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ff13fix's Issues

Ultrawide Patch Fix for FFXIII: Not Working After Following Instructions

Hi! I am inquiring about some feedback or helpful advice what I may be doing wrong or if there's a technical issue/bug/glitch for me.

So I followed exactly these instructions from @killer-m's "Final Fantasy XIII Ultrawide Fix 1.0.0":
Installation:
Unpack the archive
Copy all files into two game folders
"\FINAL FANTASY XIII"
"\FINAL FANTASY XIII\white_data\prog\win\bin"

-- I proceeded to extract my files into my mods directory. Copied them both into the two game folders as instructed, and it didn't remove the black pillar bars from my game.
-- Also another bug I encountered.. I use a Razer Chroma Cynosa keyboard (original) and I can't seem to change the FOV using F5 or F6 or F7 keys.. also changing the readme script file doesn't do anything for me.

Extra notes:

  • I use an LG Ultrawide monitor along side a BenQ monitor that I use for multi-monitoring
  • I use in conjunction with the HD Textures/Models/Fixes and bugs patch

I would happy to pass along more information if needed. Hopefully this will suffice for now. Thanks to anybody to reads this!

5700 XT DX9 fix and FF13Fix missing text issue

The 5700 XT has horrible stability problems with DX9, causing this game to crash in battles come chapter 3.

There is a fix (dxvk) that resolves these crashes and with further tweaks can hit relatively stable 60fps.
That fix can be found here: https://github.com/doitsujin/dxvk/releases

It is possible to run this .dll fix with the dinput8.dll in FF13Fix, but there are some compatibility issues that are immediately obvious.
Primarily text in loading screens and at the bottom of the enemy scan screen are missing (possibly also elsewhere).
dxvk probably undoes many of the other fixes in FF13Fix, but I haven't done enough testing to robustly check. Frame rate unlock is an area where there is no conflict, however.

Anyway, if anything can be done about this issue it'd be greatly appreciated!

[Feature Request] Is it possible to fix 1440p rendering issues?

First of all, thank you for the mod! It's significantly improved the framerate of the game for me, I've often had issues running Final Fantasy XIII, made more difficult by playing under Linux, but between this mod and recent Proton improvements, I'm finally able to play it reliably at high settings with good performance.

There seems to be a common issue specifically with running Final Fantasy XIII at 2560x1440 resolution, that textures/models look very jagged and blocky, making it actually look worse at this resolution than at 1080p.

This is described in a few places, PC Gaming Wiki mentions it and suggests a possible workaround, and has an image showing the issue. Steam Forums also has a thread on the issue., the suggested solution is to use GeDoSaTo, but that's not compatible with this fix, so that's not ideal. Another suggestion is to set a virtual resolution of 1 pixel higher than 1440p, but I'm not sure how to go about doing this on Linux, so I've not been able to confirm that.

I have no idea what causes this or if it's fixable, but was wondering if there's any chance a fix for this can be implemented into FF13Fix? It's not a massive issue, running in fullscreen at 1080p works fine, but it's the last missing piece of the puzzle in getting the game running perfectly.

Random Battle Freezes

It's not directly related to this fix so I'm not sure if you can do anything about it but it seems there's a freezing issue that happens to 5700 series users. Some say its the AMD drivers. The game basically locks-up in random fights and produces a buzzing sound until it's forced to close.

It seems its only during fights. I have a specific spot which I can more or less reliably cause it to occur. Not always but it triggers within 4 tries.

There's more info on both of these threads that describe it:
https://steamcommunity.com/app/292120/discussions/0/1635292137565553166/
https://steamcommunity.com/app/292120/discussions/0/1752394282893142693/

Is there anything we can do about this?

Versions after 1.4.4 no longer work in older setup

The last version that worked for me is 1.4.4. I'm using Windows 7 on a laptop (yes, I'm well aware that it's nowhere near the ideal minium setup, I even have to use the smallest resolution possible). I use the fix mainly for the FPS improvement and the enemy intel fix but I wanted the fixes for #19 and #20. When I tried to upgrade to anything newer than 1.4.4 I get the issue #33 for menus, loading screens and mission summary and lose the previous fixes. I even get a Windows system sound during the Square Enix screen. I hope there's a way to fix it. I'll stick to 1.4.4 for now.
FF13Fix.log

Inventory text missing

As in the picture below, after applying the fix, it breaks the inventory menu and some other parts with missing text. I have tried previous versions of the fix and they don't seem to do any changes. Not sure what's up. Any help would be appreciated! (Playing on 1440p resolution)

Screenshot_1

Add comments to more FF13Fix.ini options

I haven't found any reference on some of the options in the .ini file.

