Author Topic: [FF7PC-98] Higher Resolution (v1.00)(Discontinued, use Aali's driver)  (Read 431074 times)

spike

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« Reply #375 on: 2005-10-07 21:35:03 »
Kiser72   How you have done that?

dziugo

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« Reply #376 on: 2005-10-07 21:46:05 »
Quote from: 1st class soldier
but its non-modified...
Is it english version?

EmperorSteele

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« Reply #377 on: 2005-10-08 08:11:27 »
d'ooohhh

Ok, there was a bug reported that, in the northern crater in disk 2, the screen goes WHITE instead of green like it's supposed to; HOWEVER, it also does this WITHOUT the high-res patch, so, it's likely some other issue.  So, Saint, no worries on that; if you can fix it that'd be great, but.. mweh.  Seems like eitehr a 1.02 proble, or a "really good graphics card" problem.

1st class soldier

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« Reply #378 on: 2005-10-08 13:43:41 »
Quote
Is it english version?


Yes, of course...

dziugo

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« Reply #379 on: 2005-10-08 13:55:04 »
Can you download the 1.02 ff7.exe and try it once again? You can find that file here.

dziugo

1st class soldier

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« Reply #380 on: 2005-10-08 20:31:10 »
I've the Ultima Edition... I believed, that this was like the old 1.02 version??? Otherwise I've 1.0... (Where can I check what it is?)

dziugo

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« Reply #381 on: 2005-10-08 20:51:44 »
Hmm...

Actually we're not supposed to support any downloaded version, but since the answer is simple, here it is:
(AFAIK) Ultima edition of FF7 uses 1.02 version of ff7.exe (or maybe it's 1.00?), but it has the cd-check code disabled. So the CRC-check gives another result and the patch refuses to apply.

dziugo

1st class soldier

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« Reply #382 on: 2005-10-08 21:29:06 »
I dont believe that this is a downloaded version... My friend sold me his old one (with booklet and labels on the CDs, so i dont think its downloaded!) and told me (after i told him, Ive heared that there were problems with xp) it would work on my XP Pc cuz it was a new version of the game.

 "Ultimate Edition" is not written on the Label but i heared there was a version called ultimate edition which supports xp... The first i did, was to install and start, but i got a black screen before I returned to windows... So I thought the reason must be the resolution, cuz Ive a nvidia GeForce 4 Ti4600 and I dint saw a change of the resolution... It cant be the card! So i thought "Okay no problem, it just have to be patched..." but i was wrong...

So what I've to do now? Break this CDs and kill my friend for selling me an illegal copy as an original (which doesnt even work)? One thing is for sure... This CDs are crap!! )=(""§!

dziugo

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« Reply #383 on: 2005-10-09 08:09:41 »
Oh... Then it's probably not an "Ultima Edition". Sorry about that.

Download the 1.02 version of ff7.exe (and ff7config.exe), "install it" (copy to your FF7 folder) and run the config. Set Direct3D 640x480 mode with TNT-fix and try to apply the HiRes Patch. It should work...

dziugo

spike

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« Reply #384 on: 2005-10-09 08:28:39 »
that doesn't work, at least with the Spanish version

1st class soldier

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« Reply #385 on: 2005-10-09 12:21:46 »
²dziugo Yeeehaaa! it works with the 1.02 patch! thx thx thx!

Otokoshi

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« Reply #386 on: 2005-10-09 17:51:33 »
Hi I got probably a stupid and noob question for The SaiNt.  What type of interpolation would you think would be best for the background images?  I think you mentioned bilinear interpolation earlier.  Just wondering because fractal interpolation would make any FF7 fans dreams come true  :D  But I'm not an expert programmer, just a photoshop 3ds max junkie, so if that is impossible to do then just briefly insult my programming intelligence or the obvious lack of it  :lol:  Anyways just want to be another of many to praise your great work you have done.  Looking forward to the 32bit and interpolation updates, but even without it, you've improved this classic by leaps and bounds!

TRC

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« Reply #387 on: 2005-10-09 20:36:42 »
This is great as it is, but the ugly text stands out. :P

Kiggles

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« Reply #388 on: 2005-10-10 12:47:09 »
Just thank God the PC version doesn't use the super SUPER low rest fonts in FF7 for the PSX. Now THOSE are ugly fonts.

Otokoshi

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« Reply #389 on: 2005-10-10 20:58:03 »
I absoulutly agree Kiggles! I think I have been spoiled with the high resolution of pc gaming.  When I try and go back and play some ps or n64 classics, I get a headache with all the low res garbage.  Well, that's why the pc rules.

The SaiNt

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« Reply #390 on: 2005-10-11 04:45:41 »
I have messed around with some hardware accelerated interpolation and since FFVIIPC actually draws the textures in the form of quads with Direct3D,  just a flick of a switch turns bilinear interpolation on for all textures. Turns out really bad though since the backgrounds become all blocky (you get The Grid effect) and despite my efforts, I can't really fix it. The nice part is of course that all textures are smooth. Problem is since the textures are treated as individual 16x16 textures, any form of interpolation will look quite ugly anyway thanks to the lack of data to interpolate from.

