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[ FF7 ] Collection of 60FPS bugs/glitches #347

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38 of 45 tasks
tangtang95 opened this issue Jan 14, 2022 · 64 comments
Closed
38 of 45 tasks

[ FF7 ] Collection of 60FPS bugs/glitches #347

tangtang95 opened this issue Jan 14, 2022 · 64 comments
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@tangtang95
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tangtang95 commented Jan 14, 2022

This is the collection of bugs and glitches related to full 60FPS gameplay feature:

  • BATTLE mode

    • Gun 2D effect animation (e.g. Barret or enemy gun's attack) does not always happen
    • Softlock in final battle agains Bizzaro Sephiroth (sometimes when a part dies it does not prompt to change party). The solution is to fix menu FPS with another method
    • Moves that inflict Mini status has animation glitch
    • 2D effects are still running at 15 FPS (i.e. magics, enemy skills, enemy moves, etc.)
      • Material effects running at 15 FPS (e.g. Ice1, Ice2, Ice3, ...)
      • Particle effects are still running at 15 FPS (e.g. Flamethrower, Sewer, Shiva's particles, ...)
      • Texture pages are still running at 15 FPS (e.g. Fire texture is not changing at 60FPS). This is not fixable via code, but only by changing texture files (Low priority until particle effects are fixed)
    • Summon's are still running at 15 FPS (Models and camera)
    • Shiva is blinking at the start
    • "Chocobuckle" enemy skill is running at 15 FPS
    • Confu magic running at 15 FPS
    • Few limit break's camera movement are still at running 15 FPS (Need to specify better)
    • Few enemy's move camera movement are still at running 15 FPS
    • Yellow triangle indicator at the top of the current controlled character is animated too fast [Minor bug]
    • Enemy attacks animation glitches
      • "Goblin punch" enemy skill has animation glitch
      • "Bomb blast" of Bomb remains with black background after the move
      • Death kill animation when countdown of Death sentence finish
    • Status effect animations are too quick (e.g. sleep zzz animation)
      • Confusion
      • Sleep and silence
    • Ground movement (e.g. formation ID 460 elevator battle in Shinra building) is too quick
    • Some battle models that interact with each other has animation glitches (this is due to lost frames during interpolation (Need fix in the IRO))
      • Rufus & Chopper, formation ID 464
    • Pointer indicator for target is animating too quickly when selecting action that targets all enemies or all allies
  • FIELD mode

    • Encounter rate too high
    • Model movements done by decreasing the movement speed introduce bugs/softlocks (e.g. Cloud wrong direction in his past, when confronting Sephiroth, or Biggs stuck when retreating from Reactor 5). Need to obtain a way to achieve the same movement as in 30 FPS but with smoother animation and movement
    • Some field objects (e.g. rope, propeller, ...) do not animate correctly because the interpolated animation files are not done
    • Crash after Demon wall boss fight with Cait Sith (bug in wrong offset of opcode)
    • Softlock above train while playing as Cid (map field zcoal_3)
    • Dialog message speed is purposely not fixed since it can be regulated (Minor bug)
    • [Optional fix in IRO] One train in trainyard moves incorrectly the first time used (which caused some strange animation glitch). Found fix only by editing flevel.lgp (flevel fix compatible with original FPS)
    • Parade in Junon has lots of animation glitches (it seems that the main script of each field model is starting too quickly).
    • Some animation are sped up due to loops inside script flevel.lgp that use variable counter.
      • [Optional fix in IRO] In blin70_2, Cloud and Barret does not face correctly against Palmer (flevel fixable)
      • [Optional fix in IRO] In woa_2 and woa_3, the background animation cover only half of the screen (flevel fixable)
      • In some other maps, animated textures might run too quickly due to the loops (e.g. lights, cogs, ...)
    • Great Glacier steps before fainting is halved
    • Turn movement (done by opcode TURNGEN 0xB4 and TURN 0xB5) is not fully supported, 7+1 of them cannot be increased further. They require a new variable that is bigger than a byte. Maybe splitting it into two opcode could be a solution (https://picklejar76.github.io/kujata-webapp/field-op-code-details/b4)
    • Background movement is not smooth (unless a new 2D background engine is implemented, it cannot be fixed)
    • Softlock on one of the last area of the game (map las0_5). Fixed in canary version
  • WORLDMAP mode

