member of FFNx as you can see, the project is not only developed by me but there are contributors bringing new patch codes introducing new features ( see https://github.com/julianxhokaxhiu/FFNx/graphs/contributors ) and because of this it's difficult to document really everything, considering the fact people might forget it but we're all doing this in our own spare time. No one of us is paid, receiveing donations nor asking for them. All we do is bring our passion for the game to the code, trying to find new ways to enable then modders to bring their magic in. Sometimes we manage to do so, sometimes we fail :) But that's the beauty of it.

Speaking therefore about texture replacement, I'll never get tired repeating this: I wish we could have it on FFNx, but unfortunately the code to allow this is much more difficult than FF7 in terms of Reverse Engineering, nor Square-Enix and dotEmu are helping on this case sharing knowledge with us on how they did. If this will one day happen, rest assured we will be happy to explore that path and add support, but for now it's really difficult to understand the game code and rewire everything.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: forkst on 2021-12-13 17:32:31
Keep up the great work with this mod
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: TrueOdin on 2022-01-16 10:11:48
Keep up the great work with this mod

Thank you :) Hope you're enjoying it
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: javisanchez1234567 on 2022-02-16 13:55:44
Hi, is it possible to get save anywhere to work in the Steam version of FFNx? In the 98 version it worked perfectly, but on Steam I can't save wherever I want.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Snake2208 on 2022-03-15 03:35:25
Hello! Didn't know if putting this here or on general FF7 troubleshooting or github...

First of all, I can't thank enough this community for all the hard work put into this since Aali, Tidusguy, FinalFanTim, EQ2Alyza, Cosmos, Chrysalis, strife98, TrueOdin, unaBomb, Satsuki, Tsunamods team and countless others, truly you are the best.

I am writing this to submit a bug since 7H 2.3+ that I think is from the FFNx driver itself that would not allow me to play in any way, making a really long story short last year I had 2.2.3.522 with no problems, after that I downloaded 2.3.3.0 and the game just completely crash with H7 along with it, after some trial and error I found out that a mod "mouth replacer by Sega" was the culprit (that one is a 7H bug me thinks), but after that I couldn't play with FFNx with any render (DX9,11,12,OGL,VLK) giving me different types of problems where H7 is not affected or closes, updating with the latest canary did not help (1.10.1.156 I think).

So I wiped my PC this year, since 2017 haven't done that so I can start everything fresh, so I installed both canaries (7H 2.3.3.20 and FFNx 1.10.1.252) and no mods with no avail, DX12 just opens and leaves me with a black screen and closes, Vulkan crashes on menu or certain places (field) giving me a driver timeout (AMD Radeon drivers 22.1.1, 22.2.1 and 22.2.3), DX11 works but with heavy graphical glitches all the time, DX9 crashes, OpenGL.... actually worked fine for a bit, closed it, reopened it and now it does not work (well it sounds that it works but black screen everywhere), today I used FFNx 1.10.1.254 with same results, tried 1.10.1.0 just for fun and a few different changes but overall the same (DX9 actually kinda works, medium to moderate glitches and crashes after a few minutes).

Anyway I'm not here just to say "there, minimum amount of info, fix it", I'd like to help troubleshoot it, I just deleted the whole thing, fresh FF7 steam download to try and test anything you need, use any 7H and FFNx, give logs, videos of the issues, etc. I'm a MD so not really a programmer but I know a little thanks to my father :P, should I report it to github? I'll try to help and be as useful as I can be :)

by the way: AMD Ryzen 1700, 32GB dual channel DDR4 @2400, Gigabyte RX 470 4GB, 260GB PCIe SSD + HDD 4TB (current install), ASUS Crosshair Hero VI x370 WiFi

edit: If this belongs to another section I`ll gladly move it
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Bonez on 2022-03-15 05:29:25
Troubleshooting will be a lot easier and faster using our discord. It's also way more active than the forums with more people willing to help basically 24/7 between Qhimm and Tsuna discords.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Snake2208 on 2022-03-15 05:34:43
Thank you, I'll join both :)

edit: Done, entered Quimm via strife98 post and Tsunamods, the invite from the main website -> support -> Discord is dead, used DuckDuckGo and found it :) Keep on rocking!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: ArhumMK on 2022-03-22 18:55:48
Sorry if this isn't the best place to ask this but, will FFNx add support for 60fps (battle) menus? Since complete 60fps is already a feature. I was looking forward to be able to play FF7 like PSX where the battles and overworld function in their respective framerates but menus in and out of battle are always 60fps.

