[FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)

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D O W N L O A D

THE UPDATE HAS NOW GONE LIVE OFFICIALLY


NEW 2020-05-23 - MOGURI 8 BETA V5 changelog -> Make a shortcut of the file to your drive then go into your drive, find the shortcut there and click "make a copy"
(outdated) 2020-05-11 - MOGURI 8 BETA V4 changelog
(outdated) 2020-05-04 - MOGURI 8 BETA V3 changelog
(outdated) 2020-04-28 - MOGURI 8 BETA V2 changelog
(outdated) 2020-04-23 - MOGURI 8 BETA V1



I N S T A L L _ G U I D E

[size=10pt]IF YOU DON'T HAVE MOGURI INSTALLED
1) Extract and replace the files in the .zip to SteamLibrary\steamapps\common\FINAL FANTASY IX\

IF YOU HAVE MOGURI INSTALLED (not required!)
1) If you installed it before 2020-04-2, uninstall and re-install Moguri again (SquareEnix pushed a Steam update that temporarily broke the game and Moguri)
2) Extract the content of StreamingAssets in \Program Files (x86)\Moguri Mod\StreamingAssets\
3) Extract \x64\FF9_Data\resources.assets & \x64\FF9_Data\sharedassets2.assets to SteamLibrary\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\
   but DON'T replace Assembly-CSharp.dll

To check you have the right version, here's how the first frame should look
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1) In steam, right click the game, go to "properties...", go to the LOCAL FILES tab, click VERIFY INTEGRITY OF GAME FILES. This will re-download the original files, but your saves are still intact.


p0data2.bin - Battle backgrounds
p0data3.bin - Worldmap textures
p0data4.bin - NPC, monsters and background items
p0data11.bin to p0data19.bin - Main backgrounds
resources.assets & sharedassets2.assets - UI stuff (maps, title screen...)
Assembly-CSharp.dll - The patched file that allows for the augmented resolution of backgrounds. (The one here and the one in moguri are different)

Note: If you have uninstalled Moguri and/or Memoria and you have names like ZidaneZidane, ViviVivi, you can salvage your save with this tool: https://www.ff7catalog.com/threads/7672/
Note: Alternate Fantasy is not currently supported.
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F E A T U R E S

  • Backgrounds
  • Fixed : almost all visual glitches
  • Redrawing of all layer edges (all 11000+)
  • Cleaner / sharper graphics (all 6000+)
  • Better & cleaner lighting (all 1400+)
  • Countless manual image doctoring
  • Manually redrawn some parts (some partially based on portfolio images by Wesley Cann & Behrooz Roozbeh)
  • Background animations better integrated
  • Several bugs from the Steam & PSX versions fixed
  • Recreated all places names with original fonts (for English and French, rest to follow)
  • Seamless scrolling skies & backgrounds, removed 'staircase' edges
  • Recreated baked in textures NPCs
  • Background objects
  • HD background 3D objects
  • HD NPC (with exceptions)
  • Worldmap
  • HD worldmap textures (upscaled and manually redone, mostly seamless and faithful)
  • Subtly moving seas
  • HD worlmap items (ships...) textures
  • Battles
  • HD monsters (with exceptions)
  • HD battlefields with redrawn edges (exceptions for animated textures)
  • Seamless skies (not 100% on point)
  • Fixed missing monster death sounds (credit: Tirlititi)
  • UI
  • Recreated faithful HD maps
  • Recreated Start menu and game over screens
  • Character portraits edges



OLD POST

2020-04-23 - Finally, here's a beta file of the backgrounds!
For those who chose to install it, please screenshot any problem or potential improvement, as major or minor it is.