    • Encounter rate too high
    • Dialog message speed
    • Weapon cutscene is glitched
    • Midgar Zolom (a.k.a. Snake) is shorter in length due to movement speed reduced (Minor bug: need to increase the size of the array containing snake positions)

Do not report these following original unmodded FF7 bug:

  • Possibility to softlock the player on the edges of first Wutai Bridge. Cannot move the character

Before reporting new bugs/glitches, make sure you are running the latest canary version of FFNx and also the latest 60 FPS IRO mod (force update on catalog and check if there is a new version). Also double check if the bug or glitch is not already in this list

@tangtang95 tangtang95 added the bug Something isn't working label Jan 14, 2022
@julianxhokaxhiu julianxhokaxhiu added this to the 1.11 milestone Jan 14, 2022
@julianxhokaxhiu julianxhokaxhiu added the enhancement New feature or request label Jan 14, 2022
@julianxhokaxhiu julianxhokaxhiu pinned this issue Jan 23, 2022
@wonx
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wonx commented Jan 24, 2022

Hi. I'm not sure it's the right place to post it. I noticed my game crashes at the start of a battle on the Junon Airport. It crashes even disabling all other mods. I'm using the mod version 1.01 with FFNx-FF7_1998-v1.10.1.105. I attach the logfile.
FFNx.log

@tangtang95
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Hi. I'm not sure it's the right place to post it. I noticed my game crashes at the start of a battle on the Junon Airport. It crashes even disabling all other mods. I'm using the mod version 1.01 with FFNx-FF7_1998-v1.10.1.105. I attach the logfile. FFNx.log

Thanks for reporting. The crash is due to a corrupted interpolated animation file for the Roulette Cannon enemy. The next IRO (probably version 1.02) will contains the correct interpolated animation file.

@MaxVicioOk

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@tangtang95

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@mjmj83
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mjmj83 commented Jan 26, 2022

When I turn on the 60FPS mod the game is running in high speed. I think at least 2-3x the normal speed (I guess x4 the speed: 60 fps = 4 x 15 fps). It happens on my Macbook Pro Max (2021) with Windows 11 on Parallels, so I tried it on my Windows 10 machine (i7-10750H, 32GB, RTX 2070 super). Tried switching between Vulkan, DirectX etc, but.. no change.

Running 7th Heaven v2.3.3.0.

I feel kinda stupid it happens to me, since it happens on both my systems, so it could very well be me. I couldn't find any post on youtube or here mentioning the same issue.

@tangtang95
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Have you downloaded the correct version of FFNx? It has to be the FFNx-FF7_1998 version 1.10.1.120+
You can check your version by enabling show Driver Version in 7th Heaven -> Game Driver -> Advanced. Then run the game and check on the top left the FFNx driver version

@mjmj83
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mjmj83 commented Jan 26, 2022

Yes, that was it! Somehow I previously installed 1.10.1.0. Now with 1.10.1.121 it's running as intended.

This is awesome. Thank you guys soooo much!

@Neffina
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Neffina commented Jan 27, 2022

I noticed that when you enter Wall Market, it slows down (camera movement) and when you leave and re-enter, the animation is slowed down

@MaxVicioOk
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Hello. It just happened to me that, in the temple of the elders, after fighting against the wall, Cait Sith enters, speaks a bit and the game crashes. I started to test what mod it could be and I realized that it is for the 60FPS one. I understand that it is a pre-release, I just wanted to let you know in case you hadn't found that glitch.

