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

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Ok, and we is ff7 shuting down itself?

Its starting

*start*

take a second

*back to destop*

Any ideas?
 
Ok, and we is ff7 shuting down itself?

Its starting

*start*

take a second

*back to destop*

Any ideas?
Works fine here, with the exact same config. Check your sound drivers (if "initializing sound..." really is the last line of output in APP.LOG)
 
It's working without your "mod"- but when I activate it, It just starts and turns then to the destop^^

Sound-Initialasing IS the last line in the log...
 
Very odd, I have no idea what could be causing it.

Completely unrelated; I figured out where model data is converted from raw .p data to a "renderable" format, so I could easily implement a system for injecting custom models in some other format than .p. Animation will be troublesome though.
 
After it throws you back to the desktop, is the ff7.exe process still running? You can check that in the task manager. If it's still running, the problem is that it refuses to run in the foreground. One temporary solution that you can use, if that's the case, may be to run it windowed instead of full screen.
 
After it throws you back to the desktop, is the ff7.exe process still running? You can check that in the task manager. If it's still running, the problem is that it refuses to run in the foreground. One temporary solution that you can use, if that's the case, may be to run it windowed instead of full screen.
To me, it happens when I run the game with Win9x compatibility mode.(1.02 can run without compatibility mode in XP, and it doesn't produce such problem)
 
I figured out where model data is converted from raw .p data to a "renderable" format, so I could easily implement a system for injecting custom models in some other format than .p. Animation will be troublesome though.
Nice find, but as you've stated animations would be troublesome... maybe it could be used for static objects that don't require animations.
 
Well, original animations would still be applied, assuming your model is compatible with the original skeleton. I was talking about the problem of applying new, improved animations :-P (which is difficult but not in any way limited by the original engine)
 
Well, original animations would still be applied, assuming your model is compatible with the original skeleton. I was talking about the problem of applying new, improved animations :-P (which is difficult but not in any way limited by the original engine)
Oh, that's interesting. Would save time of getting model from .3ds into .p I thought you ment the custom format models wouldn't work with skeletons.
 
I think you're missing the point here.. with a more capable model format you could do a whole bunch of new stuff, like lighting (assuming I invent some way to define lights for a given scene), materials, weighted vertices etc.

Oh and what I said earlier about making special .tex files that really contain a filename that points to the real texture, I think thats the way to go if you want to replace existing textures. It does require you to modify the original content, but since you don't have to do any kind of checksum, there will be very little overhead at run-time.

After 0.6b (which is more or less a bugfix release, along with the promised improved framebuffer effects) I'll start working on some kind of specification for all of this.
 
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Aali, seriously, your driver is getting ridiculous.  I suppose next you'll find out that you can bypass the 15 and 30fps limiters, so the whole game runs smoothly at 60fps.

Keep up the amazing work!
 
60FPS? if you do that Aali i will love you haha  :-D

Awesome job man, You are one of the best modders here
 
Aali, seriously, your driver is getting ridiculous.  I suppose next you'll find out that you can bypass the 15 and 30fps limiters, so the whole game runs smoothly at 60fps.

Keep up the amazing work!
That is definately needed....not so much for battle screens but in the towns, it has always been a little jerky.
 
It's working without your "mod"- but when I activate it, It just starts and turns then to the destop^^

Sound-Initialasing IS the last line in the log...
Having the same problem on my stationary PC. I've tried changing all of the options in the cfg without success.

On my laptop the 0.5 driver works but I still get graphical glitches in the backgrounds.


