Author Topic: [FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]  (Read 3272666 times)

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3450 on: 2017-02-28 20:25:24 »
Can't say anything against that. 8)

JBedford128

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3451 on: 2017-02-28 21:00:12 »
You say there's no good reason to have a Quit option, but is there a good reason to not have it?

You say it's not as the developers intended, and of course you are referring to the Japanese developers-- who didn't put in a Quit option because you don't just quit applications on the PlayStation. Rather, the Quit option is as the developers intended because the people who worked on the PC version saw fit to specifically add that option for the PC version.

You say "catering to the minority" like one extra option at the bottom of the menu they can simple ignore ruins their experience. It doesn't. I've not seen anyone call for its removal before.

And yeah, you can use Alt+F4... except in the scenarios where you can't. And then there are scenarios where it's just more difficult, or it's just not what people like to do. If this was a debate of adding a Quit option, sure, whatever you say. But you're removing a feature that people were already using that absolutely doesn't detract from the game.

Covarr

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3452 on: 2017-02-28 21:10:44 »
You say there's no good reason to have a Quit option, but is there a good reason to not have it?
It was poorly implemented from the start.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3453 on: 2017-02-28 21:20:03 »
1. Badly implemented.
2. Poorly coded.
3. Eye sore.
4. Looks out of place on main menu (esp with Menu Enhancement)
5. Quit shortcuts are broken too.  Doesn't respond at all on my unmodded 1998 version.

Much better to just add a control pad short cut and be done with it (which will also allow for the same keyboard equivalent).  I'd prefer to just not have it at all.

This is a moot debate now because I have added the controller option.  There is no longer any need for it to be an option on the menu.

I should also note that this is only at all relevant when using The Reunion option. When you are not, the menu isn't even touched.
« Last Edit: 2017-02-28 21:26:54 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3454 on: 2017-03-01 12:41:24 »
I've been working on making the TimeGetTime (TGT) version of my limiter reach the correct fps.  The misconception people have is that a programmer can just use "FPS:= 60" and that it will then all work out dandy.  In practice, this depends on how the engine has been made - and more importantly - which counter is being used: Windows' internal timer, or the processor counter, Query Performance Counter (QPC).

Mathematically, there is a problem when using TGT.  Let me show you why:

TGT uses the millisecond internal windows counter, which is always there in the background incrementing away, without you realizing it. It starts at 0 on every boot and begins counting once Windows has loaded. Every second, that's 1000 counts. It won't be perfect, because it's not a perfect counter, but it is pretty reliable and close  to ~1ms accuracy. That isn't the big problem.  This is:

Code: [Select]
1000 / FPS (60) = 16.6666666
This is not a whole number. So you are forced to use either 16 or 17.  In this case, you'd go for 17 because 0.6666 is closer to 1. But now look at what FPS you will get:

Code: [Select]
1000 / 17 = 58.8235.
This will be VERY choppy.  It will look like 59fps in most programs that show you the fps, because some frames will be 58, and others 59. But mostly 59.  Remember, there is no such thing as 0.8235 of a frame. There is a frame or there is not.

So how can we make TGT work properly with frame rates that produce a non whole number (floating point value)?  We have to cheat. Since (16 + 17 + 17) / 3 = 16.6666666  we can simply alternate the target each frame.  Frame 1, we force 16. Frame 2 and 3, we force 17, and then the pattern continues indefinitely. This is, as far as I have calculated and tested, the ONLY good way to do this.  It is not a perfect linear frame rate, but it's so close that you won't notice.

So why doesn't QPC have this issue?  Because it has thousands more ticks to play with. Far more than 1000 a second.  Let's pretend that your processor increments a counter 100,000 times a second.

Now, the original calculation works well enough:

Code: [Select]
100000 / FPS (60) = 1666.6666.  Which we round to 1667.
Look at the difference:  100000 / 1667 = 59.988.  It's not a perfect 60, but it's damn close.  And it's so close in practice that there is no need for any trickery or other correction. My PC is doing 3318408 counts a second, which leads to a frame rate of 59.9998.

TGT is limited precisely because it can only give you 1000 counts a second.

There is one further issue that I should note. The above TGT correction will break down after 120fps [when doubling up the fps]. That's the limit (with ff7) before this math stops working.

This is why:

Code: [Select]
1000 / 120 = 8.3333333333

So we need to use a pattern of 8,8,9 ( (8 + 8 + 9) / 3 = 8.3333333333).

That works.  But what about 240?

