D
Dorkimus Maximus
Guest
Hot damn PitBrat, a thousand apologies for not looking in the first place. I'm gonna start my downloading now.
# 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 FF7# 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 = 768preserve_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# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode# vsync must be enabled and working for this to have any effectminigame_framelimiter = on# same thing, but for the battle swirlbattleswirl_framelimiter = off# allow FF7 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# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.#music_plugin = plugins/ff7music.fgp## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patchtransparent_dialogs = off# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugobreak_9999limit = no# include armor in magic defense calculationmdef_fix = yes# expand battle viewport to cover entire screen and make the battle menu transparentnew_battle_interface = off# 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# replace FF7's default framelimiter timer sourceuse_new_timer = yes# use a more stable (but less accurate) timer to control FF7's framelimiter# this option has no effect unless the use_new_timer option is onuse_stable_timer = no# plugin used to play movies, FFMpeg is the only choice for nowmovie_plugin = plugins/ffmpeg_movies.fgp## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# read files directly instead of using LGP archives# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,# if this file doesn't exist it will look for the original in the LGP archivedirect_mode = off# show every failed attempt at loading a .png textureshow_missing_textures = no
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce GT 540M/PCI/SSE2 4.1.0INFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 4INFO: Original resolution 1280x1024, window size 1024x768, output resolution 1024x768, internal resolution 1280x1024INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: No shaders, codecs with YUV output will be slow.LOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedINITIALIZING MIDI...selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,midi data type: GENERAL MIDIusing midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgpmidiOutGetVolume returned: ffffffffMIDI INITIALIZEDset music volume: 127MIDI set volume: 127100% of 127 = 127set music volume: 127MIDI set master volume: 100MIDI set volume: 127100% of 127 = 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152set music volume trans: 127->0, step=60MIDI set volume trans: 127->0; step=60MIDI stop - OKMIDI stop - OKEND OF CREDITS!!!Entering MAINset music volume: 127MIDI set volume: 127100% of 127 = 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField StartMIDI play: 36reading midi file: ROCKET.midcurrent volume: 127MIDI is playing SUCCESSFULLY!!!Entering MAINExiting MAINSTART OF MENU SYSTEM!!!WM_CLOSE END OF MENU SYSTEM!!!Field QuitMIDI stop - OKresetting MIDI driver volume - OKUNINITIALIZE DD END UNINITIALIZE DD
Ok, I got SL1982's field mod pack but there seems to be a problem setting up my modpath in opengl. Here's what it says at the moment:AESamuel: If you have a mod that alters field screens (flevel.lgp), my guess is that this is what is to blame. If that's not the case... maybe you SHOULD go and try one?![]()
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce 9600M GT/PCI/SSE2 3.3.0INFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1280x800, output resolution 1066x800, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: No shaders, codecs with YUV output will be slow.LOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END ERROR: could not open file c:\Games\Final Fantasy VII\ff7input.cfginitializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedINITIALIZING MIDI...selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,midi data type: GENERAL MIDIusing midi data file: c:\Games\Final Fantasy VII\Data\midi\midi.lgpmidiOutGetVolume returned: ffffffffMIDI INITIALIZEDset music volume: 127MIDI set volume: 127100% of 127 = 127set music volume: 127MIDI set master volume: 100MIDI set volume: 127100% of 127 = 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: F:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152set music volume trans: 127->0, step=60MIDI set volume trans: 127->0; step=60MIDI stop - OKMIDI stop - OKEND OF CREDITS!!!Entering MAINset music volume: 127MIDI set volume: 127100% of 127 = 127Exiting MAINSTART OF MENU SYSTEM!!!WM_CLOSE END OF MENU SYSTEM!!!Field QuitMIDI stop - OKresetting MIDI driver volume - OKUNINITIALIZE DD
# 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 FF7# 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 = 1280window_size_y = 800preserve_aspect = yesfullscreen = no# 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 = avalanche# check your driver settings if this option doesn't seem to workenable_vsync = yes# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode# vsync must be enabled and working for this to have any effectminigame_framelimiter = on# same thing, but for the battle swirlbattleswirl_framelimiter = off# allow FF7 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# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.#music_plugin = plugins/ff7music.fgp## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patchtransparent_dialogs = off# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugobreak_9999limit = no# include armor in magic defense calculationmdef_fix = yes# expand battle viewport to cover entire screen and make the battle menu transparentnew_battle_interface = off# 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 = no# 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 = no# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = no# replace FF7's default framelimiter timer sourceuse_new_timer = yes# use a more stable (but less accurate) timer to control FF7's framelimiter# this option has no effect unless the use_new_timer option is onuse_stable_timer = no# plugin used to play movies, FFMpeg is the only choice for nowmovie_plugin = plugins/ffmpeg_movies.fgp## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# read files directly instead of using LGP archives# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,# if this file doesn't exist it will look for the original in the LGP archivedirect_mode = off# show every failed attempt at loading a .png textureshow_missing_textures = no
Brilliant!@anything This might be me again... we did change the limit bar size with a patch (i think...) and this could have meant a code cave. Please make sure dep is not active or that ff7 is exempt.
see
https://www.ff7catalog.com/posts/144404/
I do, but only because I haven't actually bought a new one to replace it yet after buying a new PC last month.I honestly don't know anyone who still has a 4:3 monitor.
I envy your ability to play FF7 in it's native aspect ratio without horrific black bars at the side >_>I do, but only because I haven't actually bought a new one to replace it yet after buying a new PC last month.
He said his screen is 1024x768. This is a 4:3 screen, so it'll display the correct aspect ratio anyway.You'r not actually playing the game in widescreen, you're stretching the game to fit your screen. If you're playing the game the way it's supposed to be played (you change "aspect ratio" to "yes" or tick it and write cfg) then you'd have black bars at the side.
The black gap at the bottom is an issue with the game itself. It might be correctable, with a lot of effort, but there is currently no setting to fix it.What do you mean by widescreen? my screen 1024x768 and when i play ff7 it fills up the whole screen but in field there is a black gap at the bottom not at the sides like you said but dissapears at battle?
Not really. An emulator just has to change a few viewport settings. It's a very hacky solution, and often leads to garbage data on the sides, nasty pop-in because the game isn't expecting to display that area, etc.I imagine this would be much easier to do here than in an emulator.