[FF7PC-98/Steam] Smoother 60FPS Battles (v0.95)

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Yin/yang and schizo come to mind as the most likely candidates for errors
 
Doesn't appear to be any problem with those enemies.  I'd need someone to revify that they are animating at correct speed, but looks good.  Only issue I saw was that Emerald's lower half was still animating as he was dying... but that may be an original game issue.

I'm gonna do some more testing and check frame by frame.
 
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OK i've compared it frame by frame and I think i've missed something :P  The new model files make the battles go the correct speed again (when I disable pause for the model movement) - but it's still moving once every 4 frames. The camera is correct and moving each frame.

I'll check!

edit.

All is fine.  Testing.
 
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There's also the guy in shinra mansion that swings on a chain and the robot that Reno makes attack you at the submarine dock that has long arms.

Also not sure about limit breaks
 
Enemies seem fine. Haven't tested Guillofelgho or Carry Armour - but will do so later. 

Flickering summons I can fix - so long as your interpolation for them is at 4x like the battle.lgp files.

Camera will need further modification by NFITC1, because there are 2 functions, not just 1. One deals with the victory camera as well - which is currently too fast.  All in all though, it does seem to be very doable. It's a little pesky that so many parts rely on other parts.  So you fix one thing, and another thing then goes out. But the pause method can help with the biggest issue - the magic.
 
Yes, the victory dance does seem to fade out too early. That's not a camera script thing, but I can probably fix that just by increasing some number.
 
I fixed the fade out. Should look ok
.  I think fix is on file I gave you? When o day victory cam I mean it pans 4x speed around the chars.
 
Those camera fixes I sent you should solve that.
Nah - it may be that the other function deals with it.  But I may have overlooked something.  I'll get latest files sorted and send you it uptodate. File 1: The limiter fix File 2: 60fps with pause File 3: Further modification that includes your cam fix and interpolated 3d stuff (pause limiting is removed from camera and 3d movement). This also led to flickering summons with pause method... but I've been able to get past that... I think!

Edit.

OK Summons looking good now magic.lgp is updated. And the victory camera is also looking good now too.   Not sure what has changed.  Surely magic.lgp didnt fix that?
 
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Hello all,

Its awesome you guys are still working on this and 60fps battle is amazing! I've got it working properly with normal 1998 ff7.exe but it doesn't seem to work when I use 7H to launch the HextLauncher I have all 7h iros working but no longer 60 fps battles. The 60 fps option in the animations iro doesn't seem to be working either. Is there any way to get the 7H IROs and the 60 fps mod working together? I can post my load order but won't do it unless asked because its a lot of text.

Thanks guys

Edit - I always use the hext launcher to launch the ff7.exe but switch the setting to ff7_bc.exe when using 7H just to clarify

Edit2-Sorry its been a while since I've been on these forums. I see DLPB reunion that includes this I'm going to give that a try
 
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It doesn't include this project. Reunion currently has a 60fps mod but it's not interpolation.  NFITC1 and I are trying to fix my version up to work as a hybrid with this one.  It's going quite well aside from the odd problem. It won't be ready for a while.

Update:

Working

  • 2D effects, and some other parts, are limited using the pause var (DLPB).
  • 3D elements are interpolated (Obesebear).
  • Camera is working at 4x the smoothness (NFITC1)
  • Menu is correct speed (DLPB. Tifa reel fix by Dziugo).
  • Death animation is correct speed and 4x smoother (DLPB. One of them by NFITC1).
  • Damage numbers' display is fixed (NFITC1).
  • Delay between action and damage display is fixed (NFITC1)
  • Intro timer, Fade in/out, and eye opener are fixed (DLPB).
  • Silence/Sleep texture speed corrected (DLPB).
  • Tifa Limit Break game crash is fixed (DLPB).
Problems

  • Bahamut Zero has a serious issue at the beginning of the sequence. Flickering. I am not sure I can fix it. NFITC1 is looking at it. I have also altered Dziugo to see if he wants to help.
  • Phoenix summon has brief flickering on one part.
  • Hades fire effect flickers (not sure if this is part of the original summon).
  • One of the victory camera transitions is broken (one for NFITC1 to look at).
  • Death Sentence skull, Chocobuckle, and Death (the model with scythe) animate too quickly.
  • Knights of Round knights do not animate their attacks. Does not require interpolation (extra interpolation actually slows the animation down by 4x).
  • Possibly limited to Steam, but I have seen the battle begin with a black screen that is impossible to remove. I can't replicate it, so let's hope it was a one off :P.
  • Slight stutter in some areas. Rufus escaping on the helicopter springs to mind.
  • Scorpion guard enemy damage delay with scorpion tail attack.
 
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Hey guys! Is it okay for me to post in here still? It's been about a year since my last post but I do see the update.

I'm actually working on a portable handheld gaming PC for older games using the UDOO x86 board so I was stopping by to see exactly what all has been worked on. The battles just look so amazing when this is working properly. I'm assuming it wouldn't work 100% with the new threat mod since that mod adds new magics and what not. Is that correct?

Hope you guys are still around the forums!
 
This particular mod does not affect magic.  However, this mod has also been merged with Reunion since all the bugs we were facing were ironed out and incorporated with his mod.  Whether or not Reunion conflicts with new threat, I don't know.
 
Parts of Reunion will, but as of R06, 60fps mod is separate and optional and should be fine.
 
Thanks for the answers guys! I'm going to look at and see if there is anything that breaks the two. I'm guessing it should be as easy as pointing 7H mod directory to the same Reunion directory but we shall see once everything is setup.
 
NT will very likely not work with the 60 FPS mod without a patch, because NT has new enemies with their own animations. Though, these animations are copies of existing ones which make it actually easy to replace them with the animations on which they base on.
 
Kimera should be able to batch interpolate animations. It should be about ~90% accurate.
 
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