Code: [Select]
1000 / 240 = 4.166666666666
There is no 3 frame combination that can create that result. You'd need to do more correction with longer pattern chains (in this case, a chain of 6 values would be needed [4,4,4,4,4,5] ).

You then start running into the limits of TGT in terms of its accuracy. I haven't bothered adding corrections past 120 fps. So you'll get 250 fps instead of 240 when using TGT.  But the QPC option will work for nearly everyone anyway.   

A fun note:

TGT will cause crashes and issues to many programs and games (probably all of them :P ) if Windows is left running for (2 ^32) / 1000 seconds (49.71 days), because it will reset to 0 (overflow of 32  bit storage value).  QPC uses 64 bit storage and won't suffer an issue of this nature, despite incrementing by much larger amounts.
« Last Edit: 2017-03-01 14:51:30 by DLPB »

Salk

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3455 on: 2017-03-01 15:33:25 »
A very interesting analysis of the FPS problem.

One question: you mentioned the count for your PC being 3318408 / second, resulting in an almost perfect 60 FPS number. Does it mean that less powerful CPUs would yield a less good result?

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3456 on: 2017-03-01 15:56:58 »
It actually does, but it will still be a massive number, so the fps will still come off at 59.99 (in reality it will likely fluctuate between 59.99 and 60.01 under optimal conditions. I ain't gonna bother testing that haha). It's absolutely negligible. QPC has microsecond accuracy, no matter what PC (apart from the minority that do not properly support QPC or have bugs with QPC... in which case, you're stuck with TGT).

Saying that, a less powerful PC is going to have far bigger problems compared to more powerful PCs than the frame rate calculation, isn't it? A very weak computer might not be able to reach 60fps in battles, for example. It simply might not have the processing or graphical power.  That's why my limiter is optional - because there is no frame skipping.  I figure that 99% of people here will have PCs that can run FF7 at 60fps.

I don't know how Aali works his.
« Last Edit: 2017-03-01 16:14:07 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3457 on: 2017-03-01 16:01:19 »
btw, anyone noticing "59" fps in certain games - or in Steam (like Snowboard minigame) now knows why. My version is better.  8)

Ver Greeneyes

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3458 on: 2017-03-01 18:40:31 »
QPC can fall back to lower resolution timers on older hardware if the higher resolution timers test as unreliable. I think the priority goes rdtsc > hpet > rtc. Either way QPC should always offer the best resolution the system can achieve, though the implementation on Windows XP wasn't very good.

By the way, you probably know this, but the best solution would be to match the monitor refresh rate by triggering frames off VBlank. If the compositor is active (often true on Vista and 7, always true on 8 and up) you can call DwmFlush() to wait until the next composition has happened. I don't know if that's something that works with the game logic though.
« Last Edit: 2017-03-01 18:47:15 by Ver Greeneyes »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3459 on: 2017-03-01 18:51:45 »
That likely isn't going to work with ff7 - and I'd have to spend time learning how to make it work.  The current way is pretty flawless and ff7 wasn't designed for anything else really.

QPC can still fail in v rare situations, but that will be for every user to discover.  I don't foresee many issues. Even on XP, most people had no issue with it.

I didn't know it had a fall-back though.
« Last Edit: 2017-03-01 18:57:09 by DLPB »

Liquid_Vegeta

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3460 on: 2017-03-02 21:51:12 »

Much better to just add a control pad short cut and be done with it (which will also allow for the same keyboard equivalent).  I'd prefer to just not have it at all.

This is a moot debate now because I have added the controller option.  There is no longer any need for it to be an option on the menu.

I should also note that this is only at all relevant when using The Reunion option. When you are not, the menu isn't even touched.

Thanks DLPB!

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3461 on: 2017-03-04 19:39:40 »
https://www.youtube.com/watch?v=sKbOn_1RKho

Wish me luck.  The next part means manually entering the table of 116 text images.  Yay.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3462 on: 2017-03-05 18:07:23 »
https://www.youtube.com/watch?v=-L5Wgb1Otxk

Had to start again.  First text done.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3463 on: 2017-03-06 22:21:37 »
Now what?  I am trying to add a proper global reset into the game to return you to the credit screen like PSX.  At moment, all I can do is force game over from field and battle.  Which is crap.

But, as usual, it's hard to track down exactly how the game initiates a new module load properly.  Maybe NFITC1 will have more luck if I fail.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3464 on: 2017-03-07 00:18:09 »
I've worked a way to do it.  Question is whether it will cause some sort of catastrophic crash somehow.

