Aali's driver [v 0.7.8b] Help/Bugs/Suggestions

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If you have the movies on your harddrive you can just rename the file and it will be skipped as the game can't find it. For the intro screen this leaves a black layer over the field background but you can get rid of it by opening the menu and closing it again.
 
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You can also use dziugo's patches that skips the fmv's but Aali's way of doing it is much better if you really intend to skip it.
 
I have a feature request: Option to turn off the battle shadows (the big ugly circles).
Of course, if you can do anything to make them look better, that would be very welcome too, but I figure that an option to turn them off would be easier to implement.

Also I saw this requested before, but I'm not sure if it was answered: Is it possible to have APNG support in FF7?
 
We need APNG support so we can make animated battle-scenes. If people will start asking for APNGS more, maybe we will get them.

Current Applications I can use APNGs for(Off the top of my head)

Animate the sign OPAD so that it does the same as the field sign and goes from Japanese, To WARNING, to INTRUDER.
Animate clouds to appear like there is wind
Animate oceans to appear as if there are waves.
Possibly be able to make it look like windy in some scenes
Animated Materia
Being able to make The materia and Treasure boxes flash like in the PSX version.
 
I asked Aali about this in the IRC and he said it may be a possiblity in the future so long as it's not a huge ordeal to implement it. I agree it would be a cool addition though.

lee
 
I asked Aali about this in the IRC and he said it may be a possiblity in the future so long as it's not a huge ordeal to implement it. I agree it would be a cool addition though.

lee
Thats nice to hear, hopefully he will be able to implement it, since Aali uses LibPNG (i think) there are patches to add support for APNG to LibPNG at http://littlesvr.ca/apng/
but i have no idea if these are compataible with Aali's driver (and even if it is i bet it isnt as simple as just patching his LibPNG version)
 
Untitled-1-4.jpg

I took all of the WMRP PNGs and stuck them into the mods directory, but some are showing up all black. I'm not seeing any errors in the app.log other than some convert to 32-bit. Any thoughts as to what's going on?

Also, the mods directory only loads images that are inside of a folder named "yes". For example, the world textures come from /mods/yes/world. Just seemed kind of odd that "yes" is one of the directories.

lee
 
Maybe next time don't set your modpath to "yes" :P Those black spots are quite interesting though, dunno why that happened. Are your .tex files still modified or did you revert to original data? It shouldn't make a difference though, modpath takes preference.
 
lol, i didn't realize the mod_path option let you actually set the mod_path. I thought it was a yes/no option like the others.

Not sure what the black boxes were about. I closed the game down and recopied everything and it seems to be working now. All my LGPs are totally stock, and i plan on keeping them that way for the time being.

lee
 
This thread is about 0.7.8b, your symptoms suggest that you are running 0.7.7b.
Also, app.log should always be created, even if it doesn't crash, be sure to double and triple check the working directory of ff7.exe.
Sorry for being an ignoramus, there is of course an app.log file, but I'm definitely running 0.7.8b and still experiencing the same problem.
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INFO: FF7/FF8 OpenGL driver version 0.7.8bINFO: Auto-detected version: FF7 1.02 US EnglishERROR: failed to set fullscreen modeINFO: Intel Intel 965/963 Graphics Media Accelerator 1.5.0 - Build 7.14.10.1409INFO: No OpenGL 2.0 support detected, shaders won't be availableINFO: Found swap_control extensionINFO: NPOT textures not supportedINFO: Max texture size: 2048x2048INFO: Original resolution 320x240, window size 320x240, output resolution 320x240, internal resolution 320x240INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r21874, 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: YAMAHA XG MIDIusing midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\xg.lgpmidiOutGetVolume returned: ffffffffMIDI INITIALIZEDset music volume: 127MIDI set volume: 127100% of 127 = 127set music volume: 127MIDI set master volume: 0MIDI set volume: 1270% of 127 = 0Entering MAINExiting MAINSTART OF CREDITS!!!ERROR: couldn't open movie fileINFO: E:\ff7\movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218set 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: 1270% of 127 = 0Exiting MAINSTART OF MENU SYSTEM!!!WM_CLOSE END OF MENU SYSTEM!!!Field QuitMIDI stop - OKresetting MIDI driver volume - OKUNINITIALIZE DD
Any ideas?

