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

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The "Everything is made of light fix" seems to have dropped off mediafire. Can someone reupload?

I've turned "use_shaders = no" to get around it for now.

playing FF8
 
I am using the 2012 rerelease with bootleg 040 and I am having a slight problem with the FMV playback.
when using the regular ffmpeg plugin the sound drops in the movies. using the the compatibility ffmpeg
the FMV plays normally

computer specs are
Windows XP SP3
AMD Turion dual core 1.6GHz 
3GB DDR3 RAM
Nvidia Geforce Go 6150SE
 
Thanks aali for this great work.

question,

how i can force anti aliasing? the driver of my 5770 are configured properly, but it seems not work...

On FF8, with ff7_opengl-0.7.11b on ati 5770

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# ff7_opengl-0.7.11b 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 = 1920window_size_y = 1080preserve_aspect = nofullscreen = 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/bloom3.postenable_postprocessing = yes## 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 = no# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = yes## 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 = yesdisable_popup = yes
 
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There is no setting for anti aliasing. IIRC it helps with rasterizing of 3D graphics so it wouldn't do much anyway.
 
IIRC it helps with rasterizing of 3D graphics so it wouldn't do much anyway.
Well, fairly large chunks of the game are 3D. Characters in fields, pretty much everything in battles or the world map, chocobo races, etc. I can see wanting to do this.

There is no setting for anti aliasing.
Not as such, but you can add the following settings to your config file:

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internal_size_x = (some number)internal_size_y = (some number)
Though doing so may cause other rendering issues. If I'm not mistaken, direct multiples of 320x240 are recommended to minimize problems. Aali himself does not usually recommend adding these settings, but it's pretty much the only way to add AA.
 
So basically clamping the internal resolution higher than the output resolution. I know that it improves the quality of textures but I didn't know it had the same effect as anti aliasing.
 
Does the internal size setting need to be a multiple of whatever resolution you're using? For example, I run my game at 1280x720. What should I set my internal size at?
 
Does the internal size setting need to be a multiple of whatever resolution you're using? For example, I run my game at 1280x720. What should I set my internal size at?
Based on your screen resolution:

  • If you want 4xAA with preserve_aspect turned on, I would recommend 3840x2880 (4:3 for your height is 960x720, multiply both numbers by four).
  • If you want 4xAA with preserve_aspect turned off, I would recommend 5120x3840 (4:3 for your width is 1280x960, multiply both numbers by four).
In both cases, the recommended resolution is also a multiple of 320x240. This is important to prevent rounding errors. It does not really need to be a multiple of your screen resolution, but that does make the math a bit easier if you're trying to mimic the AA settings in other modern PC games; the only really important thing is that it's a multiple of 320x240 (the prevent_rounding_errors option normally does this if you don't set internal sizes; it just picks the biggest multiple of 320x240 that's bigger than your window_size).

I should warn you that this is essentially SSAA, the most computationally expensive form of anti-aliasing. It tends to look the best, but it also tends to utterly fail or go too slow on weak enough video cards.
 
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Many thanks, i try...


Mmmm. No, works bad. I didn't see any quality improvement, aliasing still present, and i have little grafic glitch on start screen and menu.


And it seems, to disable some good effect.... for example the splash screen "squaresoft" lose a lot of resolution with these command lines.
 
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Thanks for the quick reply. I will try this out later and you guys know how it runs   :)
 
Another question,  my characters on ff8, have almost always, their eyes closed...

Why? It's not normal...
 
FF8 is crashing for me right after everyone falls asleep on the train (early in game). Screen fades to black, and then I get the "oops something very bad happened" error. Any ideas? Thanks!

The .dmp is here: https://docs.google.com/file/d/0B-zIjbCDNV3MTUxya0RweXNwam8/edit?usp=sharing

My AppLog reads:


INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
ERROR: failed to set fullscreen mode
INFO: Intel Mobile Intel(R) HD Graphics 3.0.0 - Build 8.15.10.2342
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: Microsoft MIDI Mapper [Emulated]
GUID={0x87a15818,0xc9f9,0x4f27,0x9f,0x66,0x80,0xce,0x1c,0x41,0x4c,0x37}
PORT 1: Microsoft GS Wavetable Synth [Emulated]
GUID={0x2eb332c7,0x24a8,0x4597,0xa4,0xcf,0xf8,0x34,0xc0,0xfe,0x3a,0xf6}
PORT 2: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    Microsoft Synthesizer
  Port1 supports XG data
BinkClose
SdMusicPlay ()
sd_music_play (number=0, song_id=79, volume=0)
midi_play...
Stopping Performance
Loading DLS...
Playing Segment
midi_play successful
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=74, volume=100)
Can't open file: \ff8\data\eng\field\mapdata\te\testbl6\testbl6.sfx
SdMusicPlay ()
sd_music_play (number=0, song_id=4, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
ERROR: unhandled exception
 
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It looks like theres a bad file in ff8\data\eng\field\mapdata\te\testbl6\
 
Hrm... that's kinda what I was thinking. Not sure what to do about it, though. I'm actually having a hard time locating the file itself... I've tried reinstalling, checking the patch, etc. Thoughts?

Thanks!

EDIT Well, I kept on digging around and finally found someone who had "sort of" encountered the same problem. I renamed the eax.dll file, and now it seems to be working fine. I'll post back later as to whether or not it holds out -- maybe this can help someone else?
 
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Thanks, but i never had this issue... only sporadic crashes on ff7/8... FF7 works better than 8.

Now i try 13.5 and check the situation.
 
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