Custom graphics driver for FF7/FF8 [v0.8b]

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The screenshot you have provided is a problem with the mod you're using, the original full-size worldmap is still transparent. This is a very tricky issue though, if you could provide screenshots of every occurrence of this issue that would be great.

The FF8 bug was a minor derp on my part, if you use the "nvidia" version of the 1.2 patch it works fine.
Yes, without the mod the worldmap is transparent, but the issue is still in the minigames
vlzh.jpg


In the previous building of the driver they are transparent, but the texture of the balloons is rendered wrong too. (Didn't noticed that before  :oops: )
an8j.jpg

I think the texture should be used as additive.

This how it looks on psx.
lt9n.jpg
 
I can sort that world map from TA... I am guessing all I need to do is just fade it out (alpha channel 50%).

Hm.  Well, I popped in the Nvidia version of the 1.2 patch and now RaW crashes with "not compatible with GeForce" error. rofl.   :-\
Latest Raw is compatible.  Go to thread.  It also doesn't crash... it simply told you it couldn't be used.  You need to download the new raw.dll.

Also, new battle interface is sorted.
 
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Something will have to be done about that transparency issue that's for sure.. DLPB hold your horses on that until I've decided how it's gonna go down.

The balloons looking like crap is not my fault though, I dug into it and it turns out we got robbed with the PC port. First of all the texture is all messed, those dark borders that look all out of place? They should not be there at all. However it's not just a botched conversion job, there's also a slight difference in how it is used, the PC version uses a "neutral" texture with vertex coloring to make all the different balloon colors while the PSX version has a separate palette for each.
 
Thanks for the new version of your driver Aali. Just got around to testing it and it seems to be working (after updating to the latest Nvidia beta driver from 327.23 which doesn't work right with your latest driver, on the old version all i got is a white screen when loading FF7). only problem i am having with FF8 so far is my controller doesn't work (works fine without the driver and with old version), i am using a official 360 Controller, i tried official driver and the XBCD driver, both have the same problem and just don't seem to work in-game when using this latest driver.
 
Thanks for the new version of your driver Aali. Just got around to testing it and it seems to be working (after updating to the latest Nvidia beta driver from 327.23 which doesn't work right with your latest driver, on the old version all i got is a white screen when loading FF7). only problem i am having with FF8 so far is my controller doesn't work (works fine without the driver and with old version), i am using a official 360 Controller, i tried official driver and the XBCD driver, both have the same problem and just don't seem to work in-game when using this latest driver.
I changed it to not accept input if the window doesn't have focus, that might be causing issues with the controller support, I will look into it.

EDIT:

I've noticed myself that the battle swirl looks weird in 640x480 and that the texture cache can get a little confused sometimes and unload some textures which are still in use, leading to trashed text or dialogs.
 
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It would appear that my crappy laptop doesn't support these shaders... Is there any workaround to disable them anymore? The game won't start up anymore if it can't load the shaders, effectively preventing me from playing.

And another question. If this issue eventually kicks me back to v.0.7.11b, can the vgmstream plugin be loaded with it?
 
Sorry, you need shaders for 0.8b, supporting opengl 1.4 just isn't worth it anymore. You can try updating your graphics drivers, opengl 2.0 is almost 10 years old at this point so anything newer than that should technically be able to support it.

The vgmstream plugin will almost definitely crash with 0.7.11b.
 
Is opengl 2.0 support by itself really enough? My laptop says it supports opengl 2.0, but I get a 'failed to load shaders' too.
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INFO: FF7/FF8 OpenGL driver version 0.8bINFO: Auto-detected version: FF8 1.2 US English (Nvidia)INFO: Intel Intel 965/963 Graphics Media Accelerator 2.0.0 - Build 7.15.10.1666INFO: OpenGL 2.0 support detectedINFO: PBO not supportedINFO: Found swap_control extensionINFO: Max texture size: 2048x2048INFO: Original resolution 640x480, window size 960x720, output resolution 960x720, internal resolution 1280x960INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024INFO: vertex shader compile log:ERROR: 0:1: '' :  Version number not supported by GL2INFO: fragment shader compile log:ERROR: 0:1: '' :  Version number not supported by GL2ERROR: failed to load shaders
I don't know if it's related, but running a test in a GPU caps viewer showed that I lacked GL_EXT_gpu_shader4. My system probably only supports a tiny fraction of the opengl 2.0 extensions.