Thanks
 
How did you manage to do that? Somehow you've got FF7 running in low res mode; 320x240. This should not be possible unless you modified the registry manually. The driver was just not meant to work in this mode so thats the first thing you need to fix, rerun FF7Config and it should fix itself.
 
Hmmm...again no luck, but clearly the problem's not with your driver, so I'll stop cluttering the place up. Thanks for your help all the same.
 
Nono, there seems to be a problem with the bundled FF7Config so this is certainly where this discussion belongs. What happens if you choose the D3D driver, up the resolution to 640x480, quit FF7Config, start it again and select the custom driver?
 
Ok, well here's the APP after doing what you said:
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INFO: FF7/FF8 OpenGL driver version 0.7.8bINFO: Auto-detected version: FF7 1.02 US EnglishERROR: failed to set fullscreen modeINFO: Intel Intel 965/963 Graphics Media Accelerator 1.5.0 - Build 7.14.10.1409INFO: No OpenGL 2.0 support detected, shaders won't be availableINFO: Found swap_control extensionINFO: NPOT textures not supportedINFO: Max texture size: 2048x2048INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r21874, 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: YAMAHA XG MIDIusing midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\xg.lgpmidiOutGetVolume returned: ffffffffMIDI INITIALIZEDset music volume: 127MIDI set volume: 127100% of 127 = 127set music volume: 127MIDI set master volume: 0MIDI set volume: 1270% of 127 = 0Entering MAINExiting MAINSTART OF CREDITS!!!ERROR: couldn't open movie fileINFO: E:\ff7\movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218set music volume: 127MIDI set volume: 1270% of 127 = 0MIDI play: 95reading midi file: PRE.midcurrent volume: 127MIDI is playing SUCCESSFULLY!!!set music volume trans: 127->0, step=60MIDI set volume trans: 127->0; step=60MIDI stop - OKEND OF CREDITS!!!Entering MAINset music volume: 127MIDI set volume: 1270% of 127 = 0Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField StartUNEXPECTED: invalid blendmode (458756)BLEND MODE NOT FOUND UNEXPECTED: invalid blendmode (458756)BLEND MODE NOT FOUND UNEXPECTED: invalid blendmode (458756)BLEND MODE NOT FOUND ERROR: unhandled exception
Everything in-game is exactly the same; crash takes place after starting a new game and the 'couldn't open movie file' error still appears.
 
Seems like you're missing some data. Try reinstalling and make sure to choose full install.

That did fix the low-res issue though.
 
whats the story with mod_path and battle fields? With show_missing_textures on, all it reports is a generic battle png, like STAGE02_00.PNG. I know which textures to replace, but putting them into the mods/TA/battle doesn't let them load, and i have to place them into the LGP manually. Will this be fixed at some point? The world map textures load just fine when placed into the mods directory.

lee
 
It does not work at this point. It will load the same texture for every model. Aali already has it fixed and it should be in the next release.
 
It does not work at this point. It will load the same texture for every model. Aali already has it fixed and it should be in the next release.
sounds good! Its easy enough to work around at this point, im just exicited at the prospect of using mods that dont require modification of the original LGPs. This should squash nearly all of the installation related issues that people have.

im off to party, happy 4th of july!
 
It sounds wierd ,but I tried the impossible:

Running in NT 4 with aalis driver on my old K6-2 notebook equipped with a ATI Rage LT pro AGP
a lot of upgrades and a DX5.0 beta kit.
in 3d part it runs but on field backgounds upper layers are drawn incorrect.

Also speed is an issue especially in videos,because my cpu has no L2 cache and floating point is much slower than a PII.
 
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