[FF9]2016 release

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Memoria was updated:
https://yadi.sk/d/QbZQdNqHvJBSe

Export audio:
1. Change the Memoria.ini:
Code: [Select]
Code:
[Export]Enabled=1Path=%StreamingAssets%Audio=1
2. Run the game.
3. Wait for title disapear.
4. Quit.
5. Files will be in the folder: \FINAL FANTASY IX\StreamingAssets\Sounds
Don't forget to disable Export in the Memoria.ini

Import audio:
1. Change the Memoria.ini:
Code: [Select]
Code:
[Import]Enabled=1Path=%StreamingAssets%Audio=1
2. Replace an original OGG files by our own.
3. Run the game.
AKB files (without extension) will be refreshed if you change .ogg. You can distribute .ogg or AKB.
If you hear extraneous squeak in the background try to use a different ogg/vorbis codec or use this patch:
https://steamcommunity.com/app/377840/discussions/0/353916838206972073/ (for x64 version, will be included in the next version)
You can specify "LoopStart" and "LoopEnd" tags in the comment section of OGG file.
If "LoopEnd" not specified for a "Music" audio file it was by set to the last sample.

Sound debug room:
Press Alt+Shift+Ctrl+S in the game.
You can lost an unsaved game progress!

---
Update:
Patched SdLib.dll for x86 version: https://yadi.sk/d/zOghW1pF3G2DLz

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How to:
 
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While it works flawlessly, one problem though. When replacing sfxs, some plays in game at high pitches differently then they are replaced.
I see when I replace the audio at both 48000 hz or 44100 hz, it doesn't sound pitchy. Undefined reason for sfxs.

At least with the Sound debug room I was able to identify a lot of spell sfxs and some environmental sfxs. And even though it still botched, I can work some magic and replace it all.

I would most likely silence the split parts of the spell sfxs and only have the "main" part play the original sfx.

I love the Memoria mod, I wish it were compatible with Hades Workshop though.
 
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I see when I replace the audio at both 48000 hz or 44100 hz, it doesn't sound pitchy. Undefined reason for sfxs.
Are you use a new SdLib.dll from the link above?
Use only 44100hz, it hardcoded in the SdLib.dll. If you want use 48000 hz, you need to change this value in SdLib.dll (for x86 and x64 platforms) and use only 48000 hz for all sound effects.
 
Got it fixed!
And now thanks to you, Albeoris, the work can flourish now.
I've made significant progress in getting the original sfxs back in the game; even fixing the dreadful sandstorm sfx.
I also used some of Final Fantasy XII's sfxs I had laying around for testing only, (its the cure spells, Esuna, remedy, potion, menu sounds, etc.)
but definitely with the Sound debug room, I was able to identify the common "botched", and horribly sounding sfxs made by Silicon Studios.

It took, OMG, I got a headache, long time to get these sfxs replaced. And there's bit more. Some of which, surprisingly haven't changed, so that's good on me. I had a productive day so, I got a fat chunk taken care of. Thank god.
Now, I'm gonna take a nap. I'm worn out!

On the side note, I got perfect loops in replacing tons of music files. So I know it works now.

Oh yeah, here's the progress:

Part 1:


Part 2:


Part 3:


Part 4: The sandstorm fix

 
Got it fixed!
And now thanks to you, Albeoris, the work can flourish now.
I've made significant progress in getting the original sfxs back in the game; even fixing the dreadful sandstorm sfx.
I also used some of Final Fantasy XII's sfxs I had laying around for testing only, (its the cure spells, Esuna, remedy, potion, menu sounds, etc.)
but definitely with the Sound debug room, I was able to identify the common "botched", and horribly sounding sfxs made by Silicon Studios.

It took, OMG, I got a headache, long time to get these sfxs replaced. And there's bit more. Some of which, surprisingly haven't changed, so that's good on me. I had a productive day so, I got a fat chunk taken care of. Thank god.
Now, I'm gonna take a nap. I'm worn out!

On the side note, I got perfect loops in replacing tons of music files. So I know it works now.