Edit: Replaced log, as it was from the old shaders
 
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I guess GLSL 1.20 is technically OpenGL 2.1. I wonder if I can get rid of that, don't remember why I needed GLSL 1.20 in the first place.

EDIT: Nope, can't find any good reason for that, just change it to #version 110, that should let you load them.
 
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I changed it to not accept input if the window doesn't have focus, that might be causing issues with the controller support, I will look into it.
OK thanks Aali, the controller works fine in FF7 just not in FF8, I have been playing FF8 for a short while now trying to get used to the keyboard in the mean time and got to the world map and noticed a few very small glitches, made a video here
As i leave the town you can see the town itself is a little fuzzy and as you move so do the lines and a little around the outside of the forest, this isn't a big problem and the game itself seems to be working great so far. I tried changing settings on in the CFG and on my graphics driver config but nothing seems to make any difference.
Anyway Good work and thanks for this new version, such a big improvement from the last version.
 
That little bit of Z fighting is unavoidable for now and to be honest is probably never going to be fixed. Its just a side-effect of the crappy port.
 
Latest Raw is compatible.  Go to thread.  It also doesn't crash... it simply told you it couldn't be used.  You need to download the new raw.dll.
You are absolutely right!  I didn't know the latest update did anything other than make it compatible with the steam version -- I will download it right now, considering RaW and AH are really what make these games worth playing again. Thanks DLPB!

Also -- Thank you so much Aali, I've been happily living in re-vamped nostalgia :)

Are there any file paths for the ff8 mods folder other than 'menu'? 
I have a few .lzs files that i've converted into PNG's that I'd like to insert into the game... is that possible?  (i.e., new squaresoft logo, high res production credits, touched up b&w slideshow shots, etc.)
Also -- I have all of the TIM's converted to PNG's from the ff8.exe for the card game and I'm making them hi-res, but how would I get them back into the game?  I suppose it would be some modpath issue like for the SeeD mod, but I can't seem to find the answers in the forum.... I'm also an artist and a newb to modding.
 
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Glad you're asking these questions Mcindus. We need the FF8 modding community to grow. Whether you start with an artist or a programmer, publicity eventually gets them together to make magic happen  :)
 
Bug report:

1.  The FMV are playing too bright.  They used to remain darker, and roughly same brightness as the surrounding background... now they are way over.  This has to be related to the issue before?  The one where the shaders needed tweaking to account for the full range 0-255?

2. The Music is not obeying stops when an FMV starts.  It carries on through them.  Take the bombing of Midgar- the music is supposed to cut out as the bomb goes off, but now it just plays on.

3.  Wrong FMV playing at end of game.  I was at the centre of the planet where you jump down the ledges... from that point on, all FMV were the wrong ones.
 
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Any idea why I'm getting errors like:
"UNEXPECTED: zero count" and "ERROR: couldn't lock sound buffer"
The game seems to work okay, but those errors are worrying, what do they mean?
 
The first one I also get and Aali has explained it is due to a bad model.  The model may appear perfect to you but the person who made it left garbage that shouldn't be there.  It is often  totally benign since you won't notice ANY problem with the model itself in game a lot of the time.
 
Geez Dan, I told you I don't know why there's garbage in the model, way to bag on the modelers :roll:

LosBadylos:
That sound buffer error doesn't look too good, do you still hear the music and FMV audio? Any pattern to when it happens?
 
Oh, well, I interpreted it that way. :P

Never mind.
 
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