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

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App log:
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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF8 1.2 US English (Nvidia)INFO: NVIDIA Corporation GeForce GT 330M/PCI/SSE2 3.3.0INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 800x600, output resolution 800x600, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048MATRIX 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={0xa70f4117,0x21e,0x45ae,0x90,0xe0,0xf0,0x22,0xae,0x5c,0x52,0x87}PORT 1: Microsoft GS Wavetable Synth [Emulated]GUID={0x709e1444,0xf6f,0x4635,0x96,0x43,0xca,0xea,0x66,0x59,0x7d,0x61}PORT 2: LoopBe Internal MIDI [Emulated]GUID={0xfff7765d,0xb0d,0x4f32,0xb5,0xf3,0x2c,0x29,0xf9,0x69,0x12,0x27}PORT 3: LoopBe Internal MIDI [Emulated]GUID={0xfc250170,0x2fb3,0x4dd3,0x94,0x39,0x8b,0x66,0xf0,0x4b,0x2,0x35}PORT 4: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1...    Microsoft Synthesizer  Port1 supports XG data
Config file:
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# 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 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 = 800window_size_y = 600preserve_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 = 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/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## 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 = no
 
The solution I use is different but not as simple to explain.
    Xion999's 'everything is made of light' fix for white and black graphics:
    Copy and replace the files .\shaders\main.frag and .\shaders\main.vert into .\shaders\nolight\

Possibly my imagination, but the visuals are better that way.
 
Hey guys. i'm having the same issue Ertoil did, but with FF7. Now the fix that pitbrat mentioned works, but then the avatars don't change when I replace them in the mods/menu folder. Any ideas?
 
Post your config file and APP log. We need it.

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App log:Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce 9800M GTS/PCI/SSE2 3.3.0INFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1920x1200, output resolution 1920x1200, internal resolution 1920x1440INFO: 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.INFO: FF7Music helper plugin loadedLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedset music volume: 127set music volume: 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: E:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField StartEntering MAINExiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField StartField QuitEntering MAINExiting MAINEntering FRAME_INITIALIZE SWIRLExitting FRAME_INITIALIZE SWIRLSwirl sound_effect1stop_soundEnd of Swirl sound_effect1Entering FRAME_QUIT SWIRLExitting FRAME_QUIT SWIRLEntering MAINExiting MAIN[BATTLE] Entering FRAME_INITIALIZE[BATTLE] Scene# 406[BATTLE] Exitting FRAME_INITIALIZE[BATTLE] Begin main battle loop[BATTLE] End of current battle[BATTLE] Begin end battle stuffstop_sound[BATTLE] Entering FRAME_QUIT[BATTLE] endof battle.[BATTLE] Exitting FRAME_QUITEntering MAINExiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField Startcross play music: 0set music volume trans: 127->0, step=4set music volume: 127Entering MAINExiting MAINSTART OF MENU SYSTEM!!!WM_CLOSE END OF MENU SYSTEM!!!Field QuitUNINITIALIZE DD END UNINITIALIZE DD

Config:
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# 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 = 1920window_size_y = 1200preserve_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=DK# 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 dziugo# break_9999limit# include armor in magic defense calculationmdef_fix = yes# expand battle viewport to cover entire screen and make the battle menu transparentnew_battle_interface = on# 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 = 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# Disable Error Notificationsdisable_popup = on
 
Tried that and it didn't work. It also made the font in the game scrambled like.
 
KyubiNemesis,
Delete the files from the 'cache' folders.
    .\Final Fantasy VII\cache
    .\Final Fantasy VII\cache\mods\cache

And don't forget the virtual store:
    32BIT
        C:\Users\[USERNAME]\AppData\Local\VirtualStore\Program Files\Square Soft, Inc\Final Fantasy VII
    64BIT
        C:\Users\[USERNAME]\AppData\Local\VirtualStore\Program Files (x86)\Square Soft, Inc\Final Fantasy VII
 