I know that Reunion allows for this to be possible but I wanted to play the game without any conversions/heavy modifications and be able to earn achievements through Steam like FFNx allows.

Thanks for your hard work and dedication, keep it coming!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Bonkers on 2022-04-05 00:41:03
Just a shot in the dark, would it be possible with this engine for example to replace the standard exploration scenes that are Pre-rendered 2D backdrops (With a 3D walk mesh) with an entirely real time rendered scene? With the direction FFVIIR is taking, the lack of a modern looking version of the original game has bothered me.

Think of what Diablo 2's recent re-release did by replacing the pre rendered graphics with real time ones.  We'd perhaps simply use the walkmesh as the basis for rebuilding the scene in 3D and match the original camera coordinates to keep the final look 1:1.
I don't know if this would end up speeding up or making it easier to try and match the original pre-rendered look in real time rather than having to try and recreate all of the images and then have to render them offline and cut them up to match the original engine.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Question on 2022-11-24 02:36:32
I checked the documentation but im confused, what does this do exactly, and does it work for the FF8 remaster?
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Landarma on 2022-12-22 20:40:55
Just a shot in the dark, would it be possible with this engine for example to replace the standard exploration scenes that are Pre-rendered 2D backdrops (With a 3D walk mesh) with an entirely real time rendered scene? With the direction FFVIIR is taking, the lack of a modern looking version of the original game has bothered me.

Think of what Diablo 2's recent re-release did by replacing the pre rendered graphics with real time ones.  We'd perhaps simply use the walkmesh as the basis for rebuilding the scene in 3D and match the original camera coordinates to keep the final look 1:1.
I don't know if this would end up speeding up or making it easier to try and match the original pre-rendered look in real time rather than having to try and recreate all of the images and then have to render them offline and cut them up to match the original engine.

Months late reply: This would require making entire new game engine as well as assets.  It may take many years, and if SE notice the project, they can send C&D to devs.
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Kimsiudog on 2023-07-01 02:08:48
hi. can i ask a bit of ff7 nx driver?

i downloaded the lastest ffnx driver to use because im not planning to use 7thheaven. 7th heaven only reconigze the old pc ff7.exe app as im playing with 2012 steam of the game.

i downloaded it and throw into my ff7 game folder, adjust my window size and it works but weirdly is the mod is not working at all. i create a folder 'mods/textures' and download the iro file, then unpack it and throw into the textures folder, i even create subfolder name follow like the name in the data folder such as char, battle and so on, but none seems working. im unsure how to make it work so hope u could help me.

i know now the latest 7th heaven also include ffnx in it but still prefer only ffnx use with my ff7 steam only. lazy to mount and unmount the ff7 disk and also i cant use the ff7 editor to modify cait sith/vincent initial data since it only supports ff7 steam not the old pc one
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Bonez on 2023-07-01 04:11:33
You can use steam version with 7h
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: Kimsiudog on 2023-07-01 08:42:51
but how to? it always create a ff7.exe of the old pc game
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: stavstav on 2023-12-01 01:41:13
Reserved
I am trying to run only the psx music mod with this, not working at all.  Perhaps it is because I own both versions 1998 and 2013steam and have switched between the two on this PC in the past.
My problem is after installing this on 1998 version followed instructions to the T, upgrade game to v1.02, run the ffnx.reg file, no logo, no aali driver, no nothing happens, when I start the game.  Tried both versions listed here https://forums.qhimm.com/index.php?topic=19967.0/  newest 1.8.12, 1.7.x, neither work,

made a topic here already no one replied =(  https://forums.qhimm.com/index.php?topic=21630.0 

how am I supposed to set this to be the graphics driver?  Stock 1.02 has less or none options.  Only other ff7config.exe is from aali old driver 0.7.11b.  Probably something is incorrect in the registry yet I installed to c:\games\final fantasy vii\ as instructed.

I am not using 7H or any other mods.

also noticed in your cfg file that there is no 'transparent dialog boxes' setting as in aali driver which was awesome, is it not possible with ffnx?

anyway I am struggling with this seem to need some help, but atm switched back to 2013steam version, as music, lack of controller support, screenshot issues, and occasional crashing exe upon alt-tab were bothering me.  I hope this forum is not totally DEAD
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: TrueOdin on 2023-12-04 20:25:58
To all of you having issues I'd suggest joining our Discord servers, it will be easier to support you. You can find the links to join on the support link in the OP. Cheers!
Title: Re: [FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8
Post by: JoseThomas on 2023-12-22 14:09:47
Thank you.