I think it can be updated with commentary for this block:

SwapEffect = -1
AlwaysActive = false
AutoFix = true
Multisample = 0
HideCursor = false
ForceHideCursor = false
BehaviorFlags = 0

and the ones in [Adapter] and [Borderless] (Borderless and ForceWindowedMode are obvious, but not the others)

Controller vibration still not working

Using Xbox One controller for PC (with Wireless adapter), vibration is enabled in ini file but still does not work in-game (FFXIII). Full battery on the controller, vibration works in other games.

Anything I can do to make this work? :)

Uncapped framerate breaks facial animations.

If playing at high framerates when the in-game limiter is disabled, facial animations on in-game cutscenes play back extremely quickly, skipping their transitions between each expression. This makes the appearance of the characters talking look very jarring. When the in-game limiter is re-enabled, this issue goes away.

[Feature Request] Remove fullscreen gamma override

Hey! First of all thanks for all the amazing work, it's really giving me hope that I can finally finish this game without resorting to any 30 framecaps or somesuch.
There's only one problem left on my side, I'm using custom color profile for my display and this game doesn't want to be cooperative about it either, by resetting it to default on startup immediately. Already tried to use color clutch but sadly it crashes the game. Don't really want to resort to borderless because want to use g-sync too
Could it be possible to remove that gamma override flag through fix without too much hustle?

Not working with Proton on Linux

Hi,
I know you don't support Linux, but maybe you can see if this is a problem with Wine (the compatibility layer between Linux and Windows software that powers Proton) libraries or if it is a problem that would happen on Windows too (in this case you could help me). The fix isn't working (I'm having the same problems with framerate), here is the log:

[TIME] [THREAD] [LOG]
17:19:16.245 00000054 FF13Fix 1.4.1 https://github.com/rebtd7/FF13Fix
17:19:16.245 00000054 AutoFix for "Final Fantasy XIII" enabled
17:19:16.245 00000054 Base Addr = 400000
17:19:16.245 00000054 Loaded C:\windows\system32\d3d9.dll
17:19:16.459 00000054 HWND 0x00020054: ClassName "OleMainThreadWndClass", WindowName: ""
17:19:16.764 00000054 hkIDirect3D9::GetAdapterIdentifier
17:19:16.815 00000054 HWND 0x0002004E: ClassName "IME", WindowName: "Default IME"
17:19:16.815 00000054 HWND 0x0003004A: ClassName "WineD3D_OpenGL", WindowName: "WineD3D fake window"
17:19:16.936 00000054 HWND 0x00030056: ClassName "IME", WindowName: "Default IME"
17:19:16.936 00000054 HWND 0x0004004A: ClassName "DirectDrawDeviceWnd", WindowName: "Hidden D3D Window"
17:19:16.942 00000054 hkIDirect3D9::Release
17:19:17.134 00000054 HWND 0x00020058: ClassName "IME", WindowName: "Default IME"
17:19:17.134 00000054 HWND 0x0003004E: ClassName "Static", WindowName: "test"
17:19:17.148 00000054 hkIDirect3D9::CreateDevice
17:19:17.148 00000054 BehaviorFlags: 00000056 D3DCREATE_FPU_PRESERVE D3DCREATE_HARDWARE_VERTEXPROCESSING D3DCREATE_MULTITHREADED D3DCREATE_PUREDEVICE
17:19:17.148 00000054 BackBufferCount: BackBufferCount set to 3
17:19:17.148 00000054 PresentationInterval: PresentationInterval set to 1
17:19:17.193 00000054 hkIDirect3D9::Release
17:19:17.196 00000054 HWND 0x0004004E: ClassName "IME", WindowName: "Default IME"
17:19:17.197 00000054 HWND 0x00030054: ClassName "SQEX.CDev.Engine.Framework.MainWindow", WindowName: ""
17:19:17.215 00000054 hkIDirect3D9::CreateDevice
17:19:17.215 00000054 BehaviorFlags: 00000056 D3DCREATE_FPU_PRESERVE D3DCREATE_HARDWARE_VERTEXPROCESSING D3DCREATE_MULTITHREADED D3DCREATE_PUREDEVICE
17:19:17.215 00000054 BackBufferCount: BackBufferCount set to 3
17:19:17.215 00000054 Changing refresh rate from 60 to 0
17:19:17.215 00000054 PresentationInterval: PresentationInterval set to 1
17:19:17.372 00000071 Loaded C:\windows\system32\dinput8.dll
17:19:28.362 00000054 HWND 0x00020084: ClassName "Message", WindowName: ""
17:21:54.359 00000054 HWND 0x00020086: ClassName "Message", WindowName: ""
17:21:54.360 00000054 HWND 0x00020082: ClassName "#32770", WindowName: ""
17:21:54.361 00000054 HWND 0x0002007C: ClassName "Static", WindowName: ""
17:21:54.361 00000054 HWND 0x00020078: ClassName "Button", WindowName: "&Sim"
17:21:54.361 00000054 HWND 0x0002007A: ClassName "Button", WindowName: "&Não"
17:21:54.361 00000054 HWND 0x00020076: ClassName "Button", WindowName: "&Abortar"
17:21:54.362 00000054 HWND 0x00020072: ClassName "Button", WindowName: "&Repetir"
17:21:54.362 00000054 HWND 0x00020074: ClassName "Button", WindowName: "OK"
17:21:54.362 00000054 HWND 0x00020070: ClassName "Button", WindowName: "Cancelar"
17:21:54.363 00000054 HWND 0x0002006C: ClassName "Button", WindowName: "&Ignorar"
17:21:54.363 00000054 HWND 0x0002006E: ClassName "Button", WindowName: "&Tente Novamente"
17:21:54.363 00000054 HWND 0x0002006A: ClassName "Button", WindowName: "&Continuar"
17:21:54.364 00000054 HWND 0x00020068: ClassName "Button", WindowName: "Ajuda"
17:21:54.364 00000054 HWND 0x00020066: ClassName "Static", WindowName: ""
17:21:54.393 00000054 HWND 0x00030084: ClassName "Message", WindowName: ""
17:21:55.340 00000054 HWND 0x00030082: ClassName "Message", WindowName: ""
17:21:55.502 00000054 Unloaded C:\windows\system32\dinput8.dll
17:21:55.502 00000054 Unloaded C:\windows\system32\d3d9.dll

