T
Tiduca
Guest
Can someone please upload the .09 version? It was the only one that worked smoothly on my PC, now the link is broken and i dont have it anymore...
I got the anycd patch and also the always run patch and when i disable MultiDLL it doesn't happen anymore but no biggie i just use the MultiDLL on certain times of the game that i really need anotherIf it happened after using the MultiDLL it could be a conflict with it, which DLL's do you have in the LOADR folder ? also if you disable MultiDLL does it still happen ?

# ff7_opengl-0.7.10b config file[code]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 stopSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulMIDI stopSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulMIDI stopSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulMIDI stopSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulMIDI stopWM_CLOSE Releasing Performance...Releasing Loader...Releasing Port1...Releasing DirectMusic interface...Releasing COM...
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 stopSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulMIDI stopSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulMIDI stopSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulMIDI stopSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulMIDI stopWM_CLOSE Releasing Performance...Releasing Loader...Releasing Port1...Releasing DirectMusic interface...Releasing COM...
Well, I know for a fact that: The internal res function, window pos, skip_frames, max_lights work, because I've tested them myself. I've yet to see any problems with using these commands either, especially the internal resolution control, as you can actually gain better performance by increasing the internal res, if you have a decent, modern gpu. To gain enough load to enable the gpu to switch to full 3d clocks (which it wasn't at 1080p) as the game is so old, and requires hardly any horse power.Those values have been found before, they either do nothing or are still being worked on, thus why they're not officially documented by Aali.
Just a questionWell, I know for a fact that: The internal res function, window pos, skip_frames, max_lights work, because I've tested them myself. I've yet to see any problems with using these commands either, especially the internal resolution control, as you can actually gain better performance by increasing the internal res, if you have a decent, modern gpu. To gain enough load to enable the gpu to switch to full 3d clocks (which it wasn't at 1080p) as the game is so old, and requires hardly any horse power.
I am currently running FF7 @ 8320x6240, overkill yes, but why not, if you can.
PhenomII 955@ 4Ghz
Radeon 6950 @ 900/1400
I have also updated the fragment/vertex shader files last night, looks very nice in Final Fantasy VII, including the original smart-filterBloom code, and extra lighting functionality to add more depth to scenes, works especially well on higher resolutions with the field texture packs, so the background scenes don't look like mere 2d images with 3d models standing on top of it. Enhancing the lighting/'shadows'(darker areas) of each scene. If I include any more updates to the shader's functionality, I will update it via this post.
HDRSBloomGLSL.zip