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

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ERROR: COULD NOT OPEN FILE TIFA.T02
The missing Tifa textures are unused.
Many weapon mods add more texture slots than necessary to battle models.
This error is mostly harmless.
 
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Yes, that is right. I see you have a modpath set up, do you actually see the high-res stuff in-game? Because there are a crapload of things that are failing to load in that log, maybe you're not running the driver at all.
I see the improved world map stuff, improved battle scenes backgrounds and some other stuff. It's basically the same thing that fails to load over and over and over and over and over and over and over and over again for the past 40 hours.
Since I do see all the custom loaded stuff from my modpath, I am pretty sure the custom driver is running. Not sure why it starts in D3D

edit: just to be sure I checked the driver path in the registry and it does say ff7_opengl.fgd
is there anything else in the registry that could cause this problem?

edit 2: here some hardware specs
OS: Win 7 home
CPU: Intel dual core 3,2ghz E5800
GPU: ATI Radeon HD 5570 from Gigabyte
Monitor is a Samsung 1360x768 Syncmaster running at 60hz ( or 59 hz, no other mode supported )
I do have this installed on my primary HDD as it should be and the registry points to the right directories

edit 3: new app.log after some tests
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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: ATI Technologies Inc. ATI Radeon HD 5500 Series 3.2.9704 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 1360x768, output resolution 1024x768, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 64, vert uniform 1024, frag uniform 1024INFO: 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:Fragment shader(s) linked, vertex shader(s) linked.  INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.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!!!ERROR: couldn't open movie file: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movieseidoslogo.aviERROR: Texture could not be compressedERROR: Texture could not be compressedERROR: Texture could not be compressedERROR: Texture could not be compressedERROR: Texture could not be compressedERROR: Texture could not be compressedERROR: couldn't open movie file: C:\Program Files\Square Soft, Inc\Final Fantasy VII\moviessqlogo.aviset music volume: 127set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!ERROR: Texture could not be compressedEND OF MENU SYSTEM!!!Entering MAINExiting MAINField StartGLITCH: broken LGP file (flevel), don't use LGP Tools!GLITCH: broken LGP file (flevel), don't use LGP Tools!GLITCH: broken LGP file (flevel), don't use LGP Tools!GLITCH: broken LGP file (flevel), don't use LGP Tools!GLITCH: broken LGP file (flevel), don't use LGP Tools!GLITCH: broken LGP file (flevel), don't use LGP Tools!GLITCH: broken LGP file (flevel), don't use LGP Tools!GLITCH: broken LGP file (flevel), don't use LGP Tools!GLITCH: broken LGP file (flevel), don't use LGP Tools!GLITCH: broken LGP file (flevel), don't use LGP Tools!WM_CLOSE Field QuitUNINITIALIZE DD END UNINITIALIZE DD
edit 4: after playing around with the vsync options of my GPU, I found that if I force it always on it runs at 60 fps but gives me the error that vsync is forced on and the framelimiter in minigames wont work in app.log
if I set it to "always on unless app specifies" it no longer shows the error but the minigame runs at 400 fps
The same happens when I set it to "off unless app specifies" ( 400 fps )

edit 5: fixed the bike game with the YAMP thing but the shooter, even though it SAYS it runs at 15 fps ( or 30 ) is still as fast moving as at 60 fps
 
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Ok i posted a thread earlier about how something went wrong with my ff7. The problem is that when i start the game, the main menu, regular menus, characters, backgrounds, etc., are all white.  the only things that don't appear white are the monsters during battle. This happened after i tried to install microsoft visual basic power packs 3 and .NET framework 4 so that i could use the wallmarket mod. After unsuccessful installs of both the power pack and net framework, i thought something was wrong with the previous frameworks and so i used .net framework clean up tool to delete all previous net framework installs so i could do a fresh new install of .net framework 4. After i finally got the wallmarket to work somehow(even though i didn't even fully install the power packs) i started up my game and pretty much everything appeared white. Now i thought that if i just could just uninstall the game and delete the whole squaresoft folder and do a new install with the remix, avalanche, aali's driver, etc., it would go back to normal. That didn't work. I've uninstalled it, deleted and reinstalled it at least 3 times now. So i have no idea whats wrong. Here are my opengl settings and app log. Any help would be greatly appreciated.

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## 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 = 1920 window_size_y = 1080preserve_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 = 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 = on# 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 = yes# 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 = 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 = off# 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 = yes# 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 = yes# 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
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INFO: Auto-detected version: FF7 1.02 US EnglishINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r19334, Copyright (c) 2000-2009 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedINFO: NVIDIA Corporation GeForce 8400M GS/PCI/SSE2 2.1.2INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Original resolution 640x480, window size 1280x800, output resolution 1280x800, internal resolution 1280x800LOCK 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: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.788000, frames: 3717set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save04.ff7ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save08.ff7ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save09.ff7END OF MENU SYSTEM!!!Entering MAINExiting MAINField StartField QuitEntering MAINExiting MAIN-=-=[START OF WORLD MAP!!!]=-=-stop_soundstop_sound-=-=[END OF WORLD MAP!!!]=-=-Entering 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# 287[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 MAINset music volume: 127Exiting MAINWM_CLOSE set music volume trans: 127->0, step=60Field QuitUNINITIALIZE DD END UNINITIALIZE DD
 
In your FF7 directory, copy and replace the files \shaders\main.frag and \shaders\main.vert into \shaders\nolight\
 
Wow that was it?? man i thought i would never get the game to function normally anymore. Thanks a lot. I appreciate the help!  :D
 
I have just downloaded Aali's driver [v 0.7.11b] to FF8, I got a error notice "Failed to load custom driver". In FF8 Configuration Graphic Renderer only have 2 option : Software Renderer[/i] & Direct3D Hardware Acceleration[/i], in Sound tab checked EAX. I tried copy EAX.dll overwirte to Windows\System32, but it didn't work.