Request for an separate fix for Lightning Returns: Final Fantasy XIII

The game still has some issues mostly with the framerate.

Some bugs with the 60fps that occur only on windows 10:

  • The 60fps can cause some of the vegetable patches in Wildlands to be bugged and non interactable. Seems to have happened only for some ppl,
  • At 60fps you have to interact with an object or quest marker twice to get the game to register the input.

More worryingly the major windows build after 1909 has broken some of the battle voiceovers in the game by outright muting them. This isn't frame rate related and more info on this can be found in this following steam thread:
https://steamcommunity.com/app/345350/discussions/0/3008927444657016294/

Missing libra txt

Oddly I don't seem to get the libra text even with FF13Fix running.

My INI is default.

I'm running windows 10 with a GTX 1080 TI with recently updated drivers.

Log is:

[TIME] [THREAD] [LOG]
13:02:29.214 00014104 FF13Fix 1.4.4 https://github.com/rebtd7/FF13Fix
13:02:29.214 00014104 AutoFix for "Final Fantasy XIII" enabled
13:02:29.214 00014104 Base Addr = 400000
13:02:29.214 00014104 Enabling hooks:
13:02:29.214 00014104 initializeHooks = 0
13:02:29.214 00014104 Loaded C:\WINDOWS\system32\d3d9.dll
13:02:29.214 00014104 createHookDirect3DCreate9 = 0
13:02:29.246 00014104 enableHookDirect3DCreate9 = 0
13:02:29.246 00014104 createHookCreateWindowExA = 0
13:02:29.271 00014104 enableHookCreateWindowExA = 0
13:02:29.271 00014104 createHookCreateWindowExW = 0
13:02:29.296 00014104 enableHookCreateWindowExW = 0
13:02:29.296 00014104 createHookSetWindowLongA = 0
13:02:29.320 00014104 enableHookSetWindowLongA = 0
13:02:29.321 00014104 createHookSetWindowLongW = 0
13:02:29.346 00014104 enableHookSetWindowLongW = 0
13:02:29.724 00014104 HWND 0x0003081A: ClassName "OleMainThreadWndClass", WindowName: "OleMainThreadWndName"
13:02:31.929 00014104 hkIDirect3D9::GetAdapterIdentifier
13:02:31.931 00014104 hkIDirect3D9::Release
13:02:32.030 00014104 HWND 0x00040818: ClassName "Static", WindowName: "test"
13:02:32.052 00014104 hkIDirect3D9::CreateDevice
13:02:32.052 00014104 BehaviorFlags: 00000056 D3DCREATE_FPU_PRESERVE D3DCREATE_HARDWARE_VERTEXPROCESSING D3DCREATE_MULTITHREADED D3DCREATE_PUREDEVICE
13:02:32.053 00014104 BackBufferCount: BackBufferCount set to 3
13:02:32.053 00014104 PresentationInterval: PresentationInterval set to 1
13:02:32.103 00014104 hkIDirect3D9::Release
13:02:32.107 00014104 HWND 0x0004081A: ClassName "SQEX.CDev.Engine.Framework.MainWindow", WindowName: ""
13:02:32.107 00014104 Starting FFXIII one time RAM patches.
13:02:32.135 00014104 hkIDirect3D9::CreateDevice
13:02:32.135 00014104 BehaviorFlags: 00000056 D3DCREATE_FPU_PRESERVE D3DCREATE_HARDWARE_VERTEXPROCESSING D3DCREATE_MULTITHREADED D3DCREATE_PUREDEVICE
13:02:32.135 00014104 BackBufferCount: BackBufferCount set to 3
