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.
@myk:

I'm sorry... u said the movies path is "D:\ff7\movies\" and said its the patch where u put DISC1 files into it...
If I may ask... if u really put all DISC1 files into this folder then... the movies would really be at D:\ff7\movies\ff7\movies\*.avi
And the game may be expecting the *.avi's to be exactly at D:\ff7\movies\...

sorry if I misunderstood what u said


EDIT: nvm... i've just read ur post again and now I understood
 
Last edited:
Curlyoxide: It certainly does sound like the problem, but I do have the vc 2008 runtime SP1 installed, and I have the 1.2 patch.  Moreover, I get the same behavior when I revert to ff7_opengl-0.6.10b

Aali:  under which key do I add the value?
HKLM/Software/Square Soft, Inc./Final Fantasy VII
 
Here's the output of APP.LOG with SSI_DEBUG set to "SHOWMETHEAPPLOG\0":

INITIALIZE DD/D3D START
DIRECT DRAW 2
TOTAL 335544320 FREE 335544320
DD MODE: W 800 H 600 P 3200 RGB 1 BPP 32
DD MODE: W 320 H 200 P 1280 RGB 1 BPP 32
DD MODE: W 400 H 300 P 1600 RGB 1 BPP 32
DD MODE: W 512 H 384 P 2048 RGB 1 BPP 32
DD MODE: W 640 H 480 P 2560 RGB 1 BPP 32
DD MODE: W 1024 H 768 P 4096 RGB 1 BPP 32
DD MODE: W 1152 H 864 P 4608 RGB 1 BPP 32
DD MODE: W 1280 H 1024 P 5120 RGB 1 BPP 32
DD MODE: W 1400 H 1050 P 5600 RGB 1 BPP 32
DD MODE: W 1600 H 1200 P 6400 RGB 1 BPP 32
DD MODE: W 1920 H 1200 P 7680 RGB 1 BPP 32
DD MODE: W 800 H 600 P 1600 RGB 1 BPP 16
DD MODE: W 320 H 200 P 640 RGB 1 BPP 16
DD MODE: W 400 H 300 P 800 RGB 1 BPP 16
DD MODE: W 512 H 384 P 1024 RGB 1 BPP 16
DD MODE: W 640 H 480 P 1280 RGB 1 BPP 16
DISPLAY MODE MATCH
DD MODE: W 1024 H 768 P 2048 RGB 1 BPP 16
DD MODE: W 1152 H 864 P 2304 RGB 1 BPP 16
DD MODE: W 1280 H 1024 P 2560 RGB 1 BPP 16
DD MODE: W 1400 H 1050 P 2800 RGB 1 BPP 16
DD MODE: W 1600 H 1200 P 3200 RGB 1 BPP 16
DD MODE: W 1920 H 1200 P 3840 RGB 1 BPP 16
DD MODE: W 800 H 600 P 800 RGB 1 BPP 8
DD MODE: W 320 H 200 P 320 RGB 1 BPP 8
DD MODE: W 400 H 300 P 400 RGB 1 BPP 8
DD MODE: W 512 H 384 P 512 RGB 1 BPP 8
DD MODE: W 640 H 480 P 640 RGB 1 BPP 8
DD MODE: W 1024 H 768 P 1024 RGB 1 BPP 8
DD MODE: W 1152 H 864 P 1152 RGB 1 BPP 8
DD MODE: W 1280 H 1024 P 1280 RGB 1 BPP 8
DD MODE: W 1400 H 1050 P 1400 RGB 1 BPP 8
DD MODE: W 1600 H 1200 P 1600 RGB 1 BPP 8
DD MODE: W 1920 H 1200 P 1920 RGB 1 BPP 8
Direct3D HAL
  Wine D3DDevice using WineD3D and OpenGL
EXCLUSIVE MODE
LOCK UNLOCK TEST
MATRIX INITIALIZE
ERROR: COULD NOT WRITE TO FILE TF2D.P
ERROR: COULD NOT READ FROM FILE TF2D.P
ERROR: COULD NOT WRITE TO FILE TF3D.P
ERROR: COULD NOT READ FROM FILE TF3D.P
ERROR: COULD NOT WRITE TO FILE TG2D.P
ERROR: COULD NOT READ FROM FILE TG2D.P
ERROR: COULD NOT WRITE TO FILE TG3D.P
ERROR: COULD NOT READ FROM FILE TG3D.P
ERROR: COULD NOT WRITE TO FILE T2D.P
ERROR: COULD NOT READ FROM FILE T2D.P
ERROR: COULD NOT WRITE TO FILE T3D.P
ERROR: COULD NOT READ FROM FILE T3D.P
ERROR: COULD NOT WRITE TO FILE TGT2D.P
ERROR: COULD NOT READ FROM FILE TGT2D.P
ERROR: COULD NOT WRITE TO FILE TGT3D.P
ERROR: COULD NOT READ FROM FILE TGT3D.P
ERROR: COULD NOT WRITE TO FILE SF2D.P
ERROR: COULD NOT READ FROM FILE SF2D.P
ERROR: COULD NOT WRITE TO FILE SF3D.P
ERROR: COULD NOT READ FROM FILE SF3D.P
ERROR: COULD NOT WRITE TO FILE SG2D.P
ERROR: COULD NOT READ FROM FILE SG2D.P
ERROR: COULD NOT WRITE TO FILE SG3D.P
ERROR: COULD NOT READ FROM FILE SG3D.P
ERROR: COULD NOT WRITE TO FILE S2D.P
ERROR: COULD NOT READ FROM FILE S2D.P
ERROR: COULD NOT WRITE TO FILE S3D.P
ERROR: COULD NOT READ FROM FILE S3D.P
ERROR: COULD NOT WRITE TO FILE SGT2D.P
ERROR: COULD NOT READ FROM FILE SGT2D.P
ERROR: COULD NOT WRITE TO FILE SGT3D.P
ERROR: COULD NOT READ FROM FILE SGT3D.P
INITIALIZE DD/D3D END
ERROR: COULD NOT OPEN FILE c:\ff7\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 1:TiMidity - TiMidity port 1, mid=255, pid=1,
midi data type: GENERAL MIDI
using midi data file: c:\ff7\data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
10036623060f 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
10036623060f 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
 