Another thing that is in sight, but just in case I mention it, is that with the 60fps mod, cloud has his arms further apart than without the mod

FFNx (Glitch cait sith templo ancianos 60FPS).log

crash templo de los ancianos 2

cloud sin 60fps

cloud a 60fps

@tangtang95
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tangtang95 commented Jan 29, 2022

@MaxVicioOk Thanks for reporting the crash. I already knew about it. You can see that I had already it in the list

For the model that has a different arm position is because the mod isn't fully compatible with 60 FPS mod. The mod needs to add their own interpolated animations for 60 FPS

@YozoraLeonstrife
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Crash in every battle of airport zone of Junon area.
I tried without 60 fps mod and work.

image

@tangtang95
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@YozoraLeonstrife That's probably the crash related to the corrupted animation file of the enemy Roulette Cannon (it will be fixed in next 60 FPS IRO)

@Neffina
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Neffina commented Jan 30, 2022

hi for me the 2D effect animation of weapons (e.g. barret or enemy weapon attack) is not always working properly the 2D effect animation still not working ?

@tangtang95
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@Neffina Oh sorry, it's just for my testing build that works because I still haven't published that fix. I'm not keeping a private list, so this reflects more my situation than the public situation. Maybe I should point it out. Let me fix it

@Neffina
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Neffina commented Jan 30, 2022

Then I still have the problem after the fight with APS that Aerith wants to run to Cloud to rejoin the group but gets stuck and doesn't go any further

@tangtang95
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@Neffina Are you running a higher version of 1.10.1.120 of FFNx? If you are in discord qhimm, better to start a conversation there

@Neffina
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Neffina commented Jan 30, 2022

have the current one on it FFNx-v1.10.1.128

@wonx
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wonx commented Jan 30, 2022

Hi. I noticed an animation speed issue with the 60fps mod. When escaping from the Shinra building, the elevator movement (up and down) during the fight against the two bosses (Hundred Gunner and Heli Gunner) is too fast.

@wonx
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wonx commented Jan 31, 2022

Same with the Midgar Expressway chase. Everything goes twice as fast as it should and the motorbike is too hard to control.

@TheRockstar14
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how can i download the latest version or update my FFNx because all I can find is the 1.10.1.0 and i dont want to risk the canary version

@tangtang95
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@wonx I know about the elevator and I did already wrote that on the list of bugs. While for bike chase, the latest canary FFNx runs the bike chase at 30 fps. So the game is still playable.

@TheRockstar14 if you want to test 60 fps you can only do it by downloading the canary version , as said it's in beta so use it at your own risk

@Neffina
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Neffina commented Jan 31, 2022

In the Shinra building on the 66th floor, the movements have a slowdown?

@Neffina
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Neffina commented Jan 31, 2022

when you walk past the elevator

@tangtang95
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tangtang95 commented Jan 31, 2022

@Neffina If it's a lag spike in which your FPS drops down then it's usually either because you activated lighting and you are still using the unoptimized version (then try first downloading the latest canary version of FFNx) or you have animated textures on.

@julianxhokaxhiu julianxhokaxhiu added this to the 1.15.0 milestone Sep 27, 2022
@julianxhokaxhiu julianxhokaxhiu modified the milestones: 1.15.0, 1.16.0 Feb 3, 2023
@Alexiels

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@tangtang95

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@tangtang95
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The softlock related to #569 has been fixed with the latest canary v1.15.0.116

@julianxhokaxhiu julianxhokaxhiu modified the milestones: 1.16.0, 1.17.0 Sep 2, 2023
@catalyst-ffxi
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Hi,

I've noticed that safe code in the Nibelheim mansion is particularly difficult to enter correctly under 60 fps. I didn't see that listed here yet so thought I'd mention it, sorry if I missed it.

Thanks for the amazing mod!

@julianxhokaxhiu julianxhokaxhiu modified the milestones: 1.17.0, 1.18.0 Jan 13, 2024
@DenisNovac
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Hello! I found three bugs during my playthrough:

Whirlwind Maze - wind wall (the one with green line: youtube link) animation glitching (impossible to time it correctly, just passed randomly);

Fort Condor segment crashed the game when i put too many units (i believe it crashed on tristones);

Sephiroth' Super Nova animation doesn't work - only show black sky.