13:02:32.135 00014104 Changing refresh rate from 60 to 0
13:02:32.135 00014104 PresentationInterval: PresentationInterval set to 1
13:02:32.179 00014104 HWND 0x0011070C: ClassName "CicMarshalWndClass", WindowName: "CicMarshalWnd"
13:02:32.180 00014104 HWND 0x0012070C: ClassName "CicMarshalWndClass", WindowName: "CicMarshalWnd"
13:02:32.244 00003388 HWND 0x0002084E: ClassName "D3DProxyWindow", WindowName: "D3DProxyWindow"
13:02:32.595 00009036 Loaded C:\WINDOWS\system32\dinput8.dll
13:02:32.621 00004960 HWND 0x0003081C: ClassName "DIEmWin", WindowName: "DIEmWin"
13:02:32.635 00009036 HWND 0x00020820: ClassName "OleMainThreadWndClass", WindowName: "OleMainThreadWndName"
13:02:32.878 00009036 HWND 0x00030820: ClassName "OleMainThreadWndClass", WindowName: "OleMainThreadWndName"
13:02:34.109 00012960 NOPing the in-game instruction that sets the frame rate.
13:02:34.109 00012960 Removing game slow and synchronous controller continuous controller scanning...
13:02:34.109 00012960 Patching libra info box instructions to take in account the game resolution...
13:02:34.109 00012960 Enabling controller vibration...
13:02:34.109 00012960 Frame pacer target frame rate is at address 185af070
13:02:34.109 00012960 Frame pacer disabled.
13:02:34.109 00012960 Finished FF13 One Time Fixes
13:04:08.072 00014104 HWND 0x000404D2: ClassName "UserAdapterWindowClass", WindowName: ""
13:04:08.185 00014104 Unloaded C:\WINDOWS\system32\dinput8.dll
13:04:08.185 00014104 Unloaded C:\WINDOWS\system32\d3d9.dll

Windows defender

Is it normal for windows defender to detect the download as a Trojan?

Performance regression since version 1.4.0.

Hello! Thank you for your work.
I noticed that the performance FF 13 in heavy scenes is much lower (from 60 ~ 55 to 30 ~ 35 fps) in comparison with 1.3.1.
turning off the vibration gives the same result.
spec
win7 x64
i5 2500k
gtx 1060
xinput controller

Intel vs AMD

Hello,

We have reason to believe that this fix causes the game to run faster on AMD processors when compared to Intel ones. We are still compiling data to validate this, but could it be due to the Make here? It contains the -masm=intel flag, which might cause unexpected calls/instructions for an AMD processor.

Would it be possible to create a version of the .dll that was compiled with AMD instructions so that we can investigate further?

Thanks.

Persistent stuttering with DXVK on RDNA cards and FF13 Fix

Merged and released a new version. Thanks again @Nucleoprotein!

@vans1belmont I could not reproduce the slowdown in ff13-32.dat, but I only have access to Nvidia cards at the moment. Feel free to open a new issue (as thisPR is merged), but I probably won't be able to help you with this

Originally posted by @rebtd7 in #40 (comment)

Thanks for letting me know. I figured out one thing today (no idea if it helps). When that persistent stutter is introduced, one can get rid of it by disabling the minimap.

