Aali's driver [v 0.7.7] Help/Bugs/Suggestions

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just think about how many textures could benefit from being animated. sure right now it sounds like a novel idea, but really stop and think about it for just a few min, w/ animated textures we could improve the battle locations w/ moving backgrounds (like trees that move in the "wind") the world map textures could also be made animated and i would suspect that also could be done very well and really improve the realism of the game.
 
just think about how many textures could benefit from being animated. sure right now it sounds like a novel idea, but really stop and think about it for just a few min, w/ animated textures we could improve the battle locations w/ moving backgrounds (like trees that move in the "wind") the world map textures could also be made animated and i would suspect that also could be done very well and really improve the realism of the game.
Damn its just too good to be true.. But its not impossible right??
 
im no artist, i just write a little save game utility. but i would think its possible. then again we would need APNG to work before we could even play w/ that to see if it can be done nicely.
 
FF7 materia is animated?? Hmm.. I don't see it. How is it animated?? :?
 
its only the psx version the animated materia . i do remember this coming up before.
 
its only the psx version the animated materia . i do remember this coming up before.
I mean how is the psx version animated?? It looked the same with the pc version. Sorry its not just clear to me.
 
Hello everyone here!
I just installed this awesome Custom Driver, but when I open ff7.exe (v1.02 official) it doesn't leaves me play and appears this message...
"No-CD patches are not supported, please use the official version."
My ff7.exe file is the official one 1.02 English version... Running on Windows 7 Ultimate x86 Platform
 
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Hello everyone here!
I just installed this awesome Custom Driver, but when I open ff7.exe (v1.02 official) it doesn't leaves me play and appears this message...
"No-CD patches are not supported, please use the official version."
My ff7.exe file is the official one 1.02 English version... Running on Windows 7 Ultimate x86 Platform
I assume you're not using a no-cd patch, right?
 
Try running your game in XP compatibility mode, that may resolve it. You're sure that it's the original 1.02 English EXE with no other mods applied? The driver is generally tolerant of things like YAMP, but I'm not sure how Aali's checking the file, so I'm not sure what will set it off. You're also sure that cdcheck.exe is original as well?
 
Try running your game in XP compatibility mode, that may resolve it. You're sure that it's the original 1.02 English EXE with no other mods applied? The driver is generally tolerant of things like YAMP, but I'm not sure how Aali's checking the file, so I'm not sure what will set it off. You're also sure that cdcheck.exe is original as well?
It keeps appearing the same message
 
maybe you downloaded the offical 1.02 from a site that already had it patched, where did you get it from ? Try redownloading it from the qhimm wiki.
 
anyone knows how to integrate the median.post with the bloom2.post? i want the bloom effect with median, hah, i tried to integrate it myself but there is an error..

this is my code:

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Code:
uniform sampler2D tex00;uniform sampler2D tex;uniform float width;uniform float height;#define s2(a, b)            temp = a; a = min(a, b); b = max(temp, b);#define mn3(a, b, c)         s2(a, b); s2(a, c);#define mx3(a, b, c)         s2(b, c); s2(a, c);#define mnmx3(a, b, c)         mx3(a, b, c); s2(a, b);                                   // 3 exchanges#define mnmx4(a, b, c, d)      s2(a, b); s2(c, d); s2(a, c); s2(b, d);                   // 4 exchanges//#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);           // 6 exchanges//#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchangesvec4 xlat_main( in vec2 tex ) {        // Calculating texel coordinates    float w = 640.0;    float h = 480.0;//    vec2 p0     = vec2(1.0/width,1.0/height);    vec2 p1     = vec2(1.0/w,1.0/h);   vec2 p0     = p1*0.6;   vec4 v[9];   //MEDIAN-Filter to round edges   // Add the pixels which make up our window to the pixel array.   for(int dX = -1; dX <= 1; ++dX) {      for(int dY = -1; dY <= 1; ++dY) {              vec2 offset = vec2(float(dX), float(dY));                     // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the        // pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the        // bottom right pixel of the window at pixel[N-1].        v[(dX + 1) * 3 + (dY + 1)] = texture2D(tex00, tex + offset * p0);      }   }   vec4 temp;   // Starting with a subset of size 6, remove the min and max each time  // mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);  // mnmx5(v[1], v[2], v[3], v[4], v[6]);   mnmx4(v[2], v[3], v[4], v[7]);   mnmx3(v[3], v[4], v[8]);   return v[4];}void main() {vec4 sum = vec4(0);   vec2 texcoord = vec2(gl_TexCoord[0]);   int j;   int i;   for( i= -1 ;i < 1; i++)   {        for (j = -2; j < 2; j++)        {            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;        }   }       if (texture2D(tex, texcoord).r < 0.3)    {       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);    }    else    {        if (texture2D(tex, texcoord).r < 0.5)        {            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);        }        else        {            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);        }    }        gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;}
and this is the error given:

Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.7bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2 3.2.0INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Original resolution 640x480, window size 1280x900, output resolution 1200x900, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Fragment info-------------0(80) : error C5121: multiple bindings to output semantic "COL"ERROR: init_postprocessing failed, postprocessing will be disabledINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.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 SW Synth, mid=1, pid=102,midi data type: GENERAL MIDIusing midi data file: D:\Program Files\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: D:\Program Files\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152WM_CLOSE END OF CREDITS!!!Field QuitMIDI stop - OKresetting MIDI driver volume - OKUNINITIALIZE DD
thank you :)
 
anyone knows how to integrate the median.post with the bloom2.post? i want the bloom effect with median, hah, i tried to integrate it myself but there is an error..

this is my code:

Code: [Select]
Code:
uniform sampler2D tex00;uniform sampler2D tex;uniform float width;uniform float height;#define s2(a, b)            temp = a; a = min(a, b); b = max(temp, b);#define mn3(a, b, c)         s2(a, b); s2(a, c);#define mx3(a, b, c)         s2(b, c); s2(a, c);#define mnmx3(a, b, c)         mx3(a, b, c); s2(a, b);                                   // 3 exchanges#define mnmx4(a, b, c, d)      s2(a, b); s2(c, d); s2(a, c); s2(b, d);                   // 4 exchanges//#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);           // 6 exchanges//#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchangesvec4 xlat_main( in vec2 tex ) {        // Calculating texel coordinates    float w = 640.0;    float h = 480.0;//    vec2 p0     = vec2(1.0/width,1.0/height);    vec2 p1     = vec2(1.0/w,1.0/h);   vec2 p0     = p1*0.6;   vec4 v[9];   //MEDIAN-Filter to round edges   // Add the pixels which make up our window to the pixel array.   for(int dX = -1; dX <= 1; ++dX) {      for(int dY = -1; dY <= 1; ++dY) {              vec2 offset = vec2(float(dX), float(dY));                     // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the        // pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the        // bottom right pixel of the window at pixel[N-1].        v[(dX + 1) * 3 + (dY + 1)] = texture2D(tex00, tex + offset * p0);      }   }   vec4 temp;   // Starting with a subset of size 6, remove the min and max each time  // mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);  // mnmx5(v[1], v[2], v[3], v[4], v[6]);   mnmx4(v[2], v[3], v[4], v[7]);   mnmx3(v[3], v[4], v[8]);   return v[4];}void main() {vec4 sum = vec4(0);   vec2 texcoord = vec2(gl_TexCoord[0]);   int j;   int i;   for( i= -1 ;i < 1; i++)   {        for (j = -2; j < 2; j++)        {            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;        }   }       if (texture2D(tex, texcoord).r < 0.3)    {       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);    }    else    {        if (texture2D(tex, texcoord).r < 0.5)        {            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);        }        else        {            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);        }    }        gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;}
and this is the error given:

Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.7bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2 3.2.0INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Original resolution 640x480, window size 1280x900, output resolution 1200x900, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Fragment info-------------0(80) : error C5121: multiple bindings to output semantic "COL"ERROR: init_postprocessing failed, postprocessing will be disabledINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.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 SW Synth, mid=1, pid=102,midi data type: GENERAL MIDIusing midi data file: D:\Program Files\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: D:\Program Files\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152WM_CLOSE END OF CREDITS!!!Field QuitMIDI stop - OKresetting MIDI driver volume - OKUNINITIALIZE DD
thank you :)
Mind if I ask some questions?? What is the median.post?? What is it supposed to do in a game?? Sorry I just don't know.. Is it supposed to make it brighter like bloom.post with some difference??
 
