[FF7PC-98/Steam] PSX STYLE 60FPS Battles (v 1.1)

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The PSX operates at 60fps all over for FF7.  Anything that becomes 15/30 unique frames is simply being duplicated to fit in with the 60.  The menu in battle for PSX uses the full 60, the animations do not.  PSX works fundamentally different to PC regardless. The Coaster and Snowboard minigames are also 60fps.

Have a look at my video here, and you will see>


Notice the slots for PSX have 8 frames between each item (and in that time Ruby Weapon only moves twice).
On PC, the slots have 2 frames between each item, and Ruby Weapon moves in both of those frames.

This mod corrects the behaviour and the menu, camera, and battle animations work as they do in PSX.
 
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Okay I understand what is happening in your video, still I am a little confused about unique frames.

If I get it right the game operates at 60fps all the time, so FRAPS is simply reporting incorrectly?

Duplicating frames means I have like 15 or 30 different images per second and they are just displayed twice or 4 times as much as usual right? How can this help being smoother?

For example Slots, you did have 2 frames on PC and 8 on PSX. Where do those 8 come from? If I just quadruple the existing frames it should not look different actually.

Maybe I should just ask why FRAPS is telling me that during battle there are 15fps. For me that means that the window is refreshing 15 times a second so whatever happens PSX internally does not matter as it can not be smoother than 15fps. How does displaying the same frame twice or 4 times change the way it looks?

I think if you just tell me that FRAPS lies and the window always refreshes at 60fps despite what it says I understood you ;)
 
In PSX, the menu works at 60fps because the whole battle is 60fps.  Therefore it is smoother and the slots allow for 8 unique item locations.  This also means that the slots are easier and better to select.  in PC you are getting 2 unique item locations  meaning it is harder and broken.

The PSX menu is also smoother in general because of this.  The moving coin background for example.

There will be no notable difference between PSX and PC in regards to model animations or effect animations.  The Camera will be 2x better in PSX because that too operates at 30fps (i.e. it has 30 unique movements per second).

Use fraps on PSX game (using emulator pSX) and you will see it likely reports 60. And on PC it will report 15. 
The truth is, ff7 really does work at 60fps, and by making it 15 in battle, the porting team broke the menu and camera.
 
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So which one is better to use right now? I realize you said the other will infact be superior in the end, but it's still a WiP right? If I just want non-jerky combat, this is it?

Hum, so I tried this, everything as you said. Went into game, first battle, FPS counter says it is 58FPS locked for some reason, not 60...but it's still jerky.

It looks exactly the same as 15FPS. The Camera. Also, music no longer plays, and SFX disappear sometimes. I know this doesn't change the animations, like the other intends to do, but I thought the camera, which is my main issue, would be alot smoother, but it's exactly the same, despite showing 58FPS VS 15.
 
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It says 58 because of some sort of bug to ff7 pc with its frame limiter.  I don't know the cause and someone else was working on a fix but disappeared.  Last I heard, Aali was also looking into it.
 
Hmm I see, does that explain why it doesn't seem any smoother? It's quite odd.  Also lack of music / SFX disappearing?
 
The animations and models will not be any different to original PC.  It's the MENU (look at Cait's slots) and camera that will be smoother.  This mod restores how it looked for the PSX.  I.e, no buggy menu.

The other mod was attempting a true 60fps for animations etc.
 
Mm, yes, but my issue is the camera is not smoother, and music & sfx disappear.
 
Try going into Workshop -> Settings and having HextLaunch in the "Also Launch:" box. I never tried it myself.
 
Works nearly perfectly together, but sometimes the FF7.exe is executed two times.
 
Also, I'd wait until R02 (I am tired of saying that), because it will also have this mod as an optional, and it will be corrected more.  At the moment there are several issues.
 
Are the issues severe enough to prevent gameplay, or are they relatively "minor"?
 
I have updated this project, please see first post for v 1.1.

I did want this to be part of Reunion R02, but it will have to wait for a little while.  In the meantime, let me update you where this mod is at:

Very little has been changed since last time- mainly updates to stop it conflicting with the upcoming Reunion R02. This mod was going to serve as a temporary solution until NFITC1 and Obesebear's mod was complete, but it now looks like that mod will never be finished due to the enormous effort that would be needed altering assembly.  For that reason, this mod is back in a more permanent fashion.

However, my assembly skills are not up there with the best.  NFITC1, Aali and Dziugo (sadly AWOL), or someone else, may be able to solve the following issue I have:

In order to get the Knights of the Round Summons to stop flickering, I have created a rather sloppy workaround.  See the download.  Unfortunately, it seems that other models in the game suffer from this issue (the issue exists because I am using the pause variable, and in the original game (including PSX), there is a bug with models disappearing when pause is used).

At the moment, the only way I can stop these models disappearing is to add their function to the list of exceptions, the same as Knights of Round (which needed 13 function exceptions, one for each knight... sigh).

Surely there is a better way than this?  Anyone?
 
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To chime in on the one NFITC1 and I were doing, my part is finished.  Even if more work pops up that I would be capable of, I simply no longer have the time.   I don't have the knowledge necessary to fix the action scripts nor the summons (nor interpolate textures if possible).  The finale of the project is left to NFITC1 or anyone else with good programming knowledge to finish what we started.

It's a shame too.  We were on such a good roll at the end, and so nearly finished.
 
Editing the function that does the pausing might be easier than making a reception for hundreds of functions-but I can't dig around in there to know for sure either
 
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