The steps I took are are as follows:

  • Load ff13-32.dat
  • Open the menu (introduces hard FPS lock to 30)
  • Close the menu (introduces persistent stuttering)
  • In a stuttering field, disable the mini-map (stuttering is now gone, and the field is perfectly smooth again)
  • Open the mini-map again (stuttering is re-introduced)

Opening the menu while the mini-map is off still introduces an FPS cap in the menu however. Crystarium performance still appears abysmal (like in the screenshot I shared previously).

I am clueless as to why this is caused in Windows specifically. DXVK is perfectly stutter-free on Linux with the same hardware configuration.

My hardware configuration (for those who didn't follow the previous conversation):

CPU : Ryzen 3700X
GPU: Radeon RX 6800

Game fails to open properly most of the time for some users

Original report: https://www.reddit.com/r/FinalFantasy/comments/egxu9c/ff13_pc_unofficial_fixes/felhfdg/

Log

[TIME] [THREAD] [LOG]

18:44:45.137 00001564 FF13Fix 1.3.1 https://github.com/rebtd7/FF13Fix

18:44:45.137 00001564 AutoFix for "Final Fantasy XIII" enabled

18:44:45.137 00001564 Loaded C:\Windows\system32\d3d9.dll

18:44:45.644 00001564 HWND 0x0048047E: ClassName "OleMainThreadWndClass", WindowName: "OleMainThreadWndName"

18:44:45.644 00001564 Starting FFXIII one time RAM patches.

18:44:45.644 00001564 Using the ingame the instruction that sets the frame rate to get the frame rate address.

18:44:45.645 00001564 Unable to find frame rate pattern. This is normal if the game still hasn't completely started yet.
Windows 10, 1909, Build 18363

UI Language: English

Processor Information:

AMD Ryzen 7 2700X Eight-Core Processor 4200 Mhz

Video Card:

NVIDIA GeForce RTX 2080 Ti

Driver Version: 26.21.14.4187

Primary Display Resolution: 3840 x 2160

Desktop Resolution: 3840 x 3360

Primary Display Size: 55.91" x 31.50" (64.13" diag)

142.0cm x 80.0cm (162.9cm diag)

Sound card:

Audio device: AV Receiver (2- NVIDIA High Def

Memory:

RAM: 16331 Mb 3200cl14


Game Controller: Xbox 360 Controller detected

VR Headset: Oculus Rift S detected

Also affected by OneTweakNG, so this is probably related to the function hooking

Enemy intel rect pos doesn't account for aspect ratio

Playing in a 16:10 resolution, the enemy intel info text isn't displaying correctly. The horizontal pos and size are correct, but it only displays about 2/3 the text vertically (about 2.5 lines instead of all 4).

The game uses a letterbox presentation for non-16:9 resolutions (I actually don't know if the backbuffer is 16:9 or 16:10, but obviously the positioning for the rect isn't correct; I assume the size is fine since the presentation is always 16:9 anyway).

It works as expected in 16:9 resolutions (all 4 lines draw correctly).

Edit: yeah, looking at FF13_FixMissingEnemyScan, it just assumes 16:9, so the rect is getting placed too high on the screen and the text is getting cut off.

Vibration Strength

At first I thought the vibration is not working, but it actually is - it is just very very week. I tested this on a wireless xbox360 controller and Logitech F510 controller (the wired one), same behaviour.

Is there any way to control the vibration strength?

Almost

Please don't give up on this, you are close to saving this great game, from the pass of time.
Im still missing like 3 frames even with all the nvidia inspector settings and this fix.. maybe add a more agressive aproach to disable something, to me the game just caps at 500 mb ram.

Persistent jagged lines in 1080p

There are 2 persistent jagged lines on my screen whenever I play FFXIII, one is horizontal and the other vertical. I don't know if you can see it properly in the picture below, but I placed a red dot at the top left corner where the two lines intersect like a + sign.

ff13tearing

The problem only persist in the 1920x1080 resolution as I tried the other resolutions and it's perfectly fine.

I tried numerous ways to fix it, but no luck. Changing Fullscreen to Borderless/windowed mode. Turning vsync on and off. Updating my driver.

I want to mention that the jagged lines disappears whenever I am in the menu screen, during a prerendered cutscene or if I remove the ff13fix files.

My specs are:
Windows 10
Intel i5 4460
Geforce 1060 gtx 6gb

Thank you.