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Hey guys! I'm in the Esthar's Laguna dream and the game keeps crashing at the same point. Here's my config and log

config:
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Code:
# 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 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 = 600window_size_y = 480preserve_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# 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/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## 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 = no
app.log
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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF8 1.2 US EnglishERROR: failed to set fullscreen modeINFO: ATI Technologies Inc. RADEON X800 XT 2.1.7412 ReleaseINFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 2048x2048INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512ERROR: failed to stat file K:\Eidos Interactive\Square Soft, Inc\FINAL FANTASY VIII/shaders/nolight/main.vertERROR: failed to load shaders, reverting to fixed functionMATRIX INITIALIZE INITIALIZING SOUND...  initializing direct sound  EAXDirectSoundCreate  creating primary buffer  creating 3D listener interface  EAX: creating bogus sound buffer  EAX: creating bogus 3D buffer  EAX: Establishing listener property set interface  EAX: Checking for EAX support  EAX support initialized  EAX: set global reverb  initializing audio data  OK  initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: SoundMAX Digital AudioGUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}PORT 1: MIDI Mapper Microsoft [Emulazione]GUID={0xa8b46ba9,0x94f4,0x4afe,0xa2,0x8a,0x4a,0x9f,0xb8,0xaf,0x55,0x1c}PORT 2: SoundMAX WDM MIDI [Emulazione]GUID={0xb417cbbe,0x1a0d,0x4585,0xa4,0xc4,0xc4,0x6b,0xc4,0xfa,0x9a,0x1b}PORT 3: Sint. SW Microsoft GS Wavetable [Emulazione]GUID={0xd414b4e,0x9d9c,0x4b38,0xaf,0xe3,0xc6,0x8c,0x72,0xa3,0x82,0xd2}PORT 4: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1...    SoundMAX Digital Audio  Port1 supports XG dataBinkCloseSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=0)midi_play...Stopping PerformanceLoading DLS...Playing Segmentmidi_play successfulMIDI stopCan't open file: f:\DISK1 Can't open file: f:\DISK2 SdMusicPlay ()sd_music_play (number=0, song_id=55, volume=0)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulSdMusicPlay ()sd_music_play (number=0, song_id=55, volume=127)SdMusicPlay ()sd_music_play (number=0, song_id=55, volume=127)BinkCloseERROR: unhandled exception
You're my last hope, help me finishing this awesome game!


EDIT: It crashes constantly before a battle and sometimes when i open the menu, but nearly at the same point
 
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You need to post the crash dump as well, just the APP.log isn't going to help.
 
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7C9209E6  add         ecx,eax 7C9209E8  cmp         ecx,0FE00h 7C9209EE  ja          7C920739 7C9209F4  cmp         byte ptr [ebp+14h],0 7C9209F8  jne         7C95AF5F 7C9209FE  mov         al,byte ptr [esi+5] 7C920A01  and         al,10h 7C920A03  test        al,10h 7C920A05  mov         byte ptr [edi+5],al 7C920A08  jne         7C920AA0 7C920A0E  mov         ecx,dword ptr [esi+0Ch] 7C920A11  lea         eax,[esi+8] 7C920A14  mov         edx,dword ptr [eax] 7C920A16  mov         dword ptr [ebp+0Ch],ecx (7C920A19)  mov         ecx,dword ptr [ecx] 7C920A1B  cmp         ecx,dword ptr [edx+4] 7C920A1E  mov         dword ptr [ebp+14h],edx 7C920A21  jne         7C921752 7C920A27  cmp         ecx,eax 7C920A29  jne         7C921752 7C920A2F  push        esi 

This is the fragment of the crash.dmp where the error is. The rounded brackets point out the error. It says unhandled exception  at 0x7c920a19 in crash.dmp
 
Since when do we need the crash dump? Well. Turn off your shaders, and, if still not work, fancy transparency.
 
Hey Vgr, just.... Thank you. You made my day. BTW sorry for the crash dump, i was asked to post it and i did, because i was kinda desperate  :P
 
Just updated my video driver to 280.26 (newest WHQL), and I got a white screen when trying to play either FF8/FF7. I guess this problem with newer nvidia drivers is never going to be fixed.
 
Hi there!
New to this forum and tried installing FF7 following Kylos' extremely helpful guide. Running Windows XP virtualised in VirtualBox on my Macbook Pro. Initially, it didn't seem to work (crash on launch) with just the official install and the FF7 Remix compilation patch, however, when I updated it to the latest drivers from Aali, it worked! However, the only problem I'm having is that the models all appear to have a metallic blue look to them. I have tried rolling back to 0.7.5b and the same thing happens. Any help would be extremely appreciated! Thanks!
 
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