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

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is it me, or is it not possible to load custom png's for the field backgrounds?

INFO: tried to load d:\games\square\final fantasy vii\/mods/SpooX/flevel/d:/games/square/final fantasy vii/Data/field/hand_1_00.png, failed
INFO: tried to load d:\games\square\final fantasy vii\/mods/SpooX/flevel/_00.png, failed
further on in the log...
INFO: tried to load d:\games\square\final fantasy vii\/mods/SpooX/field/md1stin/md1stin_00_00.png, failed


I've tried it in the 0.7.7b, it does load the png's however....
Field Start
INFO: 24-bit PNG loaded (d:\games\square\final fantasy vii\/mods/SpooX/field/md1stin/md1stin_0_00.png); this is slow, please convert to 32-bit

ingametest01.png

not quite as it should.
any suggestions?
 
is it me, or is it not possible to load custom png's for the field backgrounds?

INFO: tried to load d:\games\square\final fantasy vii\/mods/SpooX/flevel/d:/games/square/final fantasy vii/Data/field/hand_1_00.png, failed
INFO: tried to load d:\games\square\final fantasy vii\/mods/SpooX/flevel/_00.png, failed
further on in the log...
INFO: tried to load d:\games\square\final fantasy vii\/mods/SpooX/field/md1stin/md1stin_00_00.png, failed


I've tried it in the 0.7.7b, it does load the png's however....
Field Start
INFO: 24-bit PNG loaded (d:\games\square\final fantasy vii\/mods/SpooX/field/md1stin/md1stin_0_00.png); this is slow, please convert to 32-bit

not quite as it should.
any suggestions?
The reason its not loading in 0.7.8 is mostly likely because its looking for a different filename (0.7.8 is looking for md1stin_00_00.png but the file is named md1stin_0_00.png in your mod folder).
 
thanx,
it loads the files now, however it is scrambled the same way.... :-(
 
To get it to work properly put the field file that it generates into the flevel.lgp and delete your cache. The modpath does not work properly at the moment. Also make sure you are using palmer 0.4b
 
Hello,

i am a german Final Fantasy Player. Your awesome work give me a new experience for FF7 !

Later i want to play FF8 and install it for later using. I set up the Config file like the FF7 one and hit the FF8 exe.

Ok... xD My First fault was, that i have install the English patch...

On the second try your driver tells me that i have an unsupported Language^^

Jeah! "Wer lesen kann ist klar im Vorteil!"

My Question is: Is it possible to add support for the german Version?

Regards,

ryg
 
hello every1, thanks for this driver and all the work on ff7 mods and stuff. ;)

so i installed this latest version of the driver but i cant seem to make bloom2.post work i can run smartbloom but when i change the settings i get this error on the app log

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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: ATI Technologies Inc. RADEON X800 Series 2.1.8544 ReleaseINFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Original resolution 640x480, window size 1280x720, output resolution 1280x720, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Fragment shader(s) linked, vertex shader(s) linked.  -INFO: Fragment shader(s) failed to link, no vertex shader(s) defined. -Fragment Shader not supported by HW -ERROR: init_postprocessing failed, postprocessing will be disabledLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedINITIALIZING MIDI...selecting device 0:Sint. SW de tabla de ondas GS, mid=1, pid=102,midi data type: GENERAL MIDIusing midi data file: C:\Archivos de programa\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: 0MIDI set volume: 1270% of 127 = 0Entering MAINExiting MAINSTART OF CREDITS!!!INFO: C:\Archivos de programa\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 END UNINITIALIZE DD
so do you have any ideas on what might be the problem i really want to try bloom2 out and i think my card should handle it or is not?

here is the ff7_opengl.cfg options :

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# ff7_opengl-0.7.8b config file# 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# use shaders, if available and supported# turn shaders off to use the OpenGL 1.1 backenduse_shaders = yes# plugins# a movie plugin is required, the music plugin is optional, but required to make FF7Music workmovie_plugin = plugins/ffmpeg_movies.fgpmusic_plugin = plugins/ff7music.fgp# vertex and fragment shadersvert_source = shaders/main.vertfrag_source = shaders/main.frag# YUV fast path shaderyuv_source = shaders/yuv.frag# post-processing shader, used to apply fullscreen effectspost_source = shaders/bloom2.postenable_postprocessing = yes# display frames per second counter in upper right cornershow_fps = no# display some real-time debug informationshow_stats = no# set the window size (and 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 = 720preserve_aspect = nofullscreen = 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# 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# 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# 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# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patchtransparent_dialogs = on# 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# enable alpha blending for textures without an existing blending effectfancy_transparency = on# 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# 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# this option should be used for testing only, performance will take a hitdirect_mode = off# show every failed attempt at loading a .png texture# this option is for modders only, it's useful to find out which texture to replace and which palettes it needsshow_missing_textures = no
well thanks again and let me know what do you think could be.
 
