Custom graphics driver for FF7/FF8 [v.1-.7.6]

  • Thread starter Thread starter halkun
  • Start date Start date
Status
Not open for further replies.
idk if i did this right... but i got the driver and i put the whole thing into my folder and when i merge the 64-bitvista file (i have 64-bit vista OS).. i run the ff7.exe and it says that it stopped working... i no im being all newbie at this but did i do it right?
You had it working before, didn't you? Does this only happen with the latest version?
Can you post the contents of APP.LOG?
 
I just realized the bloom shader was turned off. I thought it had been on. I tried it. Man, that thing looks weird!

You said the shaders designed for ePSXe could work with this. I looked at the Natural Vision Shader and it has 4 files. They end in .FP .SLF .SLV and .VP. The ones you have end in .FRAG .POST and .VERT. I could assume that the .FP would correspond with .FRAG and .VP would correspond with .VERT, but .SLF could also correspond with .FRAG and the same with .SLV and .VERT.

What would I need to change in ff7_opengl.cfg to make it use this shader?
 
Last edited:
actually i reinstalled the whole game and only used the latest driver... and um how do i send the app?
 
'kay Aali it was MY fault xD

Yes it was the sound driver- I don't know why, but when I added your registry-key- my sound reg-key has been deleted^^

So, it's working now and it's awesome- thank you man :D


This mod is much better than the High-Res Patch! It's awesome too, but this is unbelievable!

No big bugs, errors, failures and you're working on it hardly!


Nice Job man,

Deniz
 
I just realized the bloom shader was turned off. I thought it had been on. I tried it. Man, that thing looks weird!

You said the shaders designed for ePSXe could work with this. I looked at the Natural Vision Shader and it has 4 files. They end in .FP .SLF .SLV and .VP. The ones you have end in .FRAG .POST and .VERT. I could assume that the .FP would correspond with .FRAG and .VP would correspond with .VERT, but .SLF could also correspond with .FRAG and the same with .SLV and .VERT.

What would I need to change in ff7_opengl.cfg to make it use this shader?
They can work, but you need to make some changes to the code. Only GLSL shaders will work and you need to have some experience with the language to make the necessary changes.

drfeelgud88: use any free upload site, or put it on a pastebin and post the link here.
 
One thing I noticed that I really like about this mod is that when you fight Emerald Weapon, his emeralds are visible. I had to use Software Rendering to make them show up before.
 
Yes, the D3D driver is a pretty poor approximation of what FF7 needs to look right, I often double-check my results against the software driver since it's usually more correct.

I have a lot of things in the pipeline for 0.7 that I want to implement that will make this driver stand on it's own feet instead of trying to emulate the D3D driver. This should improve performance and will also make it easier for me to extend it with new features.

Owners of the PSX version, feel free to point out anything that was lost in the PC conversion that could possibly be re-implemented/fixed.
 
Even when it doesn't lag when shaders is deleted. There's a part of the opening video that is messed up but not messed up when I play it on the media player.
 
What part? How is it messed up?
You have to be more specific, I can't fix it if I don't know whats going on.
 
Here's proof. http://www.megaupload.com/?d=6N3NYZDF

It's silent at first then you will hear the error sound for renaming the shaders. Then Eidos logo. Then I start a new game.

On 1:30 the sound start to get messed up. Notice at 2:00 it repeats the sound not from beginning though instead of finishing the whole sound then Jessie start beating up guards.

My guess is that it's from your video player since yours doesn't use the tm20dec.ax codec. Maybe you haven't tested it for a lengthy video. Just my thought
 
Last edited:
You don't think I've tested the opening video? :-P

Anyways, if it's just audio, that's a known problem. Your computer is too slow to keep up and that makes the audio lag behind until eventually you hit the end of the audio buffer and it loops some old samples.

It can be fixed but it's a lot of work for no benefit to people who have fast enough computers.

Not much can be done about the speed of the movie player unless someone overhauls the codec in ffmpeg, and since TM2.0 is such an obscure format, that's not very likely to happen.