Steam Overlay not working

Whenever I enable the fix mod in FF XIII, the Steam overlay stops working. This seems to stop my PS4 controller from working as well. I am able to use both the controller and overlay if I disable the mod.

Not working, game not starting

Hello, i've put the dll and and the ini file in the STEAM\steamapps\common\FINAL FANTASY XIII\white_data\prog\win\bin directory, but when i click on play button on steam, the launcher appears and if i click start nothing happens. If i delete the dll, the game is booting, so the issue must be in this fix somehow. I have the double pack version of the game, ffxiii+ffxiii-2, but i have installed only ffxiii, so shouldn't be an issue.
FF13Fix.log

Reshade Preset & Fixes Patch do not work together

Hi. I need help troubleshooting using the Clean Reshade Preset from nexusmods.com/finalfantasy13/mods/15?tab=logs alongside this FF13Fix patch. They both utilize d3d9.dll and unfortunately can't use both to fix the performance issues with having a a great reshade. One person mentioned in the steam community discussions to rename the FF13Fix of them to dxvk.dll but I remembered I could not launch the game with both in the \FINAL FANTASY XIII\white_data\prog\win\bin\ directory.

Any helpful advice will be much appreciated. I also made an off topic post about an ultrawide patch not working.. which I realized right after it had nothing to do with the FF13Fix so sorry for the inconvenience.. but it should be helpful to somebody else too!

Thanks everyone for reading and much appreciative.

Implement proper resolution fix

Hey, I've been looking at how the game works through Ghidra and came to the conclusion that while we can't currently know why the game decides that it should treat 25601440 as 1280720, we can change the fallback resolution that the game currently defaults to. At 0x00e851c0 there is a function in the game that defines all the starting viewports resolutions.
image. By changing the values at 0xA84615 (0xE85215) and 0xA8461F (0xE8521F) in the executable (or memory) with your own values you can get proper 1440p.

Missing effects behind textboxes

I am making this a new separate issue with this bug, as I had already mentioned this in the missing star effect issue posted by another person to make it easier to find by others.

There is an effect behind every text box where all of tht is either out of focus and is completely missing at higher than 720p and 1080p resolutions. Here are the screenshots at different resolutions.

this set of screenshot r taken when the game ran at 1280x1024 resolution with the effect in place. Notice tht globe like effect and the spinning gears effect in the boxes.
https://imgur.com/o2HVhbo
https://imgur.com/Jn9VQwr
https://imgur.com/VTUccWm
https://imgur.com/yzKANCX

this set of screenshot r taken when the game ran at 1366x768 resolution with the effect slightly misaligned.
https://imgur.com/0yQW8Sl
https://imgur.com/JEoflCX
https://imgur.com/xLZ4Se0
https://imgur.com/vGm39oo

this set of screenshots r taken when the game ran at 1920x1080 resolution with the effect missing.
https://imgur.com/cFg02DX
https://imgur.com/LkBTwlp
https://imgur.com/Ikei5sh
https://imgur.com/Um6c4tX

I am really hoping you can solve these issues with an update of sorts to the fix and also this issue is not present in the new Xbox one port of the game as the game seems to scale with all the UI elements properly.

Missing an effect on the stars when playing above 720p

Another thing broken is the effect on stars that appear after you win battles (I think it's a bloom effect or something related to light) will be missing if you play above 720p.

I will post some images later showing it, hopefully you can fix it too, after the libra missing text issue, this is the most annoying issue atm.

Enemies appear briefly after being defeated.

I have this issue with FF13Fix with the default settings. I've tried several resolutions, shadows quality, GSYNC off and AF16 and off to no avail. This issue goes away when I delete FF13Fix. Using an i7 10700K. RTX2080 with Windows 10.

Issues with taking screenshots at 4K

When taking a screenshot, using Steam, and with a resolution of 3840x2160, the game will crash, displaying a Visual C++ Runtime error. This does not seem to be exclusive to Steam's screenshot function. Using MSI Afterburner/RivaTuner to take a screenshot will not crash the game, but nothing further will happen. No screenshot. Deleting FF13Fix solves this.

Edit: Spoke too soon for what was here before. Disabling triple-buffering solves the crashing.

Sorry for all the edits, just trying to make sure I have everything right.

