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Messages - leostrife

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1
Great job, congratulations!
Worked perfectly on my pc, only shaders that do not work as always, is to enable and black screen.

GTX 570, driver 310.70 WHQL.

2
I'm trying to use the HRC_resizer for the CTCC 3.0 but is not working T_T. i'm getting this error.
Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid.


Just download and copy the file  'COMDLG32.OCX' to the folder of touphscript, try google, our http://windowsxp.mvps.org/comdlg32.htm

The amount of text in the file is very small, only translate from English to the language you want.

The touphscript is still very bad for translation if we take into account that he always rejects the extraction of scrips if the source file is very different from the original. Prefer translate flevel.lgp with Loveless.

3
I translated easily into Portuguese FF7.exe file using thoughScript.

4
The converter is working fine, and tested here is very good, but installing FF7 2012 is practically all discarded, could at least remove the hassle of having to load the CD, for those who are converting the digital version of the game. Another thing is that the CGS of the "new" version, are of a quality far superior to that of the CGS MODs, and ought to include an option the mater in the new CGS original Bootleg 0040, even though it is easier to do this after installation, but help users more laity. And also could keep the audio that now comes in OGG.

Another interesting thing is that the shaders that did not work here, now work perfectly after installing Nvidia WHQL Driver modified 305.68.

I sorry for my poor english

Here is a gameplay with some custom CGS for me.

http://www.youtube.com/watch?v=6ERmtRGDezY&feature=plcp

5
I installed the 4 packs and corrected almost the entire game. It only remains now to relaunch FF7 Square 2D scenarios with high resolution, it is impossible today to play a game with textures as bad as the original game. Especially since the game will be ported to DX9.

6
leostrife,

For now try: ensure SSAO, Bloom are enable via the #define section, you can disable both FXAA, and HQBR, for now. I will have v0.2 out sometime next week when I'm finished updating the new implementation. My new shader doesn't seem to be working on Nvidia though. I'm also in the process of rebuilding my system, I should have a GTX 680 soon hopefully.


Leonhart7413,

The window size variable is you're monitors max resolution, the internal size is limited by your GPU, not display, it's the internal rendered resolution of the game. This can be increased as far as your GPU will allow, you will receive a pop up dialog when starting the game if you go too high for your own card, it's also best to keep it at multiples of the game's original native res. The config file posted is my own modified one, it was included in the bootleg installer I presume.

Thank you!

It is neither your nor the original is working for me. The game runs normally, but only has sound, the screen is all black, when I enable any type of shader. I installed a very old driver, the 263.09, and had the same problem.
I tested some games and emulators with OpenGL shaders in OpenGL and DX, and are working perfectly.

