So I'm having a tiny issue getting the movies to play when I run FF8 with the custom drivers
Basically they just don't~ all I get is a black screen ^^;;; sound works fine though =)
I've tried disabling shaders and transparency, pretty much everything you can think of with the configurations (which typically results in a white screen rather than black screen) so I am fairly certain they have nothing to do with it.
Now I did read about displaying a black screen during movie playback in version 7.8? and onwards if NPOT textures are not supported...
so thinking this would be the problem... I used an older version of the custom drivers with no noticable difference (I would have seen a white screen rather than black screen or would that be a mistaken assumption?) also there is no mention of any inability to support NPOT textures in app log.... (that said I don't know if a specific error would be displayed or if the GL_INVALID_VALUE message is the error message related to NPOT texture support....)
As best I can tell my graphics drivers are up to date..... I'll admit the integrated graphics aren't the best lol... not sure if it has anything to do with the movie playback issue I am having...
model shown in the app log~
Also I'm running on windows 7 (if any of this helps)
The following is the app log... which as best I can make out pretty much says everything running normally...
followed by the "ERROR: GL_INVALID_VALUE" message (times a bazillion clipped for reading) which occurs during the movie playback...
then what I assume is the shut down procedure~
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
INFO: Intel Mobile Intel(R) 4 Series Express Chipset Family 2.1.0 - Build 8.15.10.1892
INFO: Found swap_control extension
INFO: Max texture size: 512x512
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
MATRIX INITIALIZE
INITIALIZING SOUND...
initializing direct sound
EAXDirectSoundCreate
creating primary buffer
initializing audio data
OK
initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: Microsoft MIDI Mapper [Emulated]
GUID={0x1b4db28b,0x36fb,0x451d,0xaa,0x61,0x1e,0x1b,0xf1,0x8d,0x5c,0xaf}
PORT 1: Microsoft GS Wavetable Synth [Emulated]
GUID={0xa5c19a3b,0x5626,0x46d6,0x97,0x19,0x32,0x75,0x66,0x9d,0x44,0x2d}
PORT 2: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
Microsoft Synthesizer
Port1 supports XG data
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE
ERROR: GL_INVALID_VALUE <- IT'S OVER 9000!!!!!!!!!!
BinkClose
WM_CLOSE
Releasing Performance...
Releasing Loader...
Releasing Port1...
Releasing DirectMusic interface...
Releasing COM...
And the following is my config, as mentioned I've done the typical no shaders/no transparency suggestion which seems to have made no difference....
# ff7_opengl-0.7.10b config file <- counter to what this says..... I am using 11b lol as shown in app log lol
## 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 FF8
# 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 = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = 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 = none
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
# allow FF8 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
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.
# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no
## 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 = no <-white screen during movie playback rather than black screen when set to no
# 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 = off
# display frames per second counter in upper right corner
show_fps = 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 = yes
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.
# show every failed attempt at loading a .png texture
show_missing_textures = no
So do you have any idea if there's anything else I could do or what could be going wrong?
is this just because of lack of NPOT texture support?
I guess what I mean to say is I wouldn't be here if I hadn't tried other alternatives as I hate to be a bother to people