FFXIII-2 fix branch

Thank you for your FFXIII fix! I would appreciate it if you could create a similar fix for FFXIII-2 as well. There is no Libra bug in FFXIII-2, but most of the same frame drop issues are still a problem. The framepacing is overly aggressive, but if you disable it (there is a fan-made framerate pacer remover available online), everything will happen in slow-motion if FPS falls between 40-59 (31-39 FPS will result in fast-motion). As in FFXIII, the 2D elements waste plenty of resources. Disabling minimap increases your FPS by about 10 frames, and in battles, frame drops happen because of the HUD, and large spell effects. The game also tends to crash on modern systems, but it can be made stable by disabling Steam cloud and using a 4 GB memory patch, which makes the game Large Address Aware.

If you do not have FFXIII-2 but you would be willing to expand your fix for FFXIII-2 as well, I would be glad to gift the game for you in Steam.

Missing fonts inventory screen

Steam FF13 has missing words in the inventory screen and other relevant, similar, menus when using the latest fix. Having to remove fix files then reload the game to see what weapons, items, etc, are in the menus.

Windows 10
5700xt drv 20.8.3

FF13Fix.log

LRFF13 Mem leak on DWM [Original Game Bug]

Playing this game recently, after play XIII & XIII-2 with FF13fix, and I'm getting, for the very first time, the massive mem leak on DWM, I didn't even had knowledge about the issue until today, some people says that playing window mode, instead of borderless, fix the issue, from my tests seems to be true, at very least it improves, I was playing it at 1080p borderless and got the issue and when i put window it worked fine without mem leak, at first I thought it was a driver bug, but since this issue is here since 2016 it's unlikely, anyway i'm currently using 442.74 whql driver with a 1070 win10.

Even if win mode fix it, sucks that we can't play fulscreen the game, not even forcing with third party app borderless helps here, since the LRFF13 bar at top doesn't hide unless i check fullsreen on LRFF13 bar.

Steam Thread:
https://steamcommunity.com/app/345350/discussions/0/341537671993970174/?ctp=2

If you get a look on LRFF13 in the future consider take a look on this issue.

Not an Issue - a question

Hi there - apologies this is not an issue but there isn't really another proper way to contact you about something.

I'm currently developing a set of photographic tools for FFXIII-2 having done so for FFXIII. These are essentially a free camera, a timestop (to pause the game so you can take shots) and removal of the HUD, DOF and Bloom.

I have all of this for FFXIII and am looking to recreate for FFXIII-2. This is a long shot but i wanted to ask if you had discovered any part of the games code which handles the timescale of the game? I.e. a value which if set to 0 would pause the game, or NOPing an instruction (this was the method for FFXIII however the same instruction is difficult to find in FFXIII-2).

Thanks for your time!
ghost

Option to keep hotplugging support on

Can we have an option to keep hotplugging support on?
Also, can we have an option on how often the game scans for controllers when this option is on? I've never had an option with slowdown on my pc regarding this.

works perfect on FF13-1 but FF13-2 issues

Hi there is two issues I wish to report for FF13-2.

Firstly thank you for this project, and on FF13 it seems to work 100% perfect for me.

Now on to FF13-2.

The first issue is that menu's are still 30fps, mainly the equipment menu, if needed I can provided the memory addresses used to unlock this framerate as previously I have been doing it from cheat engine, after I reverse engineered a tool that does it.

The second issue is the patch has the same issue as the tool on chocobo races, where by the screen keeps jumping, I think the race for whatever reason is not compatible with 60fps. I am hoping it can either be fixed or the 30fps put back on for chocobo races only

The good news is this patch does not seem to suffer from the problem caused by the tool where it greatly extends load times, sound stutters etc..

1.5.1 breaks hunts texts

I'm playing on linux on a gtx 1650 and the latest DXVK and NVidia stable drivers. To use 1.5.1 I added d3d9 to Wine DLL overrides and I confirmed the game is using the fix by changing the game's framerate (and the game running higher than 60fps)

Release 1.4.6 works fine, with OCCASIONALLY breaking text boxes, but restarting the game fixes it (it can be identified by not having the text box describing the previous actions of the team during a Load Game screen, so it's easily identifiable).

On 1.5.1, however, hunt texts always show up cut out like shown. From 1.4.6 to 1.5.1 the main change for me is the menu performance, it's much better in the current version.