Oh yeah, here's the progress:

Part 1:


Part 2:


Part 3:


Part 4: The sandstorm fix


Holy crap, this is amazing, seeing proper sound effects, thank you guys for your hard work so far :D
 
So, looks like I was knocked out for like 12 hours, after being up for 13 dedicated to getting this fixed. >.<
Okay, more fixes. And when its finished, its easy install too. Just replace the p0data61-3.bin files and you're good to go.
No interfering with Hades Workshop, Memoria, or the HD background Mod!

Thing is, I noticed, all the common sfxs were split into 3 or 4 parts, so, all I really had to do was replace all three parts with the original sfx, and voila. The squeak is gone. I could tell this is was right step, when Bio - multiple targets sfxs didn't sound like "wobbly" cartoony noise. (Seen in video part 2 - time: 1:22).

Someone said this, and I agree, reason for the sfxs being split was cause of the speed booster; playing at different frames.
And, instead of using the original, they recorded freshly "new" sfxs for that reason; which is horrible in the end result, clearly.
 
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So, looks like I was knocked out for like 12 hours, after being up for 13 dedicated to getting this fixed. >.<
Okay, more fixes. And when its finished, its easy install too. Just replace the p0data61-3.bin files and you're good to go.
No interfering with Hades Workshop, Memoria, or the HD background Mod!

Thing is, I noticed, all the common sfxs were split into 3 or 4 parts, so, all I really had to do was replace all three parts with the original sfx, and voila. The squeak is gone. I could tell this is was right step, when Bio - multiple targets sfxs didn't sound like "wobbly" cartoony noise. (Seen in video part 2 - time: 1:22).

Someone said this, and I agree, reason for the sfxs being split was cause of the speed booster; playing at different frames.
And, instead of using the original, they recorded freshly "new" sfxs for that reason; which is horrible in the end result, clearly.
Yeah, they really could've put more effort into it, had Square Enix worked on it, they would've gotten it right; SE games typically have correctly implemented sound effects, even if the reverb is missing in FF7 and FF8. Keep up the good work.
 
Yeah, I can't believe Square Enix allowed them to even release such shoddy work; if anything.
 
Yeah, I can't believe Square Enix allowed them to even release such shoddy work; if anything.
But you guys have done amazing work to undo their shoddy work, that's the important thing. I can't even enjoy the port with the sound being so FUBAR. Take as much time as you guys need :P
 
dclem
Can you share your table of music and sound?
Original name -> Friendly name?
 