In short, you're out of luck, for now.
 
Sorry for that.

But the videos work well outside of the game. Will you be providing fix for OpenGl1.1 without error?
 
Aali, I really must know...
What is your vision for a 1.0 release of the driver?  What I mean is, what are you hoping you can accomplish to be able to say this driver is complete?
 
Had anyone tried to run at 1024x768? The battle won't start if I the resolution 1024x768 both with shaders and without. It hangs right before the battle swirl not actually hang but lag so much that it won't finish the swirl. But works at 1280x960.
 
so far i am loving your custom driver, but was wondering if it would be possible for you to add custom fps limits for the game as a whole, as in allowing someone to play at double speed if they wanted to? and if you could, would you also be able to implement an ingame on/off switch, such as one of the fxx numbers (like f12 for example), so that you could turn it on and off at will (such as turning it on for level/item farming, off for minigames/big boss battles, etc.). sort of adding another config option, 0 (auto) as default, which when changed and f12 (or whatever) is pressed ingame, the custom limit is used instead.

if it had savestate functionality and custom fps, i think it would become superior to the psx emulated version (at least when everything is made to look better, and pc version bugs fixed). but then again, i love savestates :-P. the only one you could probably easily do is the custom fps, since you already added minigame limiting, and thats all i ask for >:D.
 
so far i am loving your custom driver, but was wondering if it would be possible for you to add custom fps limits for the game as a whole, as in allowing someone to play at double speed if they wanted to?
That's possible, but it wouldn't work like this generation of games. FF7 was designed to run at low fps, so increasing it would just make the game run in turbo mode. It would be pretty much unplayable.

In other words, it wouldn't run smooth, it would just run fast.
 
thats what i wanted, a "fast" mode ability, similar to increasing fps in epsxe. if THAT is possible (already seen it happen with the gypt patch with the default graphics driver, pressing the movie skip combo (ctrl+s) also turns off the regular fps limit for me outside of battle until the next movie plays, but doesn't happen with the custom driver), then I will be plenty happy, since testing would be so much easier that way (such as scene.bin ai changes, stat changes, etc.).
 
HELP PLEASE, now I'm using a Macbook Laptop running XP here are the specs.
It's not the PRO but it's kinda new.

Core 2 Duo CPU T8300 @ 2.40GHz
790 Mhz, 1.96 GB of RAM

VIDEO:
ChipvType: Mobile Intel(R) 965 Express Chipset Family
DAC Type: Internal
Memory Size: 128 MB
Adapter String: Mobile Intel(R) GMA X3100

HERE's the APP:
INITIALIZE DD/D3D START
INFO: Auto-detected version: 1.02 US English
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
LOCK UNLOCK TEST
ERROR: unhandled exception

THE SETTINGS:
# ff7_opengl config file

vert_source = shaders/main.vert
frag_source = shaders/main.frag

post_source = shaders/bloom2.post
enable_postprocessing = false

window_size_x = 0
window_size_y = 0
preserve_aspect = true
fullscreen = true

prevent_rounding_errors = false

internal_size_x = 0
internal_size_y = 0

enable_vsync = false

minigame_framelimiter = true

battleswirl_framelimiter = true

crash_fixes = true

linear_filter = false
 
obesebear: It will never be complete, 1.0 will have everything that isn't mod-related working _perfectly_.

secondadvent: This is a graphics driver, what you're asking for is outside the scope of this project.

moses7: Please provide a copy of crash.dmp
The battleswirl problem you were having is caused by your lack of NPOT texture support, if you don't run in a multiple of 640x480, none of the framebuffer effects are going to work. You should've gotten a warning about this when you started the game.
 
you cannot add the possibility of different frame limits (to speed up the game), when you provide changes to the fps used by the minigames and battle swirl effect? i don't see how fps limits are not related to the graphics driver, since fps are related to it. smack me if i am being noobish, but i don't see why it can't be added into this project.
 
Status
Not open for further replies.
Back
Top