Aali's driver [v 0.7.8b] Help/Bugs/Suggestions

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Wow, that was it. I remembered it does that as soon as I read your post too lol. I have no idea why compatibility mode was on in the first place, I don't remember turning it on, and I never needed it anyway.

Whatever, it works, sorry for bothering you Aali.
 
Covarr's ff7music installer turns it on i think.
Really? That makes sense now because i upgraded the opengl driver right before i tried the FF7music installer.
 
Yeah, that's my fault. Compatibility mode is needed for FF7Music in Vista and 7, though I'll set it not to turn it on in XP in future releases, since it's been reported that it works just fine without. 7 (and probably Vista) also doesn't have the problem with FF7 not closing, so everything works out nicely!
 
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window_size_x = 720window_size_y = 480preserve_aspect = nofullscreen = no
Why would you do this? The game natively runs at 640x480. If you want it in windowed mode, try changing that 720 to 640.
A good window would be 800*600 (especially for avalanche graphics windowed). 800/640 = 1.25, 600/480 = 1.25.   but you are right, the original is 640*480 and you should always try to use equal multiples.  Certainly not 720*480.
 
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I know you guys probably get asked for help on this alot, but I really wanna try the graphic mods and such with ff7. I downloaded the 1.2 patch and tried to install the Aali custom driver patch, but when I try to load game i get an error message. Here's the App log.

INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel 845G 1.3.0 - Build 4.14.10.3889
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: Found swap_control extension
INFO: NPOT textures not supported
INFO: Max texture size: 2048x2048
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
LOCK UNLOCK TEST
ERROR: unhandled exception
 
Known problem, try to update your graphics drivers, if that doesn't work you'll have to wait for the next release or use an older version, like 0.7.3b.
 
This is a very small quirk, not really a problem, but the Credits at the beginning roll way too fast. Again, it's not much of a problem but occasionally i sit at that screen to listen to the prelude.  ::) Is it possible for you to include a framelimiter for that portion? It really doesn't affect the game in any way so doesn't matter if you don't.

Also i noticed that while the bloom looks plain bad in a lot of places, in some places it could look good. Do you have plans to add any way to adjust the intensity in future versions? I feel with a bit of tweaking it could be subtle enough to make the game look really good.
 
Credits (and everything else) abides by vsync, at 60hz its certainly not too fast. The driver does not and probably will not include any framelimiting that isn't based on vsync.

If you are refering to the postprocessing shader that comes bundled with the driver its just a proof of concept. Its not really meant to be used out of the box.
 
This is a very small quirk, not really a problem, but the Credits at the beginning roll way too fast. Again, it's not much of a problem but occasionally i sit at that screen to listen to the prelude.  ::) Is it possible for you to include a framelimiter for that portion? It really doesn't affect the game in any way so doesn't matter if you don't.

I went into this in a video.  The credits move 2X faster to compensate for the 2X greater distance to the PSX version (which runs at 320*240 and not 640*480).  However, the font itself is not as good as the PSX and it begins its scroll at the wrong time.

See here: 
 
Credits (and everything else) abides by vsync, at 60hz its certainly not too fast. The driver does not and probably will not include any framelimiting that isn't based on vsync.
Odd, because i have v-sync enabled and it seems to limit everything everything but the menu credits. That's why i thought perhaps it was unconnected.

For me the credits are done within about 1/4 of the prelude song.
 
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also it doesn't limit the menu which correctly runs at 60fps, just like the credit screen.
 
I've tried and tried to get the aali custom driver to work, but no luck. Did everything step by step...downloaded the 1.02 patch, the save files were in the folder, and using non-ultima version. When I go to config the driver I can see "Open GL (BROKEN)" in the drop down menu when selecting customer driver, even though I still get the "ok" popup saying it's ready to go. I even tried the old Saints High Res mod. The game actually started but never got pass the opening sequence. Any tips?? I really wanna try out all these graphic mods and such
 
I've tried and tried to get the aali custom driver to work, but no luck. Did everything step by step...downloaded the 1.02 patch, the save files were in the folder, and using non-ultima version. When I go to config the driver I can see "Open GL (BROKEN)" in the drop down menu when selecting customer driver, even though I still get the "ok" popup saying it's ready to go. I even tried the old Saints High Res mod. The game actually started but never got pass the opening sequence. Any tips?? I really wanna try out all these graphic mods and such
I've found the problem. Don't pick "Open GL": pick "Custom Driver" instead. Your drop-down menu does have a custom driver option, doesn't it? Because if it doesn't, then you have an extremely odd problem.
 
Actually as I understood it he did pick the custom driver. Anyway an app.log would be helpful.
 
Actually as I understood it he did pick the custom driver. Anyway an app.log would be helpful.
Yes, I did pick custom driver. Just uninstalled then reinstalled the game to try it again, but once again no luck. Here's the App log.

INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel 845G 1.3.0 - Build 4.14.10.4342
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: Found swap_control extension
INFO: NPOT textures not supported
INFO: Max texture size: 2048x2048
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
LOCK UNLOCK TEST
ERROR: unhandled exception
 
Ah, its you.. You already posted that and I already answered, like 10 posts up.
 
I've tried a couple of older versions and updated the drivers, still no luck. My graphics controller is an Intel 828456 and I downloaded updated drivers from the Intel site. Just incase I may have did something wrong I'll list step by step of my procedure.

1. Play game and save all ten slots

2. Copy Config and .exe file from 1.02 patch to FF7 directory

3. Copy all files from Custom driver folder into ff7 directory

4. run cofig and choose custom driver

I've just noticed that when I use the 1.02 patch and try to play the game (before installin custom driver) the game won't load. Just a black screen. Cant even exit out, have to restart the computer.
 
Hello. Thanks for the great driver for the great game :) Yet I need some help.

I prefer my monitor to work in 85Hz mode, but the game always starts with 60Hz, despite it is setted 85 in dxdiag settings. So I have to switch to monitor settings and set 85Hz manually every time I start the game. It's inconvenient...

Also, is there an another way to get 30 fps in minigames than calculating it by halving the refresh rate value?
 
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Hi Aali, I have a feature suggestion.
FF7 PSX had a feature that reset the game if you pressed L1, L2, R1, R2, Start, Select buttons at the same time.
As far as I know, FF7 PC does not have that (I could be wrong, but it has never worked for me).

Would you be able to implement it into your driver?
It's really nice to be able to load another save quickly, I have seen a lot of people want a 'load' option on the menu, but this is better since you can do it in battle.
 
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