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

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i follow all the directions multiple times over and over again and each time i keep getting...failed to load custom driver...it has the new patch and everything i do notice once i take out the eax.dll the game will launch normally but it doesnt load the driver still
 
Hi everyone,

I'm new here and new to FF8 modding as well, so sorry if I state something obviously wrong or any other mistake like that.
Since I'm an absolute lover of Nobuo Uematsu's music (I've seen the Distant Worlds show this year in Paris : absolutely amazing ), I've obviously found myself here in no-time while searching for a way to improve the sound quality of my PC-version FF8, since it seemed quite poor compared to the original PSX version.

That's why I've tried the Roses and Wine mod. Before complaining about what's not working (yes, that's why I'm here ^^), I would like first of all to thank warmly everyone who has been working on this project, since it is a great idea, especially DLPB who seems to have spend a lot of time and work on it.

So, here's the problem : I haven't managed to make it work.
A few things first : I have a GeForce 650 twin-frozr and a Windows 7 64 bit.
EDIT : i have the french version installed

In order to install it, I have followed these steps :

1 - installing the game with the original CD

2 - patched it with the 1.2 non geforce version (since I've read here that the geforce version was not necessary)
I've just copied the files in the archive in my installed game folder, replacing the original exe and dll, is that correct?

3 - installed the aali's driver that i've downloaded here : http://backup.ninjaloot.se/share/ff7_opengl-0.7.11b.zip
I've extracted all the files directly into my installed game folder, replacing again what needed to be replaced, if any (don't remember).
I've followed the step described on the last post of this thread : https://www.ff7catalog.com/threads/5456/
EAX unified was already installed by the game on its original installation
I touched nothing on the ff8_opengl.cfg since it didn't seem necessary after reading it.

When I start the game, it crashes immediatly after the Eidos screen title.

Here is the app.log

INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
INFO: NVIDIA Corporation GeForce GTX 660/PCIe/SSE2 4.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
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 [Émulé]
GUID={0xd70853ae,0x7ca9,0x4425,0x9f,0xd4,0xf8,0x3f,0x8f,0x0,0x6d,0x6a}
PORT 1: Microsoft GS Wavetable Synth [Émulé]
GUID={0x29813ec9,0x1787,0x4bbf,0xbd,0x98,0xa3,0x1f,0xe3,0x32,0x40,0x20}
PORT 2: Track16 [Émulé]
GUID={0xa082f2f8,0x72f,0x498d,0x92,0x8b,0x85,0x2,0x8f,0xcc,0x9,0x6b}
PORT 3: Track16 [Émulé]
GUID={0x9a1eb34f,0x6bbd,0x4b80,0xad,0xd9,0xc7,0x86,0x8f,0xf7,0xf6,0x95}
PORT 4: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    Microsoft Synthesizer
  Port1 supports XG data
BinkClose
ERROR: COULD NOT OPEN FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE c:\ff8\data\eng\menu\sysfnt.tim
ERROR: unhandled exception


What am I doing wrong? Thank you in advance!
 
Well after correcting a few errors on my end (such as : getting the french 1.2 patch instead of the english one), I now have this "everything is made of light" bug. I would like to download the fix, but link is broken on this thread : https://www.ff7catalog.com/threads/8637/
Does someone have it please?
 
Yes! Finally working with the musics! Thank you very much, to you and Kranmer who has been of great help!
 
Thanks! I'll try it as soon as I get home.
I also noticed a few graphical bugs while playing with Aali's driver on. Not really shocking, but still there.
Does it help if I post them here with screens, app.log and conf file? Or will I just spam for nothing?
 
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If you mean something like that here, you can spare you that.
Otherwise, bring it on ;D
Yeah, it's something like that ^^
I also had graphical bugs during fights, is that known as well?
 
Yeah, it's something like that ^^
I also had graphical bugs during fights, is that known as well?
No, I hear for the first time. Describe that more accurate.

The previous error, you can also just go to the menu, then the image should be OK again.
 
Well, I think that, for now, it only happened when i fought Tomberry Sr.
Every explosion-like animation (for example, when Squall hits an enemy and you pull the trigger at the right time) was replaced by a squared bunch of pixels, not really nice.
If it happens again, I'll take a screenshot.
 
Hey guys, new Bootleg user here.  First, I want to say, You all have done a WONDERFUL job in modding FF7!  In some ways, I'm sad that I didn't know about it earlier, but I'm totally stoked that, now that I HAVE found this community, there are some fantastic resources!

At any rate, so I'm trying to reduce the frame rate of the game so that I can make the minigames a bit easier.  (I tried with YAMP, but that didn't work either).  I finally got vsync to work with my AMD Radeon 4800 Graphics Card by using CCC (Catalyst Control Center), and under "Wait for Vertical Refresh" I selected "Off, unless application specifies."  When I activate "show_fps = yes" in ff7_opengl.cfg, the game usually has 30 fps, and the minigames also have 30 fps.  Totally makes them playable.