@julianxhokaxhiu julianxhokaxhiu modified the milestones: 1.18.0, 1.18.1, 1.19.0 Feb 18, 2024
@gtao725
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gtao725 commented Mar 8, 2024

Hi! Not sure if its just me, but Knights of the Round summon crashes the game every time it is triggered with 60fps mod turned on. At 30fps it is fine. I have tried disabling all other mods leaving just 60fps mod on and still it crashes. Just wondering if anyone else has the same issue?

@SonicRay100
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SonicRay100 commented Mar 30, 2024

I've discovered a bug that occurs when using "NinostyleHD animations" in the "Advanced Field Animations (60 FPS)" section of the 60 FPS mod. It doesn't occur when using "Original" or "ChaOS animations". I've tested this with just the 60 FPS mod active so I know no other mod is causing this.

What Happens is some NPCs will not play their animation immediately when interacted with. There's a 4 or so second delay. At first I thought the game froze and then they suddenly played their animation and started talking. It doesn't break the game thankfully and everything proceeds as normal once the NPCs animation plays. I should point out that spamming an interaction might get them to react immediately but it's not consistent.

I don't have a list but I can point to one NPC that this happens with. He's in North Corel. Here's his details when opening flevel.lgp in Makou Reactor:

File: ncorel
Id: 450

Id: 22
Group: man3

Thanks for reading :).

@satsukiyatoshi
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I've discovered a bug that occurs when using "NinostyleHD animations" in the "Advanced Field Animations (60 FPS)" section of the 60 FPS mod. It doesn't occur when using "Original" or "ChaOS animations". I've tested this with just the 60 FPS mod active so I know no other mod is causing this.

What Happens is some NPCs will not play their animation immediately when interacted with. There's a 4 or so second delay. At first I thought the game froze and then they suddenly played their animation and started talking. It doesn't break the game thankfully and everything proceeds as normal once the NPCs animation plays. I should point out that spamming an interaction might get them to react immediately but it's not consistent.

I don't have a list but I can point to one NPC that this happens with. He's in North Corel. Here's his details when opening flevel.lgp in Makou Reactor:

File: ncorel Id: 450

Id: 22 Group: man3

Thanks for reading :).

it's not related to 60 fps as the same bug also occurs in OG fps

@SonicRay100
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it's not related to 60 fps as the same bug also occurs in OG fps

Really? I can't seem to replicate that at all without "NinostyleHD animations" activated. Is it documented anywhere? I was looking around to see if it was a known bug but I found nothing. Regardless, is there a fix for it?

@satsukiyatoshi
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it's not related to 60 fps as the same bug also occurs in OG fps

Really? I can't seem to replicate that at all without "NinostyleHD animations" activated. Is it documented anywhere? I was looking around to see if it was a known bug but I found nothing. Regardless, is there a fix for it?

this bug have been reported to me some days ago only, so i just started investigating on it.
it's not related to 60 fps, try with 30fps (AKA OG fps) and a 3d models pack, you'll get the same bug.
it's related to the breathing animation used by chaos and nino 3d model in my AIO pack (just found the culprist some minuts ago)

i'll correct this bug asap, if i can't fix the breating's bug (it may be realy complex because breathing animation is 4 seconds lenght and originaly there's no such a animation so i suspect the game's script to not stop animation before some dialog - logic if there's no animation in those script in OG), i'll remove the breathing

@SonicRay100
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Ah it makes sense now. To be honest I forgot the characters didn't have breathing animations in the first place. It's not really too much of an issue though, since it's not game breaking and it does give a bit more life to the characters. Perhaps an option to disable the breathing for those who can't deal with it if possible would be better if a solution can't be found?

@julianxhokaxhiu julianxhokaxhiu modified the milestones: 1.19.0, 1.20.0 Apr 17, 2024
@tangtang95
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Hi everyone, I will close this issue as there is no need to collect all bugs and glitches related to 60 fps. There is nothing more planned to fix. All limitations are listed in the mod's README (https://github.com/tangtang95/ff7-60fps-mod/blob/main/src/Readme.txt) and here. If new bugs are found out, please open a new issue.

Thanks everyone for the help in testing and debugging!

Repository owner locked as resolved and limited conversation to collaborators Jun 2, 2024
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