All Music Tracks:
Code: [Select]
Code:
\Sounds\Sounds01\BGM_\music000 => Victory Fanfare\Sounds\Sounds01\BGM_\music001 => Game Over\Sounds\Sounds01\BGM_\music002 => Dali Village\Sounds\Sounds01\BGM_\music003 => Evil Forest\Sounds\Sounds01\BGM_\music004 => Passive Sorrow (Music that plays at the beginning of Disc 4)\Sounds\Sounds01\BGM_\music005 => Amarant's Theme\Sounds\Sounds01\BGM_\music006 => Battle Theme\Sounds\Sounds01\BGM_\music007 => Steiner's Theme (Disc 1)\Sounds\Sounds01\BGM_\music008 => Vivi's Theme (Disc 1)\Sounds\Sounds01\BGM_\music009 => Quina's Theme (Frog Catching)\Sounds\Sounds01\BGM_\music010 => Garnet's Theme (Reminisce of the past, her childhood) - Disc 2\Sounds\Sounds01\BGM_\music011 => Freya's Theme (Gizamaluke's Grotto)\Sounds\Sounds01\BGM_\music012 => Aloha de chocobo (Chocobo's Forest)\Sounds\Sounds01\BGM_\music013 => Decisive Action (First meeting Steiner, Disc 1)\Sounds\Sounds01\BGM_\music014 => Stolen Eyes (Zidane and Dagger first talk on the Prima Vista Airship) Disc 1\Sounds\Sounds01\BGM_\music015 => Vamo' Alla Flamenco (Chocobo Hot & Cold)\Sounds\Sounds01\BGM_\music016 => King Leo (Prima Vista Theatre Stage - 3 Bell strike, under the axe you shall be) Disc 1\Sounds\Sounds01\BGM_\music017 => Sword of Fury (Prima Vista first battle on stage)\Sounds\Sounds01\BGM_\music018 => Strategy Conference (Beginning of Disc 1, planning kidnap Garnet)\Sounds\Sounds01\BGM_\music020 => Queen of the Abyss (Queen Branhe's Theme)\Sounds\Sounds01\BGM_\music021 => The Fated Hour - (Prima Vista, Dagger takes the stage with Ruby's role)\Sounds\Sounds01\BGM_\music022 => Mistaken Love (Marcus kills Cornelia instead)\Sounds\Sounds01\BGM_\music023 => Zidane's Theme (Provocative Zidane - boarding the Cargo Ship) Disc 1\Sounds\Sounds01\BGM_\music024 => Boss Battle Theme\Sounds\Sounds01\BGM_\music025 => Oeilvert\Sounds\Sounds01\BGM_\music026 => Tantalus Theme (...Disc 3, cutscene, after Mount Gulug, finding Dagger somewhere in Alexandria)\Sounds\Sounds01\BGM_\music027 => One Danger put behind us (Disc 1, the pub, meeting Freya first time)\Sounds\Sounds01\BGM_\music028 => You're Not Alone\Sounds\Sounds01\BGM_\music029 => Unforgettable Face (Sir Fratly and Freya's Theme)\Sounds\Sounds01\BGM_\music030 => Memories of that Day (Disc 1, Zidane Reminisces about meeting Garnet)\Sounds\Sounds01\BGM_\music031 => Ice Cavern\Sounds\Sounds01\BGM_\music032 => Qu's Marsh\Sounds\Sounds01\BGM_\music033 => Title Music\Sounds\Sounds01\BGM_\music036 => RUN!\Sounds\Sounds01\BGM_\music037 => Jesters of the Moon (Zorn and Thorn's theme)\Sounds\Sounds01\BGM_\music038 => Faerie Battle\Sounds\Sounds01\BGM_\music039 => Reckless Steiner (Steiner's Theme Pt. II)\Sounds\Sounds01\BGM_\music041 => Prima Vista, Music Room\Sounds\Sounds01\BGM_\music042 => Quad Mist (Tetra Master)\Sounds\Sounds01\BGM_\music043 => Far away in the village (Discover the underground production area of Dali, Disc 1)\Sounds\Sounds01\BGM_\music044 => Burmecia\Sounds\Sounds01\BGM_\music045 => Crossing those Hills (World Map Theme)\Sounds\Sounds01\BGM_\music046 => Mognet Central\Sounds\Sounds01\BGM_\music047 => Lindblum Theme (Town areas)\Sounds\Sounds01\BGM_\music048 => Fossil Roo\Sounds\Sounds01\BGM_\music049 => Cleyra Settlement\Sounds\Sounds01\BGM_\music050 => Eidolon Wall (Madian Sari)\Sounds\Sounds01\BGM_\music051 => Unfathomed Reminisce (Alexandria's Theme Disc 3-4)\Sounds\Sounds01\BGM_\music052 => Orchestra in the Forest (Disc 1, ATE, Evil Forest)\Sounds\Sounds01\BGM_\music053 => Vivi's Theme pt. II (Disc 1, Cargo Ship, other black mages refuse to talk with Vivi)\Sounds\Sounds01\BGM_\music054 => Black Mage Village\Sounds\Sounds01\BGM_\music055 => Eternal Harvest - (Ceremonial Dance, strengthen Cleyra's Sandstorm)\Sounds\Sounds01\BGM_\music056 => Pandemonium Theme (After 'You're not alone' montage