But now that I'm older, my reaction time is worse, and I'd like a little more help.  So I've been trying to set the refresh rate to something like 20 (so that the minigames are 10 fps)  However,  even though ff7_opengl.cfg has "enable_vsync = yes" and "refresh_rate=20," both the normal game world map and the minigames seem to be set at 30 fps.  I can't set the refresh rate in the game for the life of me.  Please help!

Below are my ff7_opengl.cfg and APP.LOG files.  I can't seem to find any error messages in APP.LOG regarding a failure (or success) in setting the refresh rate.  Is there a logger switch that I'm missing to give informative error messages?

# ff7_opengl-0.7.11b config file - modified by Bootleg


## 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 ratio
window_size_x = 1280
window_size_y = 960
#internal_size_x = 640
#internal_size_y = 480
preserve_aspect = yes
fullscreen = no

#window_pos_x = -1
#window_pos_y = -1
#widescreen_hack = 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 = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes
refresh_rate = 20

# 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 effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_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 detail
linear_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 patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
#new_hp_limit = yes
#new_mp_limit = yes

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
enable_postprocessing = no
post_source = shaders/Bloom2.post
yuv_source = shaders/yuv.frag
frag_source = shaders/main.frag
vert_source = shaders/main.vert


## 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 backend
use_shaders = yes
#enable_lighting = yes
#show_light_rays = yes
#show_normals = yes
#show_tbn_space = yes
#max_lights = 12

#Variable Functions#
#specular_fog = yes
#texture_scale_bias = 1
#texture_coordinate_clamp = yes
#pixel_texture_bits = 32
#generate_mipmap = yes
#detail_texture = yes
#shader_precision = yes
#tessellation_program5 = yes
#multisample_coverage = yes
#multisample_filter_hint = yes
#texture_filter_anisotropic = yes
#texture_edge_clamp = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = yes
skip_frames = no

# display some real-time debug information
show_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 source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes
use_vbo = no

# replace FF7's default framelimiter timer source
use_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 on
use_stable_timer = yes

# plugin used to play movies, FFMpeg is the only choice for now
movie_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 archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

# Load Multiple DLLs
#load_library = Multi.dll
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series 3.3.11672 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: 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: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
ERROR: couldn't open movie file: D:\Games\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi
INFO: D:\Games\Square Soft, Inc.\Final Fantasy VII\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218
INFO: 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: yuv program link log:
Vertex shader(s) linked, fragment shader(s) linked.

set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
UNEXPECTED: zero count
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
WM_CLOSE
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD
 
Sorry i am of no help to you on your issue, But what I'd like to know is, How is your config so widely different than mine?

Code: [Select]
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 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 = 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 = no# 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 = 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# 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 = nodisable_popup = on
Thats mine
 
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To my knowledge, the refresh_rate parameter works only in full screen mode, and since only a few mini-games (g-bike, snowboard,...).
The problem with the Mimigames is known, perhaps you should look at installing this mod(s)


Sorry i am of no help to you on your issue, But what I'd like to know is, How is your config so widely different than mine?
...
Thats mine
He uses Bootleg...
 
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Dunno if this is a bug report, But. I can't seem to force AA or AF for this game. The AA isn't so important, But i am getting pretty bad texture shimmering without the AF when using the TA mods.

Pretty sure only Aali can answer this one. So when you get some time if you could let me know that'd be great.
 
Have you created a profile for ff7.exe with your graphics card configuration tool (eg AMD Vision Control Center) ?
maybe use shaders off
 
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Sorry i am of no help to you on your issue, But what I'd like to know is, How is your config so widely different than mine?
Kompass63 is right.  It's b/c I use bootleg.  But I tried mimicing your config to use the new timer but not to use the stable timer and I still get the same issue.

To my knowledge, the refresh_rate parameter works only in full screen mode, and since only a few mini-games (g-bike, snowboard,...).
The problem with the Mimigames is known, perhaps you should look at installing this mod(s)
Hmm, I tried full-screen.  FPS is still set on 30 in Speed square and all of the other minigames.

I'm not sure what you mean when you reference the Reunion project.  Do you mean that I should install the WEAPON mod in order to fix the aiming speed?
 
I think that's it...
DLPB has dealt a lot with the mini-games and I suspect all of his knowledge to be included in the mod.

I myself have not yet been tried, no time at the moment.
 
The aimer is indeed wrong in PC and has been fixed for The Reunion (The aimer moves 2x too fast, and the minigame is running wrong frame rate as well to compound matters).  There is a thread around where I provide some insight into the minigames.  The snowboard game is also wrong at the moment but that needs fixing in new Aali driver.

I sent Aali a list of fixes that need making over a year ago, but we havent had a release yet, and I don't know if he fixed them.  The aimer fix should be among them if so (in other words, you wont need to install reunion fix just for that one thing).

Also, if you want to play the speed round prorperly, you also need to remove the minigame limiter from the config file, and set your graphic card display settings to 60hz.  Its the only way to get the right speed.  At the moment the minigame is being limited to 30 and the frames are being doubled, making the game useless to play.  Aali has to set the cap to 30 and not 60.  Same for Snowboard minigame.  The minigames are correctly:

Snowboard 60
G-Bike 30
Coaster 60
 
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