If you can't post in this thread, you can contact me on reddit


Other parts of the mod available to download:
[size=14pt]NPC & Monsters HD V2 DOWNLOAD
Battle Backgrounds HD V1 DOWNLOAD
Worldmap HD V2 DOWNLOAD
UI Stuff V1 DOWNLOAD
Maybe save the original files beforehand

-------------------------------------------------------------

Hi everyone,

I'm making a thread to track my progress with my reworking of Moguri since June 2019

◈ Finishing touches, corrections & testing ◈
chat_loader.gif

◈ Backgrounds masks (redrawing by hand) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 678/678

◈ Blended/light layers upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 1479/1479

◈ Re-drawing of transparency for fight scenes textures ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 186/186

◈ Monster texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 124/124

◈ NPC texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 150/150

◈ Item on field texure upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 101/101

◈ Worldmap re-texture ◈
https://www.ff7catalog.com/threads/13434/
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100%

◈ Place names upscaling (when introduced to a new place) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 44/44


◈ (background) Videos improvement ◈
(⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ | 0/18) -> might try this in a next update

◈ Extra ◈
-Backgrounds were improved with various ESRGAN models
-Numerous visual corrections
-Upstairs of Dali's Windmill debugged / recreated
-Removed seams in scrolling sky/smoke/sand textures.
-re-created a lot of sky textures for fight scenes, making them seamless and beautiful: 64
-regenerated the battle textures to remove white outlines
-corrected a bug with animated textures in battle scenes
-Multiple other bugs ironed out

◈ Ideas for later ◈
-drawing shadows for some chests/items
-look if I can improve fluidity of the videos with AI video interpolation: https://github.com/sniklaus/pytorch-sepconv (can't make it work yet)
-upscale contextual FMVs?
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SCREENSHOTS

Click to enlarge
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If I only install Moguri 7 there is pixelated font.
if I install Moguri 7 with Beta V2 font is standard-normal and pretty much cant change it, there is small spectrum like Comic Sans or whatever. Is it normal behaviour? First time playing.
Edit Memoria.ini and turn on/off Font.Enabled
Code: [Select]
Code:
[Font]Enabled = 0Names = "Arial", "Times Bold"
 
A
Remaining problems: https://imgur.com/a/enhszeO (some are subtle)
I have not followed your work for a long time. You have a good progress! :)

Do you load these backs by importing from PSD to Memoria or using your own mechanism?

We fixed such problems. Black lines are corrected by padding. The width of the padding depends on the resolution of the texture (we tested on 8K textures, if I remember correctly).
At what the game not just doubling the extreme pixels, but uses a cunning borrowing of pixels from neighboring layers.

As far as I remember, we solved these problems, import from PSD should work correctly. But we checked only in Alexandria, perhaps. Other locations will have similar problems.
 
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Hey snouz, I have  created an account just to say thank you. Amazing job, I would not enjoy this game in 2020 as much as I do if it weren't for this mod/Moguri. Thanks so much for all the hours you must have put into this!!
 
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I have not followed your work for a long time. You have a good progress! :)

Do you load these backs by importing from PSD to Memoria or using your own mechanism?

We fixed such problems. Black lines are corrected by padding. The width of the padding depends on the resolution of the texture (we tested on 8K textures, if I remember correctly).
At what the game not just doubling the extreme pixels, but uses a cunning borrowing of pixels from neighboring layers.

As far as I remember, we solved these problems, import from PSD should work correctly. But we checked only in Alexandria, perhaps. Other locations will have similar problems.
Hi Albeoris! Nice to see you here : )

Not sure I understand everything, are you talking about the border of the tiles, like this horrible effect?: https://i.imgur.com/ZmAYSY5.jpg You have a solution for that?. What do you mean importing PSD to Memoria? Who is we?

My process is to re-import is through Hades Workshop with the mass converter/importer, and I'm mainly using zePilot's code and workflow for everything before.

If you'd like to discuss Memoria, the mods and stuff, we could talk through steam?

Ok Snouz i imported both the field script changes you posted in p0data2.bin (thanks again) and your UI upgrades to resources and sharedassets2.

I'm assuming there won't be more changes to those three files (if not please tell me), so i wanted to ask:
do you mind if I release my modded resources and sharedassets2 with your files already in, to ease mod installation? I'd obviously be crediting you every file and i'll recommend this mod anyway with a link, so people can grab the upscaled background and world map textures, since those files don't conflict with my own.
Sure, you can use these files!
you mean p0data7 right? 2 is where the battle textures are
There shouldn't be anymore change to those no, except if I manage to edit battle animations, which I haven't tried yet, but Tirlititi showed me a possible way.

I'll be posting other fixes if I find others. I'm working on the one in desert palace prison, with closed/open doors, but It's not a priority.
 
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I mixed the two up but yeah I wanted to ask for permission for the files i actually listed.

