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

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That is fantastic news! 

As far as a video,  I'll see what I can do. I've never done any capturing before, and while my computer is decent, I don't know if it can handle 1080p at 60fps.  But let's just wait a bit and see if NFITC1 has cracked the texture problem.
 
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That is fantastic news! 

As far as a video,  I'll see what I can do. I've never done any capturing before, and while my computer is decent, I don't know if it can handle 1080p at 60fps.  But let's just wait a bit and see if NFITC1 has cracked the texture problem.
First attempt is a sort of failure. Instead of changing the animation every fourth frame it only displayed the animation every fourth frame. :( Still, that's a bit closer.
 
First attempt is a sort of failure. Instead of changing the animation every fourth frame it only displayed the animation every fourth frame. :( Still, that's a bit closer.
Sounds extremely close.   I'm going to go ahead and get my hopes up if you don't mind.
 
Sounds extremely close.   I'm going to go ahead and get my hopes up if you don't mind.
I have an idea of how to fix it, but it'll take some creative thinking on my part. :)
 
How are you limiting it.  Send me your changes and I'll also have a look.
 
It's too long to post in a thread. I'll PM you.

UPDATE:
Thanks to DLPB's fix for his 60fps battle mod I managed to find where the textures are being cleared after frame advances! Now I can call THAT every fourth frame and the 2D effects are working exactly as desired!

3D effects still acting a little weird though. It's like they are still being animated every frame, but every fourth frame they go back to the frame from two frames ago and start over. Like 1,2,3,2,3,4,3,4,5,4,5,6,5,6,7,6,7,8, etc
Nevermind. My jumps were stupid. 3D effects are perfect too. :D 8-)

Also pausing the battle makes all effects disappear, but I think I know how to solve that too.

So attempt 2 is significantly better than attempt 1.

UPDATE 2:
Summons are not working well at all. :(
 
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So things are actually moving. Very nice job NFITC1. I whish you a lot of luck with the summons.
 
So things are actually moving. Very nice job NFITC1. I whish you a lot of luck with the summons.
Thanks

What's wrong with the summons?
I can tell you what's visually going on, but it seems there's more to it. If I summon anything, the summon handler tries to take control of the camera. Something like the 2D effect clearer is preventing that control from holding. It keeps jumping between where the camera starts in the various phases and the last place the character that summoned it left it. It's hard to explain and I can't capture video right now (my laptop's motherboard is giving out and I can't afford a replacement right now).
I need to send you the dif file I've created and have you apply it and see for yourself if it works with the other 60 fps improvements we've made. Summons will probably still look weird, but I can't guarantee any of the 2D effects will look great.
 
It be in your email.

EDIT:
obesebear and I are discussing this right now, but the alternative to what I've just done is to alter a whooping 1,918 individual functions MANUALLY. I made a list (dynamically, of course) and thought I'd better save it for posterity. If anyone (or a group of anyones) is diehard enough to tackle this, here are the 3D handlers that I've identified:
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As far as I can tell that's inclusive. Ignore then 8-digit one. I don't know what that is or where it came from. Not only this, but there are likely multiple edits per method. On the flip side there are probably some that don't need any modification at all. That likely comprises less than 5% of them.
There are also 2D effect handlers, but not near as many. Less than 125.

If you don't know what this means then don't worry about it. Just accept the fact that interpolation of 2D/3D effects is FAR AND BEYOND anyone's dedication to this game. Feel free to prove me wrong though. ;)
If you're curious about how to alter these PM me and I might try to explain. Be warned it's extremely technical and requires knowledge of x86 assembler and how the battle render engine works.
 
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Those are sad news NFITC1. This reminds me a lot to what happened over a year ago. Thanks a lot for your hard work guys. It's obvious a lot of effort has gone into this project. Unfortuantely, I don't think it can be completed either. There is a lot of people who can handle small assembler hacks. But the knowledge about the engine needed to actually understand the way the timming is handled...
 
If all else fails, we can at least still have the 60fps without interpolation using my pause method which already works 98%.  Minor quibble left.

But is this project looking like it's impossible now? Or do you think Aali might be able to do it without all those edits?
 
A sad day indeed :/ Well still what was done is short of amazing, Good job none the less
 
That's a shame, although this isn't the first time the project hit a roadblock. There's always qgears  :)
 
NFITC did you ever come up with the animation fix for things like the characters leaving the limit break area too quickly?  Another good one is the guardian attack animation when they shoot their fists.

And what about Cloud's limit break battle text.

With a fix to those, I was hoping to put out a video and see if we can attract any people to the project to fix up those summons.
 
How complicated are the Summon fixes? Is it as simple as bumping up a few numbers or do you really need to know what the code is doing to figure out what the fix is for each of the 2000 functions?
 
The problem is that the game was never meant to be 60fps for all things in battle... Changing one part wrecks another.  From what I have seen, and what NFITC1 has told me, fixing the battle to use 60fps for PC may mean manually editing all of those functions manually, and if so, th eproject is pretty much dead.
 
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