S
Simoneya
Guest
Mind telling me how? Kinda noobish at this 
Beating a dead horse, but I guess the issue is that you want to do it right or not at all. Rather than just having everything interpolated uniformly, you want to manually adjust the interpolation for each frame according to the character animation? Considering you're going from 15 to 60 fps that could be important. It's jarring in a way when interpolation is too smooth.Without even looking at it I know it's useless. Why? Because we already know how to change the frame rate. The problem is the animations don't interpolate on their own. It's not just a question of models, the effects, the camera, and the animation scripts will all need to be adjusted. I'm the one that discovered all this and I'm the only one with knowledge about it. Not that someone else couldn't take up the cause, but I'm not interpolating all the ~3000 animation handlers. I've done the camera and most of the animation scripts, but all that is meaningless without interpolated effects. Don't even get me started on summons either.
-> Do I have to put the lgp on the "C:" Disk? freely? (need Admin rights, which I have, but I still questionning myself if this is the right way to do)7. Create the folder C:/battle and put your battle.lgp in there. Create C:/magic and put your magic.lgp in there
8. Put lgp.exe in the main folder of your C:
-> This one, I don't understand at all, can you please enlight me?9. Put copies of unlgp.exe in both of your new battle and magic folders and drag/drop your lgp's onto it. Once it finishes extracting the contents, delete unlgp.exe and the lgp files.
Simply couldn't work (I suppose that's the reason...).*Requires Aali's driver version .8 or higher* Open ff7_opengl.cfg and add line battleswirl_framerate = 60. Then set Vsync to no. Save.
Some interesting bits:bp_53cc holds a pointer to "some game object" which is a big singleton of a 0xaa0 byte long structure holding a lot of information and resources.At offset 0x9f0 of this structure, there is an object holding the callbacks of the currently running system.In the following bit:if(lolo.bp_53cc->f_9f0.f_10) { lolo.bp_53cc->f_9f0.f_10(lolo.bp_53cc); lolo.bp_53cc->f_040 += 1.0;}the current "REFRESH" callback is called (and some frame counter is incremented)Then we have:if(lolo.bp_53cc->f_020 == 0) C_0066059C(lolo.bp_53cc);//G_DRV_10:FlipThat is the graphic's driver's "Flip" functions is called; i.e the backbuffer which has been updated during the "REFRESH" call is presented to the used.