Author Topic: Minigames and touphScript  (Read 3303 times)

tylerkschrute

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Minigames and touphScript
« on: 2013-12-27 20:34:52 »
There are two problems I'm having:

The first is that I simply can NOT get the minigame frame limiter to work. I've selected to "use application settings" in my graphics driver config for the vSync option, but according to the App file the game still thinks it's being forced on. Alternatively, I've tried disabling vSync from the ff7config file and then forcing it on from my computer's driver config, but it still doesn't work. Any ideas why this might be happening? Here is some documentation:

The App file:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) HD Graphics 2.1.0 - Build 8.15.10.2253
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x800, output resolution 1280x800, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
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:\Users\Tyler\Games\FF7 PC\Restored FMVs\eidoslogo.avi; msmpeg4/mp3 640x480, 29.970030 FPS, duration: 15.647347, frames: 469
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: yuv program link log:
No errors.
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
set music volume: 127
UNEXPECTED: zero count
Field Quit
GLITCH: Vsync seems to be forced ON, minigame framelimiter will not work
Entering MAIN
Exiting MAIN
WM_CLOSE
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

My ff7config settings:
Code: [Select]
# ff7_opengl-0.7.10b config file



## 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 = 1280
window_size_y = 800
preserve_aspect = no
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 = All

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

# 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 = off

# 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 = off

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

# 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
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 = 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

# 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

# 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 = no

# 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 = on

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

disable_popup = on

And a graphic of my driver vSync settings:


Second problem:

Whenever I attempt to encode text using touphScript, it gets stuck on scene.bin. The flevel and world.en encode just fine, however. I've read the readme but didn't find any relevant information.

Covarr

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Re: Minigames and touphScript
« Reply #1 on: 2013-12-27 20:45:39 »
AFAIK, this game wants to sync to 30 or 60fps. Your display is running at 50Hz. See if there's a 60Hz option you can set it to in your Intel settings.

tylerkschrute

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Re: Minigames and touphScript
« Reply #2 on: 2013-12-27 22:04:21 »
Sorry, I should have mentioned I've already tried that. There's no difference when the game runs at 50 as opposed to 60 hz.

tylerkschrute

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Re: Minigames and touphScript
« Reply #3 on: 2013-12-28 02:35:21 »
Sweet! I used the YAMP patch to fix the minigames instead and that worked just fine.

However, I still can't get touphscript to encode scene.bin. Any help? There's no error messages or anything, the program just gets hung up when it gets to that point.