http://backup.ninjaloot.se/share/ff7_opengl-0.7.7b.zipInstallation1. Extract the archive into your ff7 or ff8 folder
FF7:2a. Run the modified FF7Config, pick custom driver in the list of renderers, you should get confirmation that the driver is working.
3a. Change your settings in ff7_opengl.cfg
FF8:2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!
ChangelogAdded a "mod path" option and a mods folder where .png textures will be loaded from in the same way as external textures except this is done automatically and uses the original file name (so you don't have to modify the original file at all).
Added show_missing_textures option for modders, this option will make the driver print a message to app.log every time it tries to load a png file and doesn't find it.
Direct mode no longer requires a full set of files to work, if a file cannot be found in the direct/ folder it will fall back to the original LGP archive.
Frame skip in movies is now an opt-in setting, add "skip_frames = yes" to the config file if the feature was useful to you.
Fellow programmers can add "load_library = <dll file>" to the config file and have their own libraries loaded into FF7.
FF8 credits and card game should be working again.
Models using the wrong vertex type are handled a bit differently, instead of complaining once when the first such model is drawn the driver will instead produce a glitch message whenever such a .p file is loaded, also printing the name of the file in question. I'm aware of the fact that this is really annoying to some people but hopefully some of these models will actually be fixed now.
If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)