B
Blah
Guest
Yay, thanks a lot. You should probably add the solution to Aali's driver download page?

As long as you keep the default setting preserve_aspect = yes , the driver will automatically add black borders to keep the game to 4:3.Hello, I wonder if the mod is working on widescreen monitors: 16:9 Resolution: 1360 x 768, awaiting response as to make it work.
Thank you.
Thanks, I will test,It should. I'm running at 1920x1200 which is 16:10. As long as your monitor/GPU support that resolution and you're using the custom driver, it should work. Just go into the ff7_opengl config and set your resolution.
The latest version was mirrored here.Does anyone know where I can download this driver? All the links I have found are dead. Or if anyone can upload it to thepiratebay.org i will DL from you directly and I will continue to seed for the masses.
Oh hey, Aali must've gotten back to his server and fixed it. They were down for weeks. Awesome!The link on the last post of the official topic works for me.
Also, you advise me to read a topic about a sound problem. Was I supposed to come across this problem? Because I didn't (I just escaped the church with Aeris).
Ok, well thank you anyway@Blah: I showed you this topic about the sound problem because the original poster
has the same configuration of FF7 as you. But you had more luck as he.![]()
# ff7_opengl-0.7.10b config file## USER OPTIONS #### If you just want to play the game, these are the only options you'll want to change.# set the window size (or fullscreen resolution) of FF8# 0 means use original resolution (whatever ff7.exe provides)# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratiowindow_size_x = 1024window_size_y = 600preserve_aspect = yesfullscreen = yes# mod directory# subdirectroy of mods/ where textures will be loaded from# does not affect the old external textures feature, those should still go in textures/mod_path = none# check your driver settings if this option doesn't seem to workenable_vsync = yes# allow FF8 to use linear filtering for its textures# some things look slightly better with this option on, but alot of textures just lose their detaillinear_filter = off## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# post-processing shader, used to apply fullscreen effectspost_source = shaders/bloom2.postenable_postprocessing = no## ADVANCED OPTIONS #### Don't fiddle with these unless you know what you're doing.# use shaders, if available and supported# turn shaders off to use the OpenGL 1.1 backenduse_shaders = yes# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)# multiple of the original resolution and up/down-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = on# display frames per second counter in upper right cornershow_fps = yes# display some real-time debug informationshow_stats = no# store external textures in a compressed cache for increased performance# compression is not lossless, some artifacts may appear when this option is in use# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache# will cause that file to be recreated from the sourcecompress_textures = yes# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = no## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# show every failed attempt at loading a .png textureshow_missing_textures = nodisable_popup= on
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF8 1.2 US EnglishINFO: ATI Technologies Inc. AMD Radeon HD 6250 Graphics 4.1.10429 Compatibility Profile ContextINFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 1024x600, output resolution 800x600, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384INFO: vertex shader compile log:Vertex shader was successfully compiled to run on hardware.INFO: fragment shader compile log:Fragment shader was successfully compiled to run on hardware.INFO: main program link log:Vertex shader(s) linked, fragment shader(s) linked.MATRIX INITIALIZE INITIALIZING SOUND... initializing direct sound EAXDirectSoundCreate creating primary buffer initializing audio data OK initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: Microsoft MIDI Mapper [Emulated]GUID={0x760d5850,0xb553,0x4a38,0xad,0x8e,0x57,0x63,0xb2,0xe1,0x8b,0xbe}PORT 1: Microsoft GS Wavetable Synth [Emulated]GUID={0x56abff70,0x2428,0x4da6,0xa8,0x8e,0xf6,0xaf,0x51,0x4e,0xe9,0x9f}PORT 2: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1... Microsoft Synthesizer Port1 supports XG dataBinkCloseSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=0)midi_play...Stopping PerformanceLoading DLS...Playing Segmentmidi_play successfulMIDI stopWM_CLOSE Releasing Performance...Releasing Loader...Releasing Port1...Releasing DirectMusic interface...Releasing COM...
