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Bootleg Questions / Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
« on: 2011-11-15 16:26:51 »
Testing out 0036 now, thanks everyone.
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I'm still working on the new version of Bootleg.
There are quite a few new mods included.
I'm testing and debugging. It's slow going.
I have to install FF7 many many times.
Now I have to decide when to include the mod and when to make it a separate download.
The total Bootleg download is now at 85MB.
I'm not sure if I should release this bloated file, or wait even longer while I sort the mods into Bootleg packs for separate download.
I might release a preview version of 0036 just to get a fresh perspective.
I know I've fixed quite a few bugs, but I've surely introduced some new ones.
What is the maximum acceptable size of Bootleg? Is 200MG too big? When I do break Bootleg into separate mod packs, to what size should I limit the individual downloads?
How should I break the mods down? Now I'm leaning toward basing the mod packs on required mods and the presets.
I've spent too much time simply changing my mind and changing the same code over and over again.
For a complete graphical upgrade use the preset 'PitBrat,' I do!
I absolutely recommend installing Menu Overhaul and Team Avalanche.
The Remix has a version of Avalanche preinstalled, but it's incomplete.
Reinstalling Avalanche fixes the problems.
The version of Menu Overhaul (M003) supported by Bootleg 0035 is no longer available.
A new version of Bootleg will be available soon. Support for M004d and many other mods is already implemented in the upcoming release.
I'm currently in the testing phase.
I located a few more mods today, including a new gun for Barret.
I think these mods are important enough to assimilate before releasing Bootleg.
Look for a Bootleg 0036 release sometime this week.
The Remastered kernel patch changes all sorts of things. It is a partial retranslation, it changes weapon and item stats and it starts characters with more powerful armor and items, it alters enemy A.I. and configurations. There are surely more undocumented changes.
Bootleg became a joint project so PitBrat and I decided to join our knowledge to make it even better
I'll look into the Barret model issue.
I haven't experienced that bug.
Menu Overhaul M004a just arrived today.
Assimilated the new version is slower than expected due to issues with Aeris Revival and the Hardcore Mod.
These mods may receive updates to fix issues that toughscript exposed.
Toughscript is really shaking up the mod scene.
I foresee it having a drastic impact on the we create and distribute mods.
Adding mode switching is slow and tedious work.
It requires much testing. Thank you, VGR.
Bootleg 'normal mode' is mostly complete.
Here are some of the new features:
.0036
Added Vincent ReModel
Added Cloud Battle Model Options: Classic and The Remix APZ
Added Custom 10th Anniversary Photographic Avatars
Added Green Limit
Added New Kernels: Scene Redux, Lost Wing and Harder Items (Easy, Normal and Difficult)
Added Mode Switching via BootLoader (Change the Play Mode when Starting FF7 Without the Need to Install Anything)
Added Splash Screen by VGR
Updated About Screen with Graphics by Ugerstl
Integrated Mods (No Longer Require a Separate Download): 3-06 - The Nightmare's Beginning-rev8.ogg, 3-16 - Interrupted by Fireworks-rev18.ogg, 3-20 - Buried in the Snow-v.2.ogg, JenovaRemix.ogg, limit original by kela51.rar, limit's flash V4 by kela51.rar, blue limit V2 by kela51.rar, blue limit V3 by kela51.rar, ice by kela51.rar, Vehiles[WIP].rar and Green Limit Break.rar
+Fixed Missing Music During Jenova Battle when Using Bootleg Soundtrack
+Fixed Missing Magochocobo PNG Field Art Pack 3
+Fixed Missing Rumbah Movies
+Fixed Missing Grimmy Movies
+Fixed Missing Revival Scene Data
+Fixed Reporting Wrong File Names During Installation
+Fixed Incorrect Defaults
This list will change upon release.
I try to arrange the tutorial so that you can skip some of the optional mods and still have everything else working.
You might also try the Bootleg Configurator.
It automates everything in the tutorial and adds support for quite a few more mods.
I'm very close to a new Bootleg release.
I've assimilated the alternate Cloud battle models along with a few other mods I've scrounged up.
This community is awesome for continuing to produce such amazing work!
I've received permission to add some of the mods to the Bootleg download. Now there are fewer mod files to download separately.
The biggest change is with the difficulty mods. I've assimilated such mods as: Harder Items (Easy, Normal and Difficult), Scene Redux, Lost Wing, Remastered, Hard Core, Aeris Revival and Spell Names.
BootLoader starts FF7 in any of the 44 possible modes without the need to install anything else.
There may still be more modes at release time. I'm investigating Kuugen's Crazies and the Moderate Difficulty mods now.
Thanks for keeping the suggestions for additions coming.
Are there any difficulty mods that people are playing now?
Does anyone have any ideas for creatively combining some of these mods to create a style of play?
I think the combination of Harder Items and Scene Redux my be interesting. I've already included those options.