My other alternative is heavily modify the texture system and interpolate everything in software before loading the texture onto the D3D surface, by reassembling the entire field background, interpolating it and then repartitioning it into 16x16 squares. (read as TOO MUCH EFFORT, unless I have a lot of spare time).

The thing about fractal interpolation is that it requires more time to encode than to decode. Encoding the files beforehand for everyone would mean I'd have to distribute all the field files together with the patch (DEEMED ILLEGAL) so that's out of the question.Doing it at runtime could mean that gamers will have to wait 10 minutes or even longer to just load the field background (DEEMED UNUSABLE), so it's very unlikely for me to implement this.

Lancos or Mitchel interpolation might be possible in real-time but it'll all depend on the speed of the user's processor.

On a side note though, I haven't really had the free time to touch anything lately, fixed a bug but not enough to constitute another release so don't expect any new updates in the near future.

threshfire

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« Reply #391 on: 2005-10-11 08:06:15 »
Keep up the good work! Everything is very appreciated. You've reinvigorated my interest in a modern classic.

Borde

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« Reply #392 on: 2005-10-11 08:19:59 »
I remember I got interpolated barckgrounds long ago, with an old detonator and my GF2 MX by turning on FSAA. Too bad it doesn't seems to happen anymore.
Thanks for trying at least The Saint. Interpolation would have been great but I didn't expected it to be so problematic. Anyway, you patch is great as is.
What about the 32 bit support? Do you think it will be possible?

The SaiNt

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« Reply #393 on: 2005-10-11 12:03:25 »
Well, i'll just give you guys a look at how the billinear stretching turned out.



As for 32-bit support, it should be possible.
Just depends on how much time I have to hunt around the executable to change stuff.

Skillster/RedSarg99

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« Reply #394 on: 2005-10-11 13:07:25 »
not bad, the filtering that is.
I always assumed the highlighted bits of the field backgrounds were supposed to be transparent in game?

Aaron

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« Reply #395 on: 2005-10-11 13:20:41 »
It looks like the highlighted bits of the field background are supposed to be the edges of "extra objects" on the field (i.e., objects that you can walk "behind" in the game, objects that have an animation, ...).  They're not supposed to be transparent, but they're supposed to be displayed at their natural resolution with no filtering and thus have "clean edges."

Borde

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« Reply #396 on: 2005-10-11 14:42:46 »
Mmm... those shots you posted are very interesting The Saint. They look a lot like when the FSAA trick worked for me. I remember if I set it higher than x2 I got green edges surronding the objects. As for the grid effect, It doesn't seem so annoying (maybe I got used to it playing with emulators :-P).
Isn't there any kind of of parameter or system flag to adjust the level of filtering?

Kiggles

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« Reply #397 on: 2005-10-11 23:33:29 »
Quote from: Aaron
It looks like the highlighted bits of the field background are supposed to be the edges of "extra objects" on the field (i.e., objects that you can walk "behind" in the game, objects that have an animation, ...).  They're not supposed to be transparent, but they're supposed to be displayed at their natural resolution with no filtering and thus have "clean edges."
Actually, this is the result of transparent pixels being blended with non-transparent pixels. Whether alpha channels are supported or not (varying degrees of transparency), the result would likely be similar.

In situation 1, where there are no alpha channels, merely a transparent color within a pallete, the transparent color becomes blended with opaque pixels, and the result is what you see above. More opaque, but extremely off color pixels.

In situation 2, where textures are utilizing alpha channels to determine transparencies, we might gain acceptable results, but not if there are any background pixels behind forground pixels. Essentially, pixels which originally should have been 100% opaque, become blended with pixels that were supposed to be 100% transparent, generating some inbetween results. If the back-backgrounds where a complete image, this would be little issue, but if forground images are literally cut out of the backgrounds, we get borders of n% transparent pixels that look through to... well, nothing, really.

There isn't much of a reasonable result to solve this problem, unless we're looking at post processing effects. Applying filters per texture just doesn't produce nice results in FF7. Post processed filters applied uniformly to the entire output tend to have a better, albeit, lower quality effect. Not to mention may generate artifacts of their own.

Anyway, to be honest, I'm not very fond of the bilinear filter. Far too blury. I hate to say it, but I personally feel that if backgrounds are going to be improved, it will have to be done manually, with some heavy hacking. In short, if the most dating factor of FF7 is going to be fixed, we might as well just write an entirely new engine, since overhauling each background individually is going to be more than enough work to merit the additional effort.

Not to say the effort is waisted, The SaiNt. Hacking FF7 to run in higher resolutions is by far one of the greatest improvements to the game to me. From here out, any additional work are bonuses. :)

EmperorSteele

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« Reply #398 on: 2005-10-12 03:08:27 »
Is there maybe a way to control what color the "outlines" for overlaping bg images come in?  Like, if we can make them a dark, subdued color, they won't be as noticable.  Of course, I say this without any knowledge about any of this on a technical standpoint whatsoever.

TRC

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« Reply #399 on: 2005-10-12 10:22:59 »
I didn't mean the texts would be horrible, but now that other graphics look way better than before, it stands out more than it used to. I've been playing GBA games quite a bit so graphics aren't all that important after all.