AFAICT, all the *.P files listed are writable and exist in the current directory (c:\ff7)
 
Last edited:
Nah, that's just WINE's lack of a certain win95 compatibility fix, FF7 will always fail to write those files if the driver isn't loaded.

But it's pretty obvious that it's dropping to software mode.. I don't remember how to get this info off the top of my head, but WINE should be able to tell you exactly why the library isn't loading if you enable the right debugging channel(s).
 
@myk: To me it looks like you don't have the 1.02 exe (that's what happens in my wine using the 1.00 exe)
 
@Curlyoxide thanks for your reply, and yes this is the current driver i am running. but i just cant get the ff7 to render in 3d. ive tweaked with intels opengl settings and dosnt make anydifferce. i have also read someone that the intel 945 chipset dosnt support opengl 2.0, im running out of idears. i also notice that it does seem to render in 3d looking at the app.log with the standard ff7.config set to nvidia tnt. but i would like it to work with the custom driver.

if anyone can help i will be most gratefull

many thanks mindrip XD

I feel like giveing up intel graphics sucks. lol
 
Last edited:
Hey Aali,

you should create a hacked out or brand new version of FF7Config.exe which contains the third option to use your driver and takes care of modifying the registry based on the windows version, and maybe the possibility to set all extra options trough simple check marks or drop down menus inside it. And to make it perfect even autodetect older graphic cards and set the use_shaders option on know gfx that needs it, detect current resolution, wine and so on.

