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Messages - WSabey

Pages: [1]
1
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-10-06 15:52:57 »
Ah, that's done it, thanks. That must have been a pain to find initially, I know I wouldn't think to look for unescaped semicolons in an ini file...

2
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-10-06 10:43:35 »
I don't think I'm having the best luck with this. I reinstalled the game to try some different settings in the menu overhaul (I read you can't just patch over an existing bootleg installation), since I couldn't find any 'before and after' screenshots, only now the music has stopped working. The logs for FF7Music show it identifying the MIDI playing, and mapping this to an mp3, but it doesn't actually play the music, all I get is silence. Does this thread cover FF7Music too?
FF7Music.log:
Code: [Select]
DataPath is C:\Games\FinalFantasyVII\ficedula\
Init patches
Reading ini...
Parsing paths... -currently C:\Games\FinalFantasyVII\ficedula\
.\

File search paths:
   C:\Games\FinalFantasyVII\ficedula\
   .\
Files count: 95
Patch init done
----------------------------------------------
Init patches
Reading ini...
Parsing paths... -currently C:\Games\FinalFantasyVII\ficedula\
.\

File search paths:
   C:\Games\FinalFantasyVII\ficedula\
   .\
Files count: 95
Patch init done
----------------------------------------------
FTH: (7164): *** Fault tolerant heap shim applied to current process. This is usually due to previous crashes. ***

FTH: (6360): *** Fault tolerant heap shim applied to current process. This is usually due to previous crashes. ***

WM_ACTIVATEAPP

INITIALIZE DD/D3D START

MIDI set volume trans: 127->0; step=60

MIDI stop

CSA6
CSR7
MIDI stop

CSA6
CSR7
-> LULnchr: started with args: '/version:1.00.46 /prod:setpoint /lang:ENU /qs:hit=2 /conffile=C:\Program Files\Common Files\LogiShrd\SolarApp\LU\LuProduct.Sapp.xml'

-- LULnchr: will launch target: 'LogitechUpdate.exe' '/version:1.00.46 /prod:setpoint /lang:ENU /qs:hit=2 /conffile=C:\Program Files\Common Files\LogiShrd\SolarApp\LU\LuProduct.Sapp.xml'

-> LULnchr: started with args: '/version:1.00.46 /prod:setpoint /lang:ENU /qs:hit=2 /conffile=C:\Program Files\Common Files\LogiShrd\SolarApp\LU\LuProduct.Sapp.xml'

-- LULnchr: will launch target: 'LogitechUpdate.exe' '/version:1.00.46 /prod:setpoint /lang:ENU /qs:hit=2 /conffile=C:\Program Files\Common Files\LogiShrd\SolarApp\LU\LuProduct.Sapp.xml'

-- LULnchr: starting target synchronously.

-- LULnchr: Returned from LaunchViaShellExecute.  hProc = 600 (0x258), GetLastError: 0

-- LULnchr: --->| WFSO on hProc.

-- LULnchr: ---<| WFSO on hProc returned.

-< LULnchr: exiting.

reading midi file: OB.mid

OB.mid

Midi file matched! OB
CSA6
CSR7
File counterpart 02 - Bombing Mission.ogg
Resolved to 02 - Bombing Mission.ogg
MIDI stop

CSA6
CSR7
END UNINITIALIZE DD

WM_ACTIVATEAPP
I'm not sure why it appears to be probing my keyboard, could that have something to do with the problem?

3
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-10-04 15:16:55 »
OK, I had a look in control panel, and for some reason the desktop was set to update at 30Hz! Presumably this was why FF7 wouldn't accept a higher frequency? I set it to 60Hz and the game now works just fine at 60Hz. Kinda odd that it would affect it like that; most games aren't affected by what the desktop resolution is set to.
I included the screenshot too.

4
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-10-04 12:57:59 »
Hi, I finally got around to testing things, and I can confirm that changing the refresh rate does affect it. With it set explicitly to 50 or 60, it fails, while when commented out or set explicitly to 30, it loads in fullscreen. I'm at a loss to suggest why, since I'm quite sure all my other games run just fine at 60Hz. Still, I'm happy now since I can play the game outside of a tiny 640x480 window (or whatever it was).

5
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-10-01 07:24:36 »
OK, I kinda disappeared at the bottom of the last page there. Reposting:
I checked the cfg file, but it was already set to 1920x1080, which is the same as my desktop resolution.

I've also tried it at lower resolutions, like 1280x768, and I get the same error.

ff7_opengl.cfg
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 = 1920
window_size_y = 1080
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 = off

# 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/SmartBloomAdvanced.post
yuv_source = shaders/yuvAdvanced.frag
frag_source = shaders/mainAdvanced.frag
vert_source = shaders/mainAdvanced.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

6
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-27 13:11:56 »
I checked the cfg file, but it was already set to 1920x1080, which is the same as my desktop resolution.

I've also tried it at lower resolutions, like 1280x768, and I get the same error.

ff7_opengl.cfg
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 = 1920
window_size_y = 1080
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 = off

# 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/SmartBloomAdvanced.post
yuv_source = shaders/yuvAdvanced.frag
frag_source = shaders/mainAdvanced.frag
vert_source = shaders/mainAdvanced.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

7
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-25 08:35:27 »
APP log is found in the main directory.
Ah, I see it now, it's in the game directory. I was looking in the Bootleg folder.
What resolution are you trying to play at? What is your monitor's native resolution?
1920x1080, which is native for me.
APP.LOG:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
ERROR: failed to set fullscreen mode
INFO: NVIDIA Corporation GeForce GTX 560/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 640x480, output resolution 640x480, internal resolution 3840x2160
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, 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
ERROR: could not open file C:\Games\FinalFantasyVII\ff7input.cfg
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:\Games\FinalFantasyVII\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
WM_CLOSE
END OF CREDITS!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

8
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-25 03:58:58 »
Hi, I need a little help please.
When I try to run the game, it tells me "Failed to set the requested fullscreen mode, reverting to original resolution window mode", and loads up in a tiny window.
I installed the game from my original '98 copy, with the OpenGL mod, then I installed Bootleg with all the same options shown in the tutorial, on Windows 7 Ultimate. I'm not in a system folder, and I ran bootleg as admin, as well as disabling my antivirus.
I've looked through the thread, but I don't see anything that looks like my problem. Does anyone know what could be causing this? I can't find any log files to post, where would those be found?

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