ATI x800 doesn't have a 3.0 shader in it. Can that be a problem?
hi yeah i tought of that too, but im not sure what kind of requirements does the driver need. i have although played newer games that incorpore bloom in there options and they have worked mmm
 
Nothing will really change if you did not touch the .cfg file. You'll just have to change it from yes/no or on/off. Example:
compress_texture=yes
You should be careful and leave no spaces and just encode no.
compress_texture=no
As for the resolution here's an example
window_size_x = 1360
window_size_y = 768
preserve_aspect = yes
fullscreen = yes
 
Just tried all of those, and nothing is changing  :'(

By the way:

Manufacturer: FUJITSU

Rating: 1.0 Windoes Experience Index: Unrated

Processor: Intel(R) Core(TM)2 Duo CPU T7300 : 2.00GHz 2.00 Ghz

Memory (RAM): 2.00

System type: 32-bit Operating System

----------------------------------------FIXED---------------------------------------

Okay! I fixed it! I didn't realise I had to replace the ff7.exe with the 1.02 patch! I installed it and it worked.
Okay I think the maximum resolution I can have is 1280 x 800 so I chose that and I got this:

1280x800z.png


Which is much nicer :D

Now is that the highest resolution I can get with my settings? Is there any way to make it fit anymore?

Also, what would you recommend I change in the opengl?
 
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I think you are thinking too much Direct X style 8-)
The shader 3.0 you mentioned is DirectX 9.0c shader.
The shader used here is OpenGL 2.0 shader so your card and driver
 need to support openGL 2.0.
 
Greetings.

Im looking for how to load custom textures using ff7_opengl with /modpath, but i cannot find an example, nor exactly how the syntaxis is. Anyone could help me please?

Edit: To fix the problem with spanish FFVII when using new textures, is prior to avalanche mod, rename spanish files like menu_sp.lgp to english one, after that, rename again into spanish. It works. So not ff7_opengl issue, so please mods, move to proper location, might help someone else.

But the question is still there, how to use modpath option?
 
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1. set modpath to modpath = 'insert folder name here'

2. inside modpath make a folder called menu

3. put all your png's in this folder.

4. Profit
 
Again, thanks for the info. Is there an faq i miss where to find all options can handle ff7_opengl? (that's because my ff7_opengl at last, dont contain modpath)
 
I'm not sure where to post this since the topic isn't specific (The topic said to post it, but it didn't say where, and the first post said not to reply in the topic).

I've been using Aali's custom driver for FF8 and its been working amazingly good, that is until I got on the train to go to Timber and it had the flashback sequence. Randomly at the end of a battle, when it switches to show the exp and items gained it randomly crashes. The first time I did it, it crashed on the second fight. The second time it did it on the first, and it seems to be random.

Heres the app.log and crash.dmp files, along with the save on the train right before the sequence.
 
Hi everyone, i'm new in the forum, and i would need a little hand with this issue :(
I've been trying to play ff8, i had lots of crashes so i reinstalled and everything worked ok, till the 2nd disc, when squall is escaping from the galbadia desert prison, right after beating the boss, you run to the bridge, and a cg starts where the bridge splits apart, and you press right to keep squall safe, well, after that cg the screens goes black and the game crashes "ff8.exe has stopped working etc", i started using Aali's driver, i't worked greatly, but the game keeps crashing, at least i get the crash.dmp and the app.log.


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INFO: FF7/FF8 OpenGL driver version 0.7.8bINFO: Auto-detected version: FF8 1.2 US English (Nvidia)INFO: NVIDIA Corporation GeForce 8400 GS/PCI/SSE2/3DNOW! 2.1.2INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Original resolution 640x480, window size 1440x900, output resolution 1200x900, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathMATRIX INITIALIZE INITIALIZING SOUND...  initializing direct sound  EAXDirectSoundCreate  creating primary buffer  creating 3D listener interface  EAX: creating bogus sound buffer  EAX: creating bogus 3D buffer  EAX: Establishing listener property set interface  EAX: Checking for EAX support  EAX support initialized  EAX: set global reverb  initializing audio data  OK  initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: C-Media USB Sound DeviceGUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}PORT 1: Mapeador Microsoft MIDI [Emulado]GUID={0xa691556b,0x165a,0x4637,0x8e,0x61,0x8d,0x30,0x4c,0x61,0x6c,0xea}PORT 2: Sint. SW de tabla de ondas GS ( [Emulado]GUID={0xa0219f9a,0x8dae,0x4cdc,0xa3,0x73,0x59,0x65,0x5a,0x27,0x12,0x1a}PORT 3: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1...    C-Media USB Sound Device  Port1 supports XG dataBinkCloseSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=0)midi_play...Stopping PerformanceLoading DLS...Playing Segmentmidi_play successfulMIDI stopCan't open file: h:\DISK1 Can't open file: h:\DISK1 Can't open file: \ff8\data\eng\field\mapdata\gp\gproof2\gproof2.sfx BinkCloseSdMusicPlay ()sd_music_play (number=0, song_id=59, volume=0)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulCan't open file: \ff8\data\eng\field\mapdata\gp\gpexit2\gpexit2.sfx BinkCloseBinkCloseERROR: unhandled exception
Here it's the crash.dmp and the app.log:
Size 10.63 mb
http://www.mediafire.com/?pak4x5tmi8j71gi

It fails in any resolution, with or without the custom driver, with software and hardware renderer.