Those containing both your graphic enhanchments and my changes. Those are p0data2 (high res battle backgrounds and my changes) and resources and sharedassets2 for the UI improvements (again, in addition to my own changes).

Basically for conflicting files, so people don't have to do the mixing on their own and can come here, grab your files and install mine on top without further meddling.
 
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I mixed the two up but yeah I wanted to ask for permission for the files i actually listed.

Those containing both your graphic enhanchments and my changes. Those are p0data2 (high res battle backgrounds and my changes) and resources and sharedassets2 for the UI improvements (again, in addition to my own changes).

Basically for conflicting files, so people don't have to do the mixing on their own and can come here, grab your files and install mine on top without further meddling.
I had plans to work on p0data2 again though. How will you combine the two? Take mine and integrate your files, or take yours and integrate my files? Because I plan to reimport some files with RGBA separately because the compression gets visible in some place. But that's an endeavor I'll take after correcting other bugs first.
 
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I had plans to work on p0data2 again though. How will you combine the two? Take mine and integrate your files, or take yours and integrate my files? Because I plan to reimport some files with RGBA separately because the compression gets visible in some place. But that's an endeavor I'll take after correcting other bugs first.
I can do both. I have the hws file with my changes i could patch on yours or import the upscaled 2D textures with HW's Unity asset viewer
 
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Here are some pretty minor errors I found with beta 3

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Edit: And the lamps here aren't transparent

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@Enridonn
Thanks, coincidentally, I fixed the second screenshot today! next update.
Also the first one might be a sky I forgot to polish!

Check this out people!

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Tirlititi having fount the way tu upscale map items, it opens the way for an fully upscaled map, and I think that's so beautiful I'm gonna cry.
 
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Hi all, new here. This is amazing and getting me excited to play FF9 again. It is my favorite game from childhood, and I replay once every few years.

Wondering if anyone has experience playing FF9 on a Mac, and using this mod? I have not yet tried to use an emulator in order to play the Steam version (as I noticed it sin't compatible with Mac), and I'm not the most tech savvy. It seems as if folks have success playing the normal Steam version, but wonder if it would create any issues with using this mod?

Any insight or suggestions would be appreciated! Apologies again if this isn't the right thread.

Warm regards,

-Justin
 
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thats amazing! is there going to be a separate thread for that or will it just be carried over into the HD World and Main beta?
 
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This is fantastic! Does this mod also fix the pc version's horrible mobile ui and make it more like the psx version? And if not, is it planned to or does it work with another mod that does?
 
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Thanks all for the warm support everyone !
Wondering if anyone has experience playing FF9 on a Mac, and using this mod? I have not yet tried to use an emulator in order to play the Steam version (as I noticed it sin't compatible with Mac), and I'm not the most tech savvy. It seems as if folks have success playing the normal Steam version, but wonder if it would create any issues with using this mod?
I know the best way, for all gaming on mac, is a double boot (with bootcamp) with windows. I know someone who tried some pc games with wine or something, but it's always full of bugs.

thats amazing! is there going to be a separate thread for that or will it just be carried over into the HD World and Main beta?
The files that are now "unlocked" are spread accross resources.assets, p0data3 and p0data4. I think I'll just put everything in the main (next) beta!

This is fantastic! Does this mod also fix the pc version's horrible mobile ui and make it more like the psx version? And if not, is it planned to or does it work with another mod that does?
There's one mod by TehMighty, but it's not without problems (see earlier this thread), so it won't be included right now. But who knows in the future!
 
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I have a question, how would you feel about animated water on the world map? I've found a way to make great looking animated water, but it's a departure from the very static water of the original.
 
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I have a problem with duplicate name (such as ZidaneZidane, ViviVivi, DaggerDagger) that even modifying by the save editor does not change in the game.
 
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how would you feel about animated water on the world map?
It'd be pretty cool, but it may make it (even) harder to notice the chocobo hot and cold bubbles in the water.
 
D
I would say probably make it an option like the orchestrated music is in moguri currently
 
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I have a question, how would you feel about animated water on the world map? I've found a way to make great looking animated water, but it's a departure from the very static water of the original.
Thank you so much for your work!! Personally I would not like it, but if in the installer you give us the option to choose whether to install it or not, I see no problem
 
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