Edit. ran a quick debug session and the log is showing:
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Debugged application message: INITIALIZE DD/D3D END .Debugger: Library loaded: C:\Windows\SysWOW64\hid.dllDebugger: Library loaded: C:\Windows\SysWOW64\wintrust.dllDebugger: Library loaded: C:\Windows\SysWOW64\crypt32.dllDebugger: Library loaded: C:\Windows\SysWOW64\msasn1.dllDebugger: Library loaded: C:\Windows\syswow64\imagehlp.dllDebugger: Thread started: id=00000648, entry=77008770.Debugger: Thread started: id=00000FE0, entry=77008770.Debugged application message: initializing sound....Debugger: Library loaded: C:\Windows\syswow64\clbcatq.dllDebugger: Library loaded: C:\Windows\SysWOW64\MMDevAPI.dllDebugged application message: DIRECT SOUND ERROR.Debugged application message:    ERROR: No sound driver is available for use. in FILE C:\lib\src\sound\dx_snd.cpp LINE 68 .Debugger: Thread terminated: id=00000648 (exit code = 0x0).Debugger: Thread terminated: id=000001D4 (exit code = 0x0).Debugger: Thread terminated: id=000012F0 (exit code = 0x0).Debugger: Thread terminated: id=00000FE0 (exit code = 0x0).Debugger: Process terminated (exit code = 0h).
If you run the config utility and select the correct sound device and then run the .reg file provided with Aali's custom driver it should work. It did for me.


Apart from the above mentioned problems pertaining to my laptop I still get a few graphical glitches in the menus and on effects like the damage numbers in combat on my stationary PC. This only happens in resolutions that a not evenly dividable by the original resolution and I prefer to run it in 1940x1440 with no scaling in the monitor (Nvidia apparently finally got around to fixing this - I'm impressed) so it's not a big deal.

On the laptop it’s a bigger problem though native resolution of 1280x800 only allows for a max evenly divisible resolution of 640x480. The graphical glitches are also more evident on the laptop.
 
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Funny thing because I'm also using laptop with these settings:

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window_size_x = 1280window_size_y = 800preserve_aspect = falsefullscreen = trueinternal_size_x = 1280internal_size_y = 800
And I don't have any glitches other than movies not playing (But that's seperate bug from what Aali said). I don't have any problems with model parts not showing up and so on o.O Weird stuff.
 
Apart from the above mentioned problems pertaining to my laptop I still get a few graphical glitches in the menus and on effects like the damage numbers in combat on my stationary PC. This only happens in resolutions that a not evenly dividable by the original resolution and I prefer to run it in 1940x1440 with no scaling in the monitor (Nvidia apparently finally got around to fixing this - I'm impressed) so it's not a big deal.
I'm aware of this problem, its those textures that have both low and high quality versions that mess it up (low quality versions are meant to be used with 320x240, high quality versions need a multiple of 640x480 to look good).

Set internal resolution manually if the automatic detection gives you a "bad" (320x240-compatible but not 640x480-compatible) resolution.
In 0.6b I'll add a "prevent_more_rounding_errors" option that does this automatically :-P


Not sure whats up with that sound driver issue, but you should always run FF7Config before installing the driver to set any other options you might want. The only options the .reg file will override are Renderer and any Nvidia options you might have set.

:EDIT: Oops, display resolution is set to 640x480 by the reg file, my bad :-P
 
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FF7 has textures? haha How do i tell which textures i have? I'm running at 1280 x 960?

Also, last i knew you could only do this through rivatuner, But with your graphics driver you can use the nvidia control panel to up the AA and the AF

Here is a picture showcasing 16XQ AA and 16X AF (what the point of it is, I don't know)

16QAA16AF1280x960.png
 
FF7 doesn't even have a system for 2D graphics, everything is done with polygons and textures.
If you have the low-res textures, fonts will look like they do on the PSX.

Any AA and AF settings should work just fine, AF is not that important since there's not much perspective scaling going on and most textures look like crap anyway.
 
Yep using high quality textures, fonts look way better.

And i noticed AF doesn't do much, think might have even made it crappier haha, Cause maybe it was always there, But i can see where Clouds legs are clipping. And how his arms aren't connected to his torso haha
 
Yeah.. those things aren't even textured, so you're just pulling that out of your ass. :-P
 
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