I know it sounds like a lot of work but that will make it the perfect driver. Easy and powerful. Just right for a 1.0 release (even with an installer) ;)

EDIT:
Almost forgot, it will solve the problem where FF7Config, if opened after the reg file is imported, will set the Driver value back to 1 and screw everything up :P
 
Last edited:
@lukas227: Thanks!  I had thought the version installed from FFVIIXP.exe was the 1.02 patch.  Looking for 1.02 explicitly, though turned up http://www.gzanime.net/index.php?gz=dl&name=ff7 which was the correct one.  MIDI is still fuzzy and eventually stops entirely, but, for the first time, I can play beyond the first battle without the game crashing! Graphics and non-midi sounds are perfect, and everything runs smoothly!
 
@Curlyoxide / Aali thanks for your reply, and yes this is the current driver i am running. but i just cant get the ff7 to render in 3d. ive tweaked with intels opengl settings and dosnt make anydifferce. i have also read someone that the intel 945 chipset dosnt support opengl 2.0, im running out of idears. i also notice that it does seem to render in 3d looking at the app.log with the standard ff7.config set to nvidia tnt. but i would like it to work with the custom driver.

if anyone can help i will be most gratefull

many thanks mindrip XD

I feel like giveing up intel graphics sucks. lol
 
@Curlyoxide thanks for your reply, and yes this is the current driver i am running. but i just cant get the ff7 to render in 3d. ive tweaked with intels opengl settings and dosnt make anydifferce. i have also read someone that the intel 945 chipset dosnt support opengl 2.0, im running out of idears. i also notice that it does seem to render in 3d looking at the app.log with the standard ff7.config set to nvidia tnt. but i would like it to work with the custom driver.

if anyone can help i will be most gratefull

many thanks mindrip XD

I feel like giveing up intel graphics sucks. lol

Just found out intel chipset only supports up to OpenGL Version=1.4.0  could this be my problem
 
@myk: midi has always been crappy, so I'm using ff7music which (thanks to aali's driver) works fine on linux. If the sound effects get cut off in a weird way, try setting Direct Sound Hardware Acceleration to Emulation in winecfg (Audio Tab).
 
I'm using LoopBe because I can't seem to get the driver or ff7music to cut out the midi.  I've tried different combinations of music_plugin = plugins/ff7music.fgp and fake_midi = true but still no dice in ff7_opengl.cfg.

I was wondering if there is a trainer that works with this driver or do you have to use cheat engine?  Even then a lot of the values (save experience and gil) will likely be the same.  Levels, stats, things like that.  Plus it's limited in adding items and materia.
 
Last edited:
Aali, does FF7Config do anything but edit the registry? It would be all too easy to replicate it if that's the case. Heck, I would do it if that's all it would take.
 
This isn't a question specific to Aali's driver, but Aali would be the best to know the answer...

Does FFVII have backface culling?  I see a lot of people using the KH and CC style models in their mods (or otherwise cartoony looking textures) and I was thinking...

If there was backface culling, an inverted and enlarged version of all of the body parts, painted black, would make an effective black outline around the characters...

Granted I have no idea how many people would want a full anime look to FFVII... but I figured there's no harm in asking if it's possible.

Besides that, if anyone were to be able to add or remove functionality to FFVII's visual engine... I'd bet on Aali...(not that I'm asking for it... I don't even have my PC copy right now...)
 
Hey Aali, thanks for your stuff... it seems to be awesome! but not here,
when I use your stuff, FF7 asks to remove a no cd patch... I'm on 1.02 patch... what's wrong? any ideas?
Thanks all
 
Have you ever had a no-CD patch installed? (you shouldn't, BTW)

The driver is supposed to work with just a normal .exe with the 1.02 patch. I think there are problems whem no-CD cracks are used with the driver.
 
how exactly does the new PNG loading work?  Do you still load textures into the /textures directory, or do you place them within the /direct folder?
 
nm, FINALLY got it figured out.  I ended up creating a plain white, 4-bit paletted bmp and modifying the HEX values within that.  It was much easier to see where to insert my code than using a "real" image.

lee
 
Status
Not open for further replies.
Back
Top