Ignore the black rectangle on the left, that's from my poor screenshotting skills.
huntbug

Not working

The fix is simply not working at all for me :

  • No matter the settings, the enemy info text is still missing.
  • Using these parameters :

`PresentationInterval = -1
FFXIIIIngameFrameRateLimit = 45
FullScreenRefreshRate = 0

TripleBuffering = true
SwapEffect = -1
AlwaysActive = false
AutoFix = true
Multisample = 0
HideCursor = true
ForceHideCursor = false
BehaviorFlags = 0`

The framerate still go above the 45 FPS (or any other arbitrary number I try) limit I set (and, incidentally, isn't improved in any way).

  • The framerate still clearly caps at 60 even when Vsync is disabled both in the .ini and the GPU Control Panel.

System info :

  • Windows 8.1 (Language : French)
  • Intel Core i7-4700MQ
  • Nvidia GeForce GT 755M

Attached files are FF13Fix logs for both 1.0 and 1.1 (neither of which worked)

FF13Fix 1.0.log
FF13Fix 1.1.log

Downsampling

I would like to have this option to exceed 4k rezzes so that distant water wont have jaggies since this doesn't work with gedosato. Would also like to be able to control the launcher's graphics options via this mod so we won't have to use the launcher (for ppl who use things like launchbox, bigbox, and hyperspin).

Windows Defender question

Is it normal for Windows Defender to classify it as a Trojan when I to boot up the game with the fix?

Two persistent issues

Firstly, while XIII runs at 40-60 FPS most of the time, I've been getting only 15-30 FPS for XIII-2 (with 60 FPS in most menus). The FPS unlock tool didn't seem to help either, yet oddly enough, there appeared to be an improvement of maybe 10 FPS overall when both were combined. Unfortunately, that's when the constant audio stuttering kicked in, so that wasn't going to work. It still feels like the game is limited by something, as it's practically never going above 30 FPS outside menus.

Secondly, in both XIII and XIII-2, the bottom and right edges of the screen are still pixelated at 2560x1440. Setting a custom resolution didn't work, even though the fix already claims to change the internal resolution anyway. However, there's no diagonal screen tearing as I've seen others report.
No diagonal screen tear but pixelated lines along edges

Shadow rendering is slightly broken on PC

This is once again another longstanding issue with XIII, and XIII-2 PC ports with the shadow rendering.

(First off I am sorry if I am incorrect with any of the guesses here as I am still learning about 3d graphics and have a long way to go.)

I am making a wild guess that the game is incorrectly calculating and casting shadows of alpha channel textures along with the other shadows on PC.
The PS3 and the Xbox 360 versions, calculates and renders the shadows by considering the alpha channel textures correctly, unlike on PC, where the alpha channel textures is not properly considered by the game's code making the shadows look glitched or blocky.

I am guessing this is the issue with the shadow rendering in XIII-2 as I have found certain posts on the steam community forums about this and sharing the same guess as mine:

https://steamcommunity.com/groups/ff-modding/discussions/19/1694920442949214472

This post has screenshots from the PC version and the Xbox 360 version. Notice the palm tree leaves not considered, while the shadow is cast.
https://steamcommunity.com/app/292140/discussions/0/620700960214645361/?ctp=13#c620700960725654917

https://steamcommunity.com/app/292140/discussions/0/620700960214645361/?ctp=32#c606068060823969268

Now I don't know if this applies to XIII-1 as well, but since both of them use the same engine and exhibit such blocky shadows I assumed it could be the same issue for this game as well. the shadows that is cast on the faces, during in game real time cutscenes and in normal game play shows off this blocky shadows.

Screenshots taken from the new Xbox one version and the PC version from a cut scene. I am comparing the Xbox one version as it graphically looks pretty good, and the visual differences are easily noticeable.
This one is taken from a youtube video from the new Xbox one version. the shadows look normal and soft.
https://imgur.com/N5siYaz

This screenshot is from the PC version, notice the small blob below the characters nose.
https://imgur.com/v7UyHZL

More screenshots with the shadows from the PC version during gameplay. the shadows cast on the character faces is quite noticeable and odd looking.
https://imgur.com/o99tl5X

https://imgur.com/UsTTcUN

This issue is still present even if you the game runs in 720p and with the 512 shadow resolution setting as well.
I have set the shadow resolution in my game launcher to 409x4096 as the highest 8192x8192 resolution does not give good shadows.
The higher 8192 resolution, fixes the jagged edges of the shadow and I am guessing again, increases the shadow density without adjusting the shadow's soft filter. Once again, the texture's alpha channel shadow is incorrectly calculated and rendered but with more density which makes it even more blocky.

Could you please look at this issue and try fixing it if possible ?

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