Sega Chief

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3465 on: 2017-03-07 02:35:52 »
In before it resets the entire PC.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3466 on: 2017-03-07 02:55:38 »
Ha.  I've just sussed it completely.  Master reset added.

edit. 

OK not completely... seems load menu is very slightly corrupted.  No idea why.  But reset is working apart from that.

seeamon

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3467 on: 2017-03-07 12:56:11 »
Got a problem with the installation, and no solutions in either this thread or the database. I'm using the Square Enix store 2012 re-release version, and have used the FF7 Game Converter linked in the FAQ (Which seemed to install just fine. No errors atleast.), but the Reunion installer is still only giving me a FF7_EN.exe file size is incorrect.
I saw a couple of mentions of this exact problem earlier in the thread.
Quote
Decided to install FF7 again and give this mod pack a try, unfortunately I get the error "FF7.exe: File size is incorrect.  Tried patching FF7 after to 1.04 and still no luck.

EDIT:  Got reunion installed, needed the 1.02 patch.  But now after the New Game or Continue screen it goes black and does nothing.


EDIT2:  Just ignore me I'm an idiot.  Dunno what I did wrong but on  try #4 got it all working.

I tried applying the 1.02 patch manually aswell (Though it looks like Game Converter should be doing that already), but it didn't do anything. The rest wasn't very helpful. I've tried every variation of patched/unpatched and/or converted/non-converted there is, still no dice.
Any suggestions?

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3468 on: 2017-03-07 13:41:44 »
If you use the GC then you need to install this mod for the '98 version of the game.

ThunderPeel2001

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3469 on: 2017-03-07 15:25:13 »
I know you're doing another pass on the translation for 6, which is great. There's a few places where it's still clunky in 5c, and people occasionally talk in very stiff and unnatural ways. I'm trying to make a note of them for you.

Some that leap to mind:
The two people who talk about "planetary biology" (or "planetary bioscience", I forget) leap to mind. It's a very clunky phrase that needs to be changed up, rather than repeated, in order not sound unnatural.
Sephiroth in Cloud's Niblheim flashback also springs out ("What have I to be sorrowful about...?").
I seem to remember that Cloud and Tifa's trip through Cloud's mind in Mideel also has moments of being clunky, too, although unfortunately I can't remember any specifics.

I'll try and make a note as I continue my playthrough. (Usually it's the feeling that the character doesn't sound like themselves.)

Basically, as I'm sure you're aware, the edges still need to be smoothed off in a few places. I assume that's what you'll be attempting in 6.
« Last Edit: 2017-03-07 15:27:09 by ThunderPeel2001 »

seeamon

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3470 on: 2017-03-07 16:28:03 »
If you use the GC then you need to install this mod for the '98 version of the game.
Alright, how do I go about doing that? If you don't mind helping me a bit more. Not seeing anything related to it in the OP.

ThunderPeel2001

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3471 on: 2017-03-07 16:56:03 »
Alright, how do I go about doing that? If you don't mind helping me a bit more. Not seeing anything related to it in the OP.

I'm not sure, but this might be the mod Kaldarasha is referring to: http://forums.qhimm.com/index.php?topic=14047.0

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3472 on: 2017-03-07 17:37:08 »


Quote
Some that leap to mind:
The two people who talk about "planetary biology" (or "planetary bioscience", I forget) leap to mind. It's a very clunky phrase that needs to be changed up, rather than repeated, in order not sound unnatural.

It's supposed to sound unnatural.  It's a pseudoscience . A stupid name given to a phony science. It's just as useless in the Japanese game.

Quote
Sephiroth in Cloud's Niblheim flashback also springs out ("What have I to be sorrowful about...?").
I seem to remember that Cloud and Tifa's trip through Cloud's mind in Mideel also has moments of being clunky, too, although unfortunately I can't remember any specifics.

I disagree.  Sorrowful is a decent word, and it makes sense for Sephiroth to use a distinguished language to your run of the mill NPC.  There is nothing clunky about the word "sorrowful".  "What have I to be sorrowful about" is perfect English.

You can list anything you find clunky or odd about the retranslation and I will consider it - but I won't respond here if I don't change it, because it's getting out of hand having to respond to numerous localization choices.
« Last Edit: 2017-03-07 19:55:15 by DLPB »

seeamon

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3473 on: 2017-03-07 19:11:38 »
I'm not sure, but this might be the mod Kaldarasha is referring to: http://forums.qhimm.com/index.php?topic=14047.0
That is the same Game Converter I mentioned having used in my first post.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3474 on: 2017-03-07 19:56:03 »
Not on this thread, please.  Open a new thread about the Game Converter.