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

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Hot damn PitBrat, a thousand apologies for not looking in the first place. I'm gonna start my downloading now.
 
Just adding some more information. These are my settings in the ff7-opengl.cfg 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 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
This is my APP file:

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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
Having read through the thread, I tried turning off fancy transparency and shaders and neither worked.
 
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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? :)
 
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? :)
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:

mod_path = c:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\fieldmod


That is where I have the modpack but when I load the game there is an error in the config file and that some options may not have been parsed (no such option 'Files').

Still have the same in-game look as well.

Thanks for the help.




Nevermind, I un- then re-installed ff7 and aali's driver and everything is fine. If I find any problems with my other mods I'll post in the relevant threads.

Cheers!

Double posting less than an hour apart is generally frowned upon. Please take the time to read the rules. ~Covarr
 
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Hi Aali,

sl1982 recommended that I post here to try and find a solution to my problem.

My problem is that upon installing Avalanche GUI, the FF7 crashes after the very first battle, when the exp screen should come up. 
The game works fine when it is just vanilla, with the 1.02 patch, and with the custom driver.

Here is a link to my crash.dmp file: http://www.mediafire.com/?12kjn13cmqd2gm6

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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
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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 = 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
 
This MAY belong in audio, as it relates to audio, but I'm sure it's the driver causing the issue. Feel free to correct me if this is not the case.

So I play using a laptop connected to my HDTV using a HDMI cable. In addition to this as an audio output source, my laptop also has another 2. Manually selecting HDMI as the audio output allows the music to play correctly.

HOWEVER, sound effects play through the laptop speakers. They are not the default output source in Windows, HDMI is. This is easy to resolve by opening FF7Config and again manually selecting HDMI as the output source. But as I am then required to run the driver registry again, it resets the settings and I'm back to my crappy laptop speakers.

I can play the game in crap quality with good sound, or good quality with crap sound effects. And obviously it's irritating that the music is playing correctly when the sound effects are not.

Is there a way around this?
 
Prince Lex: Is it at all possible to disable the laptop speakers from Windows? Reducing the available options, don'tchaknow. (There must be some Use this device/Don't use this device option somewhere.)
 
I've right clicked and disabled all but HDMI, doesn't work. If I do that the game refuses to start and I get an error saying "unable to load sound driver" obviously because the game is trying to use audio that is no longer "there" :(

Sad bunny.

EDIT: Reinstalling bootleg has resolved this issues. See the bootleg thread for details.
 
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@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/
Brilliant!

I had added ff7 to the exception list before, but that didn't work. However, following your advice I turned it off entirely and reinstalled it, and it finally worked!

Thank you very much.
 
Is there a way to implement widescreen? Similar to an emulator's "extra geom" function. I imagine this would be much easier to do here than in an emulator. The stretched aspect ratio can sometimes look off, and I honestly don't know anyone who still has a 4:3 monitor.
 
I honestly don't know anyone who still has a 4:3 monitor.
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 do, but only because I haven't actually bought a new one to replace it yet after buying a new PC last month.
I envy your ability to play FF7 in it's native aspect ratio without horrific black bars at the side >_>
 
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?
 
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.

I'm asking if there's a way to play the game in it's native aspect ratio and remove the bars. It's been done on many different emulation platforms and old PC games, but I don't know how or I'd do it myself.

EDIT: Here is an example of what I'm talking about. The game was built to play in 4:3 but in this emulator the extra geometry is added.

The only areas this would negatively affect in FF7 is the menu and possibly the battles, but with the new interface it would look absolutely fine even if the interface is not exactly in the corners. And who actually cares if the menu has black bars at the side?
 
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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.
He said his screen is 1024x768. This is a 4:3 screen, so it'll display the correct aspect ratio anyway.

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?
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.

I imagine this would be much easier to do here than in an emulator.
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.

Thanks to the magic of 2D backgrounds made up of tiles , doing the same thing in FF7 would be much more complicated (at least, that's the impression I've gotten as to why it hasn't been done yet, Aali will no doubt correct me if I'm wrong). But Aali is aware of this already, and has expressed interest in the idea in the IRC channel. But having an idea is almost always faster and easier than actually implementing it  :wink:
 
Maybe its just me, in on my Android phone, and i can't get the download link to work.  The load bar gets an 8th of the way and just stops.  Can someone check the link for me please?

Edit: link is broken, won't download on my brothers laptop or his phone
 
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