FF7 menu-problem

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>now I needa go out and get FF VII

If/when you do, please take a trip to my site for a guide to setting it up, rather than getting in a tiswas about it. I really get annoyed when the same questions appear again and again and again....
 
JEES, all these problems with video cards and trying to get ati cards to use antialiasing, and people trying to make the grafx better, and the music more authentic...whats the point?
why dont you just get the psx version, and run it on an emulator for computer, then you will have the most authentic sound and music, plus you can make the grafx better than if they were on computer, cause you can raise the resolution to whatever you want, add antialiasing, and filter textures, and also filter 2d textures, so, whats the point of tring to make a port better....

Even with the resolution running at the exaggerated setting of 1600x1200x32bit color, there's still one thing missing.....the lack Perspective Correction, which is the another one of the big benefits that the PC version has, even if it's limited to 640x480.  As a result, even after adding in all the texture filtering in the world, you'll still get a moderate amount of "texture crawling" going on.

The whole reason for this, Mofokubik, is because the PSX's 3D hardware does not have a true Z-Buffer function, plus the system handles 3D in a way in which we really can't isolate which data should be sent to the Z-Buffer, so even with hardware that has one (which is practically every single 3D card around).  Without a Z-Buffer, you can't get Perspective Correct, and more importantly, you can't use Anisotrophic Filtering on the display, either.
 
The PC version has higher quality textures (where they are used) and high res fonts.
The PSX is also lacking in sub-pixel accuracy, which means that when you bup up the res, the characters positions are still worked out in the original PSX res (320x200) making them look juttery. Hence the reason I run in 640x480 w/ FSAA.
Goku7 is right about the lack of perspective correction. Z-Buffers were expensive to implement when the PSX came out. As anistropic filtering needs z-data to work, it will have no erffect in PSX emulation.
 
By "juttery", I assume you mean their movement. In which case, this is because the PSX works with fixed-point math, meaning any vertex must conform to an application-defined "grid", so to speak -- hence juttering. It is not directly related to the rendering capabilities of the PSX, rather its processing capabilities.
 
all right, w/lewpies everything works except the flickering thingie...it's like: the screen flickers and auto"Pans" itself to only see a small area at a time
w/the other one(petes), I got everything working, except to load a battle it takes ages...I can't wait like 1 minute for a battle to begin! :{

edit: ok never mind..I reinstalled the plugins and fixed it somehow..

thansk for all your help everybody :}
I think i'm 100% done now
 
w/the other one(petes), I got everything working, except to load a battle it takes ages...I can't wait like 1 minute for a battle to begin! :{

Welcome to the world of relatively slow Framebuffer effects and how they are hard to do on PC hardware, due to the way the architecture itself is designed.

How it got fixed, is that it probably defaulted to a software-based option for framebuffer effects, which is faster to pull off than doing it via strictly hardware.
 
Well, I'm using the 3dfx plugin, and it doesn't even do that swirly thing. It just blacks the screen and goes straight into the fight :}
No biggie, but it works nice. I'm sure if I had a half decent video card the swirls wouldn't be THAT slow :}
 
Well, I'm using the 3dfx plugin, and it doesn't even do that swirly thing. It just blacks the screen and goes straight into the fight :}
No biggie, but it works nice. I'm sure if I had a half decent video card the swirls wouldn't be THAT slow :}

Try this:  In the configuration screen for Lewpy's Plugin, go to the "Off-Screen Drawing" section, and set it to use "Extra+FBR".  Then, under the "Framebuffer Access" Section, select the "Write" option.

I can get a Voodoo3 to do the swirl stuff that's in FF9 to run at what appears to be 55-60fps, as long as the CD-ROM drive doesn't need to spin back up (since that's introducing lag caused by the drive, because the emu is designed to wait until the drive is back up to speed, so it halts).  But, other than waiting on the drive, it's practically smooth as silk, the swirly-screen.

Now, I haven't tested how well FF7 would work with those settings, but they were implemented for FF swirly-screen emulation in mind, so they are worth trying.

Oh, and one more important thing: Leave Frame Skipping OFF for this!  Frame skipping seems to conflict in functionality with what these settings do.  Believe me, the Framebuffer effects will run faster/smoother with frame skipping OFF.
 
>By "juttery", I assume you mean their movement. In which case, this is because the PSX works with fixed-point math, meaning any vertex must conform to an application-defined "grid", so to speak -- hence juttering. It is not directly related to the rendering capabilities of the PSX, rather its processing capabilities.

Yeah, that's what I was meaning by the lack of Sub-pixel accuracy. I refer to it like that, as that's how Lewpy explained it to me.

>Well, I'm using the 3dfx plugin, and it doesn't even do that swirly thing. It just blacks the screen and goes straight into the fight :}

I have still to find a way to get the swirlies properly working in Lewpy's plugin. Unfortunately the FF7 wirlies are a bit of an arse.
For setting up the OpenGL/D3D plugin, take a look here http://www.ngemu.com/kane/emulation/configs/ff7.htm
 
>I have still to find a way to get the swirlies properly working in Lewpy's plugin. Unfortunately the FF7 wirlies are a bit of an arse.
For setting up the OpenGL/D3D plugin, take a look here http://www.ngemu.com/kane/emulation/configs/ff7.htm

Hmm....I thought lewpy managed to get the swirlies to show up on field screens, though?  And what's up with what I hear about only 70% of the world map has the swirlie effect?

.....oh, man...."swirlie effect"......I just realized how it could be misinterpreted....:rolleyes:
 
I dunno. I sat there tweaking for hours in the Mako reactor to try and et something. Never bothered trying on the world map.
 
For the best-working video that has nearly no messiness but looks a little crappy, use P.E.Op.S. Soft Driver. You'll definately get the swirls with that, but the overall quality of the game will be a little poor looking. I think they've done a fine job with that graphics plug-in, but I only use it when I video-out to the tv with my video card. However, if you want models that look all nice at the sacrifice of speed on framebuffer effects, go ahead and waste tons of time getting the "just right" setting with the other plug-ins.
 
the swirls aren't even a big deal though..nothign worth sweating over.
 
the swirls aren't even a big deal though..nothign worth sweating over.

By the way, when the swirlie effects are being "blacked out", its because the plugin is intentionally doing it, because of the settings in the config.
 
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