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Mind if I ask some questions?? What is the median.post?? What is is supposed to do in a game?? Sorry I just don't know.. Is is supposed to make it brighter like bloom.post with some difference??
Something like that, It's actually just a pre-processing filer used to remove noise in a image or video.
 
anyone knows how to integrate the median.post with the bloom2.post? i want the bloom effect with median, hah, i tried to integrate it myself but there is an error..

this is my code:

Code: [Select]
Code:
uniform sampler2D tex00;uniform sampler2D tex;uniform float width;uniform float height;#define s2(a, b)            temp = a; a = min(a, b); b = max(temp, b);#define mn3(a, b, c)         s2(a, b); s2(a, c);#define mx3(a, b, c)         s2(b, c); s2(a, c);#define mnmx3(a, b, c)         mx3(a, b, c); s2(a, b);                                   // 3 exchanges#define mnmx4(a, b, c, d)      s2(a, b); s2(c, d); s2(a, c); s2(b, d);                   // 4 exchanges//#define mnmx5(a, b, c, d, e)   s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);           // 6 exchanges//#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchangesvec4 xlat_main( in vec2 tex ) {        // Calculating texel coordinates    float w = 640.0;    float h = 480.0;//    vec2 p0     = vec2(1.0/width,1.0/height);    vec2 p1     = vec2(1.0/w,1.0/h);   vec2 p0     = p1*0.6;   vec4 v[9];   //MEDIAN-Filter to round edges   // Add the pixels which make up our window to the pixel array.   for(int dX = -1; dX <= 1; ++dX) {      for(int dY = -1; dY <= 1; ++dY) {              vec2 offset = vec2(float(dX), float(dY));                     // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the        // pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the        // bottom right pixel of the window at pixel[N-1].        v[(dX + 1) * 3 + (dY + 1)] = texture2D(tex00, tex + offset * p0);      }   }   vec4 temp;   // Starting with a subset of size 6, remove the min and max each time  // mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);  // mnmx5(v[1], v[2], v[3], v[4], v[6]);   mnmx4(v[2], v[3], v[4], v[7]);   mnmx3(v[3], v[4], v[8]);   return v[4];}void main() {vec4 sum = vec4(0);   vec2 texcoord = vec2(gl_TexCoord[0]);   int j;   int i;   for( i= -1 ;i < 1; i++)   {        for (j = -2; j < 2; j++)        {            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;        }   }       if (texture2D(tex, texcoord).r < 0.3)    {       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);    }    else    {        if (texture2D(tex, texcoord).r < 0.5)        {            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);        }        else        {            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);        }    }        gl_FragData[0] = xlat_main(gl_TexCoord[0].xy).rgba;}
and this is the error given:

Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.7bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2 3.2.0INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Original resolution 640x480, window size 1280x900, output resolution 1200x900, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Fragment info-------------0(80) : error C5121: multiple bindings to output semantic "COL"ERROR: init_postprocessing failed, postprocessing will be disabledINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.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 SW Synth, mid=1, pid=102,midi data type: GENERAL MIDIusing midi data file: D:\Program Files\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: D:\Program Files\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152WM_CLOSE END OF CREDITS!!!Field QuitMIDI stop - OKresetting MIDI driver volume - OKUNINITIALIZE DD
thank you :)
Mind if I ask some questions?? What is the median.post?? What is it supposed to do in a game?? Sorry I just don't know.. Is it supposed to make it brighter like bloom.post with some difference??
it makes the fonts rounder, thats the most significant thing i observed so far :D
 
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