The only mods that don't combine well are Hardcore, Remastered and Lost Wing.
I'm looking forward to hearing about all the new bugs I've introduced into Bootleg.
Thanks again to this supportive community.
It says the resolution you're trying to run it at is unsupported by your monitor. Change the resolution and it should work.
# ff7_opengl config file
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
# plugins
# a movie plugin is required, the music plugin is optional, but required to make FF7Music work
movie_plugin = plugins/ffmpeg_movies.fgp
music_plugin = plugins/ff7music.fgp
# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag
# post-processing shader, used to apply fullscreen effects
post_source = shaders/smartbloom.post
enable_postprocessing = no
# display frames per second counter in upper right corner
show_fps = no
# display some real-time debug information
show_stats = no
# set the window size (and 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 = 1680
window_size_y = 1050
preserve_aspect = no
fullscreen = 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 = no
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
# 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
# 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
# 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
# read files directly instead of using LGP archives
# this option requires you to have all your LGP archives unpacked in direct/, with one folder for each archive
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd instead
# this option should be used for testing only, performance will take a hit
direct_mode = off
----------------------------------------------
WM_ACTIVATEAPP
INITIALIZE DD/D3D START
DIRECT DRAW 2
TOTAL 255787008 FREE 248731008
DD MODE: W 720 H 480 P 2880 RGB 1 BPP 32
DD MODE: W 720 H 576 P 2880 RGB 1 BPP 32
DD MODE: W 800 H 600 P 3200 RGB 1 BPP 32
DD MODE: W 960 H 600 P 3840 RGB 1 BPP 32
DD MODE: W 1024 H 768 P 4096 RGB 1 BPP 32
DD MODE: W 1280 H 720 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 768 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 1024 P 5120 RGB 1 BPP 32
DD MODE: W 1360 H 768 P 5440 RGB 1 BPP 32
DD MODE: W 1440 H 900 P 5760 RGB 1 BPP 32
DD MODE: W 1440 H 1050 P 5760 RGB 1 BPP 32
DD MODE: W 1680 H 1050 P 6720 RGB 1 BPP 32
DD MODE: W 720 H 480 P 1440 RGB 1 BPP 16
DD MODE: W 720 H 576 P 1440 RGB 1 BPP 16
DD MODE: W 800 H 600 P 1600 RGB 1 BPP 16
DD MODE: W 960 H 600 P 1920 RGB 1 BPP 16
DD MODE: W 1024 H 768 P 2048 RGB 1 BPP 16
DD MODE: W 1280 H 720 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 768 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 1024 P 2560 RGB 1 BPP 16
DD MODE: W 1360 H 768 P 2720 RGB 1 BPP 16
DD MODE: W 1440 H 900 P 2880 RGB 1 BPP 16
DD MODE: W 1440 H 1050 P 2880 RGB 1 BPP 16
DD MODE: W 1680 H 1050 P 3360 RGB 1 BPP 16
DD MODE: W 720 H 480 P 720 RGB 1 BPP 8
DD MODE: W 720 H 576 P 720 RGB 1 BPP 8
DD MODE: W 800 H 600 P 800 RGB 1 BPP 8
DD MODE: W 960 H 600 P 960 RGB 1 BPP 8
DD MODE: W 1024 H 768 P 1024 RGB 1 BPP 8
DD MODE: W 1280 H 720 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 768 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 1024 P 1280 RGB 1 BPP 8
DD MODE: W 1360 H 768 P 1360 RGB 1 BPP 8
DD MODE: W 1440 H 900 P 1440 RGB 1 BPP 8
DD MODE: W 1440 H 1050 P 1440 RGB 1 BPP 8
DD MODE: W 1680 H 1050 P 1680 RGB 1 BPP 8
Ramp Emulation
Microsoft Direct3D Mono(Ramp) Software Emulation
RGB Emulation
Microsoft Direct3D RGB Software Emulation
Direct3D HAL
Microsoft Direct3D Hardware acceleration through Direct3D HAL
NO REQUESTED DISPLAY MODES SUPPORTED
EXCLUSIVE MODE
DD ERROR
ERROR: 80004001 Action not supported. in FILE C:\lib\src\graphics\directx.cpp LINE 1713
battle\Scene.bin - Enemy AI
kernel\Kernel.bin - Materia/Spells/Weapons/Armor/Accessories/Player Character AI/Initial Data/some more stuff
kernel\Kernel2.bin - Names and descriptions of above stuff (in menu context)
Replacing those three will negate the effects of the AI/Weapon/Armor/spell mods
Although If you're going to restore those you should probably also restore field\flevel.lgp to get rid of the retranslations, and revert names of things on the field.
Here's a question - you mention having both the remasted FF7 OST and the remixed music from OCremix - which gets used where?
This video might answer your question.
In FF7Music config, there are four profiles, you get to pick and choose how you want your music.