[FF7PC-98/Steam] Smoother 60FPS Battles (v0.95)

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Looked at the PSX once, I think it should be 30....  But I'll be checking again.
 
Finally made Kimera interpolate limit breaks by default.  However, the weapon still disappears.   Kimera is also still giving me a bad animation 8 frame 0...

Either Borde needs to show back up, or hopefully someone has the latest source for Kimera and can figure out how to fix this
 
NFITC1, any chance you can take a look at Kimera's source and figure out how to fix the error "bad animation" 8-15?  According to borde these are weapon animations, which would explain why kimera gets confused since it's expecting animations like the **da files contain.
 
Hmmm... anybody know if qgears model dumper util deals with pc data? I tried compiling kimera but it requires some archaic microsoft suite(vb6) that doesn't seem to play nice with wine
 
I just decided to give this project a go after backing up my current install.  I have to say it is much better and more noticeable than I expected at first.  Now I really wish my HDMI port on my laptop wasn't broken so I could capture this and show it off.  Somebody needs to make a video of this mod.  Even though some glitches remain it is absolutely fantastic and people need to see it for themselves.
 
I tried it. I'll make a video if you want. Everything is really fast.
 
I tried it. I'll make a video if you want. Everything is really fast.
It shouldn't be if you follow the included readme.  Maybe make sure you're running everything as administrator as well.
 
Of course I followed the instructions. I put the battle and magic files in the direct folder though... Not sure if that's the issue...
 
Ok tried to use the lgp version but everytime I'm trying to extract says can't recognize. Used many versions and the old 0.5 worked. But after modifying with the 60 fps files it can't re-pack. Says file externally altered.

edit: I managed to recompile my magic.lgp by using an old version of lgp tools (not sure which one) and the command line and did a lot of testing!

my log

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C:\Games\Final Fantasy VII\ff7.exe opened successfully.Succeeded in loading by File Name.---------------------------60fps.txtChanged: 17Replaced: 0Permissions: 0No errors.---------------------------No DLLs detected.___________________________10/8/2014, 5:41:27 pµ
Does that mean it is working?

When I was using Vsync, camera looked very smooth. Without vsync everything was too fast but 60 fps. With Vsync 30 fps locked. I was about to post a video but not sure if this is working right so I want to confirm that and then record it.
 
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You don't put anything in the direct folder.  You pack the files I provided into their respective lgps.
I use the command line version kranmer compiled of aali's v.5 unlgp program.  Sithlord48s version should also work.

Never use lgptools it doesn't correctly repack certain files.

Vsync should be disabled.  And you need to patch the 1.02  ff7.exe with the provided .dif files
 
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Already did all that.

If I use the previous patched exe Aali's driver version it won't work right?
 
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New version .83 posted.  Only minor changes unfortunately, which you can view at the bottom of the first post.

Models are completely finished at this point until a new version of Kimera comes out.  Version .82 had 60 downloads and no one reported any crashing, so I assume you should be able to play through the game with no crashes, but if this does cause a crash, please check your app.log and report the scene which caused it so I can try to narrow down which model is the perpetrator.

NFITC1 is currently decoding the AB files, so hopefully that will lead to some further fixes in the future.

Also, if someone wants to make a before/after video, I'll happily add it to the first post.
 
NFITC1 is currently decoding the AB files, so hopefully that will lead to some further fixes in the future.
Making some good progress on that front too. I'm mostly convinced that the majority of the byte parameters are frame counts. Almost universally increasing those by four will interpolate everything automatically. There are some exceptions to that, however.
 
I see you've been busy while I was away. I'm very impressed by your progress.

I'm sorry I wasn't around to help you with the limit breaks. It looks like I did some wrong assumptions when I coded the support for it in Kimera. Looks like I was fooled by some garbage files I created accidentally. I'll fix that issue ASAP.

By the way, I had a look at your google doc for this project. I'm suprised by al the ainmations noted as crashing Kimera. It tried some of them and they seem to work perfectly on my end.
 
The crashes only occur when you're actually viewing the root rotation (or maybe translation) numbers on the side of the screen.   I think all that's happening is that the actual numbers (around 1000 I think) are higher than kimera can display.   If it was set to 9999 I think it wouldn't crash anymore.
 
Spending some time on the limit breaks today.   Hopefully by the weekend they'll be finished along with a fix for the playable frog and the couple other enemies that were crashing kimera.

From there all we have to worry about is the quadrupling the damn texture files!   From there it should just be minor fixes here and there!
 
Updated.   Limit Breaks have been interpolated and many of the problems from kimera crashing have also been fixed.

Please please please report any problems.
 
Its soooo close  :mrgreen: Could some scholarly gentleman make a new video screencap, I won't be in a position to try it out for a while  :(
 
From there all we have to worry about is the quadrupling the damn texture files!
That actually has to be done per animation as an exe edit. That'll take a while. :(
In the meantime, I found where the "advance 2D effect" and "advance 3D effect" handlers are being called from in the battle frame advance loop. Now I just need to call them every fourth frame and it should all sync up. That's slightly akin to DLPB's battle frame-rate fix by essentially cycling the pause variable every four frames as the effects would still be 15fps while allowing the 60fps animations.
 
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