fights)\Sounds\Sounds01\BGM_\music057 => Dark City Treno\Sounds\Sounds01\BGM_\music058 => Sneaky frog & the scoundrel (Cid's Red light, Green light game with Hedgehog pie)\Sounds\Sounds01\BGM_\music059 => Bran Bal\Sounds\Sounds01\BGM_\music060 => Eiko's Theme\Sounds\Sounds01\BGM_\music061 => Greive over the skies (After ceremonial dance, Cleyra) Disc 2 (Terrible Omen)\Sounds\Sounds01\BGM_\music062 => Conde Petie\Sounds\Sounds01\BGM_\music063 => Gargant Roo\Sounds\Sounds01\BGM_\music064 => Cleyra's Trunk\Sounds\Sounds01\BGM_\music065 => Kuja's Theme\Sounds\Sounds01\BGM_\music067 => Kuja's Theme Millennium (Desert Palace)\Sounds\Sounds01\BGM_\music068 => Immoral Melody (Kuja's Theme Pt. II)\Sounds\Sounds01\BGM_\music069 => Footsteps of Desire (Disc 3, fall into Kuja's Trap)\Sounds\Sounds01\BGM_\music070 => Ambush Attack (Attack at the Iifa Tree, Cleyra, rescuing Dagger, Disc 2)\Sounds\Sounds01\BGM_\music071 => Conde Petie Marriage Ceremony\Sounds\Sounds01\BGM_\music072 => Ukulele de chocobo (Chocobo's Theme)\Sounds\Sounds01\BGM_\music073 => The Four medallions (After Ipsen's Castle, talk about four mirrors) Disc 3\Sounds\Sounds01\BGM_\music075 => Ipsen's Heritage (Ipsen's Castle)\Sounds\Sounds01\BGM_\music077 => A transient Past (Oeilvert- Area with the faces, speaking of Terra)\Sounds\Sounds01\BGM_\music078 => Emiko's Vocals (Ending Theme)\Sounds\Sounds01\BGM_\music079 => South Border Crossing (South Gate)\Sounds\Sounds01\BGM_\music080 => Iifa Tree\Sounds\Sounds01\BGM_\music081 => Mount Gulug\Sounds\Sounds01\BGM_\music082 => Hunter's Chance (Festival of the hunt)\Sounds\Sounds01\BGM_\music083 => Hilda Garde 3 Airship Theme\Sounds\Sounds01\BGM_\music084 => Emiko's Vocals (Disc 2 Madian Sari)\Sounds\Sounds01\BGM_\music085 => Emiko's Vocals (Solo)\Sounds\Sounds01\BGM_\music087 => Crystal World\Sounds\Sounds01\BGM_\music088 => The chosen summoner (Dagger's guide to Alexandria's Altar) Eidolon Alexander\Sounds\Sounds01\BGM_\music089 => Protecting my devotion (Disc 3, Steiner & Beatrix montage fight)\Sounds\Sounds01\BGM_\music090 => Loss of me (Beatrix Theme)\Sounds\Sounds01\BGM_\music091 => Mystery sword (Battle with Beatrix)\Sounds\Sounds01\BGM_\music092 => Pandemonium Theme (Before 'You're not alone' montage fights)\Sounds\Sounds01\BGM_\music093 => Secret Library of Daguerreo\Sounds\Sounds01\BGM_\music094 => Madian Sari Theme\Sounds\Sounds01\BGM_\music095 => Terra\Sounds\Sounds01\BGM_\music096 => Place of memories (Memoria)\Sounds\Sounds01\BGM_\music097 => Cid's Theme (Lindblum Castle)\Sounds\Sounds01\BGM_\music098 => Dark Messenger (Trance Kuja battle)\Sounds\Sounds01\BGM_\music101 => The Final battle\Sounds\Sounds01\BGM_\music102 => Emiko's Vocals (Solo) Madian Sari, Eidolon Wall appears on fire.\Sounds\Sounds01\BGM_\music105 => Eiko's Theme pt. II\Sounds\Sounds01\BGM_\music106 => We are theives! (Beginning of Disc 3)\Sounds\Sounds01\BGM_\music108 => Extraction\Sounds\Sounds01\BGM_\music109 => Black Waltz Theme\Sounds\Sounds01\BGM_\music110 => Ending Theme Pt. I (Prima Vista Theatre Stage)\Sounds\Sounds01\BGM_\music111 => Ending Theme Pt. II (Prima Vista Theatre Stage)\Sounds\Sounds01\BGM_\music112 => Ending Theme Pt. III (Prima Vista Theatre Stage)\Sounds\Sounds01\BGM_\music113 => Esto Gaza\Sounds\Sounds01\BGM_\music114 => Heart of Melting Magic (Cid & Hilda Garde theme)\Sounds\Sounds01\BGM_\music115 => Ending Theme Pt. II (Prima Vista Theatre Stage)\Sounds\Sounds01\BGM_\music116 => Slew of love letters\Sounds\Sounds01\BGM_\music117 => The Evil Mist's Rebirth (Disc 4 world map)\Sounds\Sounds01\BGM_\music118 => Successive battles\Sounds\Sounds01\BGM_\music120 => Final Fantasy IX - Prelude\Sounds\Sounds01\BGM_\music121 => Final Fantasy III Theme\Sounds\Sounds01\BGM_\music122 => Assault of the white dragons
The sound effects is gonna need more time.
 