App.log have nothing.

After deleted EAX.dll and ff8_opengl.cfg, reinstall FF8 with EAX in install disc, game start with full-screen.

I tried use Aali's driver 0.7.11b with :
- PC : Windows XP, ATI Radeon x1600 Pro
- Laptop : Windows 7, nVidia GeForce 9500 (Dell XPS Studio 1340)

Please help me !
 
Hi thaihonglan,

 because no one else responds I'll try.

 1) Reassure yourself that you download the right patch 1.2 (English) used
 for computers with the NVIDIA GeForce card http://ffsf.aaron-kelley.net/downloads/ff8_1.2G.zip
 for all other computers http://ffsf.aaron-kelley.net/downloads/ff8_1.2.zip

 2) Extract the patch into your game folder, overwriting the old files with new ones.

 3) Run "EAXUnified.exe" from the game folder.

 4) Never Aali's eax.dll paste into your system folder, it is not a full eax.dll!

 5) Unpacking Aali's ZIP archive into your game folder.
 http://backup.ninjaloot.se/share/ff7_opengl-0.7.11b.zip

 Aali's driver is automatically included when Aali's eax.dll in the game folder is. A selection of FF8Config is not necessary / possible.

 Should not work the Geforce patch, sometimes try to NON-Geforce patch.

 regards Kompass63
 
Not a crash, but a very aggravating problem I'm having. I just switched the video card to a hd 5770 and now the frame limiter doesn't work right. With the stable timer and Vsync enabled i get 20 fps in field instead of 30, and in battle it is 12 instead of 15 FPS.
When I disable the stable timer, field is fine and runs at 30, but in battle it remains 12. Without Vsync battle is fine - but Field is 33 fps and the game plays too fast, and swirls and minigames are way messed up.
 
There is a fix that allows the use of shaders on NVIDIA cards.
This alters the way shaders work under certain conditions.

    Xion999's 'everything is made of light' fix for NVIDIA cards:
    Copy and replace the files .\shaders\main.frag and .\shaders\main.vert into .\shaders\nolight\
Hey man thanks for the fix.. Im certified NVDIA graphic card user and now the game looks better and smoother :-)
 
as tittle say, is the first time i have a problem with FF8

the game just CTD when i use for the first time to laguna / ward / kiros ( Where squall / zell / selphie  fall unconscious on the train ), the scene just load and pass 2 or 3 sec and puf the game just CTD

I'm using the aila custom driver  and nothing more, gona try without the ff8opengl.cfg, but i doubt that the problem

Any idea or tip how to fix it?, or there is some save database where i can download and load pass that "dream" part? ( It doesnt matter how the char they are, gona fix it with the save editor =P )

Well, any tip or idea is welcome, as allways best regards and thanks

The .log

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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF8 1.2 US EnglishINFO: ATI Technologies Inc. ATI Radeon HD 2600/3600 Series 3.3.11079 Compatibility Profile ContextINFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 900x675, output resolution 900x675, 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.INFO: fragment shader compile log:Fragment shader was successfully compiled to run on hardware.INFO: postprocessing program link log:Fragment shader(s) linked.MATRIX INITIALIZE INITIALIZING SOUND...  initializing direct sound  EAXDirectSoundCreate  creating primary buffer  creating 3D listener interface  EAX: creating bogus sound bufferEAX not supported  initializing audio data  OK  initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: C-Media Wave DeviceGUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}PORT 1: SRS Audio SandboxGUID={0x490a03e9,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}PORT 2: Mapeador Microsoft MIDI [Emulado]GUID={0xfbd20c80,0x4f23,0x49b5,0xbc,0x88,0xb0,0xaa,0xfe,0x17,0xc,0xf0}PORT 3: Sint. SW de tabla de ondas GS ( [Emulado]GUID={0xb51a6124,0x4147,0x492c,0xa5,0x2b,0xad,0x5d,0xd1,0xf7,0x10,0x3b}PORT 4: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1...    SRS Audio Sandbox  Port1 supports XG dataWM_CLOSE BinkCloseReleasing Performance...Releasing Loader...Releasing Port1...Releasing DirectMusic interface...Releasing COM...
The 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 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 = 900window_size_y = 675preserve_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 = mods# 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 = 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 = off# display frames per second counter in upper right cornershow_fps = yes# 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## 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
 
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Post your APP.log and also your ff8_opengl.cfg because we could wee if something is wrong there.
 
We need the ff8 opengl file... not the ff7 one...
I'm really sorry, didnt check that copied the ff7.cfg, fixed with the FF8opengl.cfg

Just to add, i'be tryed without the aila driver and the game still ctd in the same moment i move the character
 
Ok then, it is not an issue with the driver. At least we tried.
ok, so to solve this, there is some save database that i can download and load other save point to avoid the firs laguna dream?
 
I don't recommend it though... Better try other stuff... Back to the first thread then.
 
I have a very simple question.

I notice this driver has an integrated mdef bug fix and 9999 limit breaker. I installed the menu overhaul (which integrates 9999 limit break) and gjoerulv hard mod (which fixes the mdef). Do I leave the settings for each of these in the driver config as "no"?
 
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