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Messages - halsafar

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If steam FF8 is like steam FF7 then it is using DirectX and not OpenGL.  The proof in this was the shader files for FF7 which are in FX format and using PS2_0 which only allows a small instruction count.  So I side loaded my own DirectX DLL for FF7 and that worked, which furthered the proof FF7 was using DirectX now for the steam version. 

A custom openGL driver for steam FF7 therefore is impossible.  I have a feeling the same for FF8.  What we can do is compile our own DirectX but to what end, I don't know.  Check out SweetFX for examples of side loading your own directX DLL.

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Not in the Steam version.  It clearly uses HLSL (pixel.hlsl, vert.hlsl are the shader files) and interally loads up D3D as you can see with D3D SDK Utilities.

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Yeah I got a fully functional xBR working but FF7 wouldn't accept it.  My research leads me to believe FF7 loads up on pixel shader 2.0 which has a very low instruction count max.  Even hq2x is to many instructions for PS 2.0. These boil down to individual arithmetic operations.  So when you unroll a lot of the math in these shaders to asm it reaches far past the instruction count limit.

Might still be possible with an external app hooking into ff7_en.exe D3D.

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xBR might not be possible.  I hit an unusual dead-end when porting, just stopped working if I inserted a new instruction.  This leads me to believe it is using PS_2_0 as the shader model internally which has an low instruction slot count (~64).  If this is true then xBR will be problematic.  I am concerned as to why they would change to HLSL and yet stick with PS_2_0, so I need research or info.

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Does anyone know exactly which shader version the new FF7 steam is using? It is HLSL, I am assuming FX_4_0.

I ask because I've almost ported a shader to the steam version.  Hitting an annoying issue tho, need to dig deeper.

It might be ps2_0 if so I might be hitting instruction limit...

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As for the HLSL shader, there is some information here: http://forums.qhimm.com/index.php?topic=14330.0, a xBR HLSL shader (for both 2012 rerelease and steam version) would be a dream come true, you have my full support halsafar !

From first inspection this CG Shader can be easily converted to HLSL with some guidance:
https://github.com/libretro/common-shaders/blob/master/xbr/4xbr-v4.0.cg

The only problem I foresee is these shaders require knowledge of the internal rendering resolution.  That may have to be hard coded, I know little of the FF7 engine.  It may need to be changed on a per user basis.  However for xBR I think most people will be tickled regardless of set backs.  I have pretty good shader knowledge as it is my job and my hobby. 

Off topic though. 


I plan to research Omzy's work a bit more and see if there is a way to pack it up so it works with the steam version. 

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For this to work on the steam version it has to be compiled down to a lgp with the PNG's converted to the proper TEX format.

I am very new to the FF7 modding scene but not modding in general.  I am already working on converting some of the shader mods to the new HLSL format that the steam version appears to be using.  However the one mod that is truly lacking the steam version (with achievements) is the backgrounds.

Before spending tons of time on this, has this been done already?  Can one convert the PNG structure Omzy to the proper field map textures which I understand might not be the same as the other textures in the game, so will image2tex work?


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