You're not going to get rid of those black borders. That's the disadvantage of using Linear filtering on such low-res textures (other than losing detail). I recommend you to leave it off. You'll get used to it eventually.Thank you for your answer.
I let the window screen as default:
window_size_x = 640
window_size_y = 480
and the last line is ok, no more glitch popups. Nevertheless I still got black lines on the borders of the transaparencies of many object textures.
here my config:
http://pastebin.com/rXcCJ7K7
and here the result:
(black borders in fight stage and world map are appearing like before):
![]()
GPU Data:
nVidia GeForce GTX 560M 1,536MB PCI-Express GDDR5 DX11
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF8 1.2 US English (Nvidia)INFO: NVIDIA Corporation GeForce FX 5700/AGP/SSE 2.0.0INFO: OpenGL 2.0 support detectedINFO: PBO not supportedINFO: Found swap_control extensionINFO: Max texture size: 4096x4096INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480INFO: Shader limits: varying 32, vert uniform 256, frag uniform 256INFO: vertex shader compile log:(1) : error C0201: unsupported version 120INFO: fragment shader compile log:(1) : error C0201: unsupported version 120INFO: main program link log:Vertex info-----------(1) : error C0201: unsupported version 120Fragment info-------------(1) : error C0201: unsupported version 120ERROR: failed to load shaders, reverting to fixed functionMATRIX INITIALIZE INITIALIZING SOUND... initializing direct sound EAXDirectSoundCreate creating primary buffer initializing audio data OK initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: Creative Sound Blaster PCIGUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}PORT 1: Microsoft MIDI Mapper [Emulated]GUID={0x874f8688,0xb6b7,0x49cf,0xa9,0x97,0x8b,0x20,0xfe,0x2a,0xf3,0x65}PORT 2: Microsoft GS Wavetable SW Synth [Emulated]GUID={0x470fa098,0xae2b,0x4a0f,0x82,0x29,0x50,0x18,0xc2,0xdd,0x3f,0x5}PORT 3: Creative Sound Blaster MPU-401 [Emulated]GUID={0xba51f486,0x5368,0x4c68,0x88,0x52,0xe9,0xda,0xac,0x83,0x33,0x92}PORT 4: Creative Sound Blaster MPU-401 [Emulated]GUID={0xd5d63278,0xa658,0x4f69,0x85,0xb3,0x7,0x80,0x46,0xaa,0x4c,0x86}PORT 5: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1... Creative Sound Blaster PCI Port1 supports XG dataWM_CLOSE BinkCloseReleasing Performance...Releasing Loader...Releasing Port1...Releasing DirectMusic interface...Releasing COM...
# ff7_opengl-0.7.10b config file## USER OPTIONS #### If you just want to play the game, these are the only options you'll want to change.# set the window size (or fullscreen resolution) of FF8# 0 means use original resolution (whatever ff7.exe provides)# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratiowindow_size_x = 0window_size_y = 0preserve_aspect = yesfullscreen = yes# mod directory# subdirectroy of mods/ where textures will be loaded from# does not affect the old external textures feature, those should still go in textures/mod_path = none# check your driver settings if this option doesn't seem to workenable_vsync = yes# allow FF8 to use linear filtering for its textures# some things look slightly better with this option on, but alot of textures just lose their detaillinear_filter = off## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# post-processing shader, used to apply fullscreen effectspost_source = shaders/bloom2.postenable_postprocessing = no## ADVANCED OPTIONS #### Don't fiddle with these unless you know what you're doing.# use shaders, if available and supported# turn shaders off to use the OpenGL 1.1 backenduse_shaders = yes# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)# multiple of the original resolution and up/down-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = on# display frames per second counter in upper right cornershow_fps = no# display some real-time debug informationshow_stats = no# store external textures in a compressed cache for increased performance# compression is not lossless, some artifacts may appear when this option is in use# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache# will cause that file to be recreated from the sourcecompress_textures = yes# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = no## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# show every failed attempt at loading a .png textureshow_missing_textures = no