7
App.LOG

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 570/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1440x900, output resolution 1200x900, internal resolution 3840x2160
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: fragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(115) : error C1008: undefined variable "width"
0(115) : error C1008: undefined variable "height"
0(118) : error C1008: undefined variable "width"
0(118) : error C1008: undefined variable "height"
0(125) : error C1008: undefined variable "width"
0(125) : error C1008: undefined variable "height"
0(885) : error C1008: undefined variable "texCoord"
0(886) : error C1008: undefined variable "texCoord"
0(887) : error C1008: undefined variable "texCoord"
0(888) : error C1008: undefined variable "texCoord"
0(889) : error C1008: undefined variable "texCoord"
0(890) : error C1008: undefined variable "texCoord"
0(891) : error C1008: undefined variable "texCoord"
0(892) : error C1008: undefined variable "texCoord"
0(909) : error C1008: undefined variable "texCoord"
0(910) : error C1008: undefined variable "texCoord"
0(911) : error C1008: undefined variable "texCoord"
0(912) : error C1008: undefined variable "texCoordfragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(115) : error C1008: undefined variable "width"
0(115) : error C1008: undefined variable "height"
0(118) : error C1008: undefined variable "width"
0(118) : error C1008: undefined variable "height"
0(125) : error C1008: undefined variable "width"
0(125) : error C1008: undefined variable "height"
0(885) : error C1008: undefined variable "texCoord"
0(886) : error C1008: undefined variable "texCoord"
0(887) : error C1008: undefined variable "texCoord"
0(888) : error C1008: undefined variable "texCoord"
0(889) : error C1008: undefined variable "texCoord"
0(890) : error C1008: undefined variable "texCoord"
0(891) : error C1008: undefined variable "texCoord"
0(892) : error C1008: undefined variable "texCoord"
0(909) : error C1008: undefined variable "texCoord"
0(910) : error C1008: undefined variable "texCoord"
0(911) : error C1008: undefined variable "texCoord"
0(912) : error C1008: undefined variable "texCoord"
0(91íü8TINFO: postprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(115) : error C1008: undefined variable "width"
0(115) : error C1008: undefined variable "height"
0(118) : error C1008: undefined variable "width"
0(118) : error C1008: undefined variable "height"
0(125) : error C1008: undefined variable "width"
0(125) : error C1008: undefined variable "height"
0(885) : error C1008: undefined variable "texCoord"
0(886) : error C1008: undefined variable "texCoord"
0(887) : error C1008: undefined variable "texCoord"
0(888) : error C1008: undefined variable "texCoord"
0(889) : error C1008: undefined variable "texCoord"
0(890) : error C1008: undefined variable "texCoord"
0(891) : error C1008: undefined variable "texCoord"
0(892) : error C1008: undefined variable "texCoord"
0(909) : error C1008: undefined variable "texCoord"
0(910) : error C1008: undefined variable "texCoord"
0(911) : error C1008: undefined variable "texCoord"
0(912) : error C10postprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(115) : error C1008: undefined variable "width"
0(115) : error C1008: undefined variable "height"
0(118) : error C1008: undefined variable "width"
0(118) : error C1008: undefined variable "height"
0(125) : error C1008: undefined variable "width"
0(125) : error C1008: undefined variable "height"
0(885) : error C1008: undefined variable "texCoord"
0(886) : error C1008: undefined variable "texCoord"
0(887) : error C1008: undefined variable "texCoord"
0(888) : error C1008: undefined variable "texCoord"
0(889) : error C1008: undefined variable "texCoord"
0(890) : error C1008: undefined variable "texCoord"
0(891) : error C1008: undefined variable "texCoord"
0(892) : error C1008: undefined variable "texCoord"
0(909) : error C1008: undefined variable "texCoord"
0(910) : error C1008: undefined variable "texCoord"
0(911) : error C1008: undefined variable "texCoord"
0(912) : error C1008: un}ü8TERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: c:\final fantasy vii\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388
INFO: slow output format from video codec indeo5; 6
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
WM_CLOSE
END OF CREDITS!!!
Field Quit
UNINITIALIZE DD
ERROR: GL_INVALID_OPERATION
END UNINITIALIZE DD

FF7 CONFIG:

Code: [Select]
# ff7_opengl-0.7.11b config file - modified by Bootleg



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want

to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1440
window_size_y = 900
internal_size_x = 3840
internal_size_y = 2160
preserve_aspect = yes
fullscreen = yes

#window_pos_x = -1
#window_pos_y = -1
#widescreen_hack = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in

textures/
mod_path = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes
refresh_rate = 60

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e.

30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures

just lose their detail
linear_filter = on

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music

to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music

will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default

options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog

boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
#new_hp_limit = yes
#new_mp_limit = yes

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu

transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
enable_postprocessing = yes
post_source = shaders/SmartBloom.post
yuv_source = shaders/yuvHDR.frag
frag_source = shaders/mainHDR.frag
vert_source = shaders/mainHDR.vert



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
#enable_lighting = yes
#show_light_rays = yes
#show_normals = yes
#show_tbn_space = yes
max_lights = 12

#Variable Functions#
#specular_fog = yes
#texture_scale_bias = 1
#texture_coordinate_clamp = yes
#pixel_texture_bits = 32
#generate_mipmap = yes
#detail_texture = yes
#shader_precision = yes
#tessellation_program5 = yes
#multisample_coverage = yes
#multisample_filter_hint = yes
#texture_filter_anisotropic = yes
#texture_edge_clamp = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger,

if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

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

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

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is

in use
# texture cache does NOT update automatically if the source image changes,

however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes
use_vbo = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during

normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will

make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

# Load Multiple DLLs
load_library = Multi.dll

8
I'm releasing the above-mentioned shader for testing.

Note 1: Be sure to change the .post shader source name in your cfg file.
Note 2: If you open the post shader you will see 3 version numbers at the top of the page (120, 330, & 420), two of which are commented out. If you have a GPU with shader model 2.0/3.0 (DirectX 9 card) leave it as it is, if you have a GPU with SM 4.0 (DirectX 10 card), or SM 5.0 (DirectX 11 card) you can comment out the #version 120, and remove the comment before your desired version number, to take advantage of more recent OGL version functions, and a bit more performance.
You can also customize each feature to your liking, if you don't like the default setup.
Note 3: If you would like to use these shaders on PS1 Emulator with a GPU plugin that supports glsl shaders (eg: Pete's OpenGL2) rename ComplexMultiShader.post to gpuPeteOGL2.slf, and main.vert to gpuPeteOGL2.slv, and pop them into your Emu's shader folder.

Here's the file: ComplexMultiShader.zip

Would appreciate feedback.

Did not work. Both in FF7 as the PSX emulator. The emulator complains shader not found and FF7 black screen.

Windows 7 x64
GTX 570
8Gb RAM
Phenom X4 965

9
I made a new introduction in place of the Squaresoft logo, is subtitled in Brazilian Portuguese and English audio. Just simply paste in the movie folder.

 ;D

http://www.mediafire.com/?pdk5x4deednn43l

Password: loveless

10
Shaders will work now in Bootleg 0.40?
For a while it does not work here ... I have a GTX 570 and driver 304.

11
Touphscript is the best tool for extracting/inserting text in FF7.
You're out of luck with the menus and mini games.
Touphscript doesn't work with international versions of ff7.exe.
The mini game use textures instead of text.


touphScript_v1.2.8.7z                           Luksy           Comprehensive Dialogue Editing Tool     Qhimm FILE SOURCE CODE



Thank you. The bootleg worked perfectly when I installed the game out of the default directory. Only enable the sound device in FF7Config.exe, another thing that does not work for me is the shader must be due to the new Nvidia drivers. I have a GTX 570 and use the 304.79 BETA driver.

12
I am Brazilian and am translating to Portuguese Final Fantasy VII, could someone pass me a tool that translates the text of menus, screen and battle mini games?

Thanks ... ;)

13
Does not work, the installer closes after installing the Remix, the Bootleg 0038 functioned normally, but the 0039 does not install.

14
General Discussion / Final Fantasy VII Donwload version
« on: 2012-07-04 17:33:17 »
We knew it was coming, so this launch trailer is not a great surprise. It is nice to see it finally in action though, as a downloadable PC release available via Square’s own PC download service.

It’s listed as “coming soon” with the achievements and cloud saves we already reported on but there are some minimum system requirements up, in case you’re wondering.

Microsoft Windows XP/Vista/7 (32/64-bit)
2GHz Processor or faster
1GB RAM
DirectX 9-compatible graphic card

http://www.youtube.com/watch?feature=player_embedded&v=qr4TgU4SKLc

This has nothing to do with the thread you posted it in. Moving it somewhere more appropriate. ~Covarr

15
I've completely rewritten the glsl shader I've uploaded a while back, (It was having trouble on some gpu's with older shader models. So far, it includes:
  • Ability to turn off/on, and customize each feature
  • HDRBloom
  • 5xBR-FXAA
  • Full Screen SSAO (Yes, SSAO).

I will upload it here, in case anyone would like it, during the week if I'm finished/satisfied testing it.

If any other scripters/programmers would care to take a look to help optimize the code, for extra speed, send me a pm.

ps: This shader works both with Aali's OGL driver, and any ps1 emulator with a gpu plugin that supports glsl shaders (Pete's OGL2, gpuBladeSoft etc) for some who prefere to play ff VIII on emu (PC version sprites are horrid)


I do not know much about programming, but why not adapt the shader plugin Pete's OPENGL2 driver 2.9 "4xMSAL"? He is by far the best shader to use in 2D games with scenarios like Final Fantasy.








Shader link:
http://www.mediafire.com/?m7drgcpbxfx9a4o

16
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-07-03 20:12:46 »
Link for Menu Overhaul project M005a.

http://www.mediafire.com/?l3kel5xxn4fh3k4

I waiting for M005b... Thanks!

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