--------------------------------------------------------------------------------------------------------------------------------------

Edit:
I just reinstalled again, and the app.log es different this time
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INFO: FF7/FF8 OpenGL driver version 0.7.8bINFO: Auto-detected version: FF8 1.2 US English (Nvidia)INFO: NVIDIA Corporation GeForce 8400 GS/PCI/SSE2/3DNOW! 2.1.2INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Original resolution 640x480, window size 1440x900, output resolution 1200x900, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathMATRIX INITIALIZE INITIALIZING SOUND...  initializing direct sound  EAXDirectSoundCreate  creating primary buffer  creating 3D listener interface  EAX: creating bogus sound buffer  EAX: creating bogus 3D buffer  EAX: Establishing listener property set interface  EAX: Checking for EAX support  EAX support initialized  EAX: set global reverb  initializing audio data  OK  initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: C-Media USB Sound DeviceGUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}PORT 1: Mapeador Microsoft MIDI [Emulado]GUID={0xa691556b,0x165a,0x4637,0x8e,0x61,0x8d,0x30,0x4c,0x61,0x6c,0xea}PORT 2: Sint. SW de tabla de ondas GS [Emulado]GUID={0xf93ddba8,0x6d82,0x46fb,0xbf,0x24,0xbe,0x70,0x3,0x1f,0x4b,0x75}PORT 3: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1...    C-Media USB Sound Device  Port1 supports XG dataBinkCloseSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=0)midi_play...Stopping PerformanceLoading DLS...Playing Segmentmidi_play successfulMIDI stopCan't open file: h:\DISK1 Can't open file: h:\DISK2 Can't open file: h:\DISK3 Can't open file: h:\DISK4 Can't open file: h:\DISK1 Can't open file: h:\DISK1 Can't open file: \ff8\data\eng\field\mapdata\gp\gproof2\gproof2.sfx BinkCloseSdMusicPlay ()sd_music_play (number=0, song_id=59, volume=0)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulCan't open file: \ff8\data\eng\field\mapdata\gp\gpexit2\gpexit2.sfx BinkCloseBinkCloseERROR: unhandled exception
I'm not an expert, but it seems like for some reason the game is trying to open files that are supossed to be located in other disks
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Can't open file: h:\DISK1 Can't open file: h:\DISK2 Can't open file: h:\DISK3 Can't open file: h:\DISK4 Can't open file: h:\DISK1 Can't open file: h:\DISK1
Also seems that some file is missing or something because this relative locations to the insallation folder doesn't exists:

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Can't open file: \ff8\data\eng\field\mapdata\gp\gproof2\gproof2.sfxCan't open file: \ff8\data\eng\field\mapdata\gp\gpexit2\gpexit2.sfx
I assumed that both were SoundFX files, so i tried other audio settings but it keeps crashing.

I also noticed about:
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 BinkCloseBinkCloseERROR: unhandled exception
I suppose that BinkClose function comes from the binkw32.dll, wich as far as i read closes the bink file opened by BinkOpen, and releases the allocated resources, with my limited knowledge about this, I understand that my game crashes because some audio files are missing somewhere. If someone can locate where these files are supposed to be it would be useful.

Any suggestion will be really appreciated  :)
Thx for your attention

Thx for your time.

Ps: Sry for my bad english, i hope you can understand me :-\
 
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Hey guys sorry to bother everyone for such a small problem, but im not able to download aali's latest driver. Its coming up page error i was wandering if some one can up load it so i can get it downloaded please and thank you
 
I nbotice they both overwrite the ff7config file.  Which one do I apply first?
 
Yeah I made two topics by mistake, I looked down and saw a topic concerning Aali's driver and it was moved to feedback so I made a topic there and tried to delete this one only to see I couldn't... so...

I have Aali's OpenGL driver and it works good and everything but it just won't show the textures in the textures folder. I installed Avalanche's High Res package and thought I just wasn't noticing the difference until I put in the blue limit break texture and some new avatars and neither have changed.

Here's my config file if it'll help.
Could it have anything to do with where the game folder is located? It's not in the default install location.

# ff7_opengl-0.7.8b config file

# 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

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# plugins
# a movie plugin is required, the music plugin is optional, but required to make FF7Music work
movie_plugin = plugins/ffmpeg_movies.fgp
#music_plugin = plugins/ff7music.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# YUV fast path shader
yuv_source = shaders/yuv.frag

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no

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

# display some real-time debug information
show_stats = no

# set the window size (and 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 = 1600
window_size_y = 900
preserve_aspect = no
fullscreen = 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

# check your driver settings if this option doesn't seem to work
enable_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 effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# 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 = no

# 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

# 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 = 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

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

# 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 = yes

# 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
# this option should be used for testing only, performance will take a hit
direct_mode = off

# show every failed attempt at loading a .png texture
# this option is for modders only, it's useful to find out which texture to replace and which palettes it needs
show_missing_textures = yes
 
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