Aali's driver [v 0.7.10b] Help/Bugs/Suggestions

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obesebear

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Let's get it started!  Thanks again, Aali, for all your hard work.

Actually, let me start by asking why all the modifications to .7 instead of a .8 release?

This is not the latest version of Aali's driver. Please see https://www.ff7catalog.com/threads/8004/ for the next release. - Bosola
 
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This was mostly a bugfix release to wrap up the 0.7 series. 0.8 will be alot more revolutionary than that ;)
 
Can't test it right now, but from the notes it sounds like a sweet release. I'm curious though, what was causing the random crashing in FF7?
 
The random crash could happen if you managed to trigger a certain sequence of fancy special effects in battle. Basically the driver would leave some data in an invalid state and if that data was later used in a certain way it would crash.
 
That makes sense. At least in my case, it always crashed in the middle of a battle.

That sure is a relief, I don't have to worry about saving all the time now.
 
Thanks for the new release Aali. :D

Here is a bug list from my testing (Win7 32bit, Core i7 860, Nvidia GTX 470 with 266.58 drivers).

New bug:
On FF8, the 'finger' cursor appears semi-transparent when selecting a target.

Older bugs:
- On FF7, Jenova SYNTHESIS and Bizarro Sephiroth appear duplicated after casting the spell 'Pandora's Box'.
- The 'battle swirl' on FF8 still just appears as thin black lines.
- On FF8, show_fps doesn't work.
- FF8 appears faster than usual, I checked with Fraps and it says 31/32fps, and battles are 16fps.
- On FF8, Squall doesn't have a shadow on the world map.
- At the very start of FF8, when Elone talks to Squall, you can't see the glass.
- In battle, there appears to be feint blue boxes around the 'dust' that is kicked up when Squall runs.
 
Err, the movies are too dark now. It appears they are playing on standard range when they are supposed to be full range.

On better news though, AAC playback has been fixed.

FF8: Battle swirl is indeed working, but the Boss battle swirl looks odd. Diablos' bats/Blind smoke are still invisible most of the times (sometimes they are visible).

EDIT: Seems that turning off fancy transparency fixes the latter (invisible bats/blind).
 
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TeridKane:
Playing a standard range movie as full range would make it too dark, the other way around will make it too bright. What are you comparing to?

Timber:
All very difficult issues that I'm painfully aware of :)
 
TeridKane:
Playing a standard range movie as full range would make it too dark, the other way around will make it too bright. What are you comparing to?
I think you got it backwards. A full range movie played in standard range will be too dark, while the opposite will be too bright. The former is happening here.

Maybe the range flag isn't correct in the movie files (yeah, I think that's precisely the issue).
 
Depends on how you look at it :)
Dark areas will be too dark and bright areas will be too bright.
Still, what are you comparing to and which movie are we talking about?
 
What am I comparing to? The originals, I guess. And this is the opening I'm talking about (from the FMV Restoration mod).
 
Play the same file in a respectable media player, find a noticeable difference and we'll talk :)
 
I guess I'll just use the previous yuv.frag. That one worked fine for me.

Just for reference though:

How it looks in-game:
mplayerc201101291422356.png


How it should look:
mplayerc201101291422074.png
 
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Thats more like it.

The following shader looks good but the math doesn't really work out; 16 (0.0625) should be subtracted from the Y component in the non-full range case but if I do that its way too dark.

Code: [Select]
Code:
#version 110uniform sampler2D y_tex;uniform sampler2D u_tex;uniform sampler2D v_tex;uniform bool full_range;const mat3 mpeg_rgb_transform = mat3( 1.164,  1.164,  1.164, 0.0,   -0.392,  2.017, 1.596, -0.813,  0.0);const mat3 jpeg_rgb_transform = mat3( 1.0,  1.0,   1.0, 0.0, -0.343, 1.765, 1.4, -0.711, 0.0);void main(){ float y = texture2D(y_tex, gl_TexCoord[0].st).x; float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5; float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5; vec3 yuv_color = vec3(y, u, v); vec4 rgba_color;  if(full_range) rgba_color = vec4(jpeg_rgb_transform * yuv_color, 1.0); else rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0);  gl_FragColor = rgba_color;}
 
Also, aali, Luksy has an issue..  crashes before the game can load from the save screen.

App log and crash dump here >

...
Looks alot like a driver bug, try updating. If that doesn't work maybe you can work around it by turning off/on texture compression.
 
How does it look originally, with the original opening with non aali driver?  The top picture actually looks correct as the black is black.
There's no difference at all in the black levels of both pictures. What's different is the other colors (they can get darker, unlike black).

And it's supposed to look like the second picture in-game (more details being visible should be a good indication). That would be full range.

Like I said before though, the yuv.frag from 0.7.9b works fine for me, since it's always in full range.
 
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Okay so, ff8 does not launch, it crashes after eidos logo. Normally this is not because of my data changes, because the version 0.7.9b works well.

crash.dmp+app.log
 
Oh thats a nice one, something must be just a tiny bit off, everything looks okay but I can't reproduce it since I can't get past the intro FMV without french data files. I'm not sure how to proceed with that, the crash.dmp was not helpful at all.
 
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