Just wanted to say awesome job at fixing the awful audio in the PC port. I do have a few questions though...

1. Could you make sure that your SFX fix mod is compatible with this mod on Steam? It fixes another issue with the audio output ending up at a lower quality than the PS1 version.

http://steamcommunity.com/app/377840/discussions/0/353916838206972073/

2. Will you also be fixing the missing enemy death SFX?

Also, I have a request to fix a couple more issues with the audio...

The first (Honestly by far the most annoying issue with the audio for me.) problem with the audio is the BGM resetting after a random encounter, rather than continuing from where it left off.

For example, lets say I'm running around the overworld. The overworld theme music keeps playing until about 0:25 into the track when I get into a random encounter. Now, in the PS1 version of the game, after I would finish the random encounter and return to the overworld, the overworld theme music would continue playing from where it left off at 0:25.

However, in the PC version, the overworld theme music resets back to 0:00 and continues playing like normal from there.

The second issue is with the audio not properly fading in and out when an audio track switches to another one. This issue isn't that big of a deal, at least for me, but it would still be nice to get it fixed.

If anyone, dclem or otherwise, could at least fix the first issue, as well as combine all of these fixes into one patch, that would fix the PC port for me and make it the definitive version!
 
Enemy death sounds have been fixed, I don't think there is a mod for it yet.
 
Just wanted to say awesome job at fixing the awful audio in the PC port. I do have a few questions though...

1. Could you make sure that your SFX fix mod is compatible with this mod on Steam? It fixes another issue with the audio output ending up at a lower quality than the PS1 version.

http://steamcommunity.com/app/377840/discussions/0/353916838206972073/
The mod will work with or without the patched sdlib.dll but it is recommended to use the patched one.

2. Will you also be fixing the missing enemy death SFX?
This has already been fixed. Its somewhere in the alternate fantasy thread on steam, but I can't find it for the life of me right now.
You have to use the tool UnityEx and import the new SoundEffectMetadata.txt.txt into the original resources.assets file to fix missing death sfxs.

Also, I have a request to fix a couple more issues with the audio...

The first (Honestly by far the most annoying issue with the audio for me.) problem with the audio is the BGM resetting after a random encounter, rather than continuing from where it left off.

For example, lets say I'm running around the overworld. The overworld theme music keeps playing until about 0:25 into the track when I get into a random encounter. Now, in the PS1 version of the game, after I would finish the random encounter and return to the overworld, the overworld theme music would continue playing from where it left off at 0:25.

However, in the PC version, the overworld theme music resets back to 0:00 and continues playing like normal from there.


The second issue is with the audio not properly fading in and out when an audio track switches to another one. This issue isn't that big of a deal, at least for me, but it would still be nice to get it fixed.
This is still a gray area; I don't know where this function is located.

My progress with the psx sfxs are about 70%, there's thousands of sfxs to go through, so its been slower than I thought it be.

When this mod is finished, you'll simply need to replace the p0data62.bin and p0data63.bin files.

Not the p0data61.bin unless you're using the mod, this files carries all music tracks, which some have been replaced to fit the new audio triggers from that mod.
 
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Would it be possible to still combine all of these fixes into just one patch though? I think it would be easier and more convenient than installing four or five different patches.
 
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