Aali's driver [v 0.7.11b] Help/Bugs/Suggestions

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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...
 
If 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 ?
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 another
 
Kompass, when i try using the .10 or .11 versions,  everything except the sprites become white. Not white'ish, but completely white...

any ideas?  sorry i know this is completely vague... is there anything i can post to help you figure this out?

i'm using the GTX 580, with 12Gb DDR3 RAM, i7 950.
 
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Thanks PitBrat!

can you please upload a 07.11b version for me to try that out please?
 
please can some upload the v0.7.11b has i cant down load it anywhere   :'(  :'( and i really want to play final fantasy with the overhaul
thanks
 
Hi,

I keep getting crashes. There doesn't really seem to be a pattern except for the fact that once I get a crash. If I restart the game, I (likely) get a crash in the same area (for example when loading a screen. Sometimes happens with as little as opening the menu Screen. FF8 config file included at crash file, zipped with 7-zip. Thanks in advance!

http://www.mediafire.com/?14b68qwamcz162f

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# 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...
edit, app log posted

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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...
 
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I have installed everything as instructed, pass the self test and chose the custom driver, changed only the resolution and fullscreen option, but when I start the game it opens in a box ( not a window, has no windows commands, can't minimise it)  in the top left corner of the screen. This happens whether I've chosen fullscreen or not in the config file. Then in the game some colours have changed and a number of things are green or have a green shade over them among other things. Help? I can't see how to attach a screenshot or my.cfg, my applog is empty and the problem is also stopping me from saving a game

Edit: I've uploaded a screenshot and the .cfg to mediafire. Also now I can't change things back to the way they ere before I tried installing the patch. The game is unplayable
http://www.mediafire.com/?l2kf5qpu0uj6tv2

Edit 2: After a few installs and uninstalls I found that the problem lay with changing the compatibility of the ff7config file to XP sp2 before installing the driver. Didn't find that anywhere I looked but I hope someone with the same problem might see this
 
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I'm not sure if these values are generally known or not, but I figured I would share them just in case.

Using a hex editor, I've found a few functions that were omitted in the opengl.cfg file, some including custom internal resolution control, it is best to keep it at multiples of the native res (highest internal res supported using multiples of the native res = 10200x6240), widescreen hack, but it seems this just produces the same black-bar effect as perserve_aspect.

A few of the others are: (function, var, value type) window position x/y = int, refresh_rate = int, new_hp_limit = bool, new_mp_limit = bool, show_light_rays = bool, show_normals = bool, show_tbn_space = bool, max_lights = bool, skip_frames = bool.

I have included a link to an example config file below using the values I use myself. I have also modified the SmartBloom shader for 'fake' HDR, Refraction, Chromatic dispersion, & Fresnel Effect for more depth to scenes, and also support for much higher resolution.

ff7_opengl.zip

HDRSBloomGLSL.zip

Edit: Wrong link for Shader file. Fixed, enjoy.
Regards.
 
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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.
 
can we expect a new release working with the nvidia 3xx family drivers, now that they have been released?
 
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.
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.

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.

Update: HDRSBloomv3.zip

The high dynamic range is now complete in all files to be imported, and looks great imo, should be the last needed update.
 
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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.

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
Just a question
In the opengl.cfg ? :

post_source = shaders/SmartBloom.post
enable_postprocessing = yes
use_shaders = yes

??? Thanks!
 
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