[FF9]2016 release

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No, there is no installation of patches. You simply replace the files need above, which are only two.


Sounds vid update time, more sound effects replaced, unfortunately, I hit a bump in the road with the sampling rate, and spells like Might/Holy/Chakra/Flee, played excessively slow.
Why did it resample down to 22050hz...? that's unlikely.

With the holy spell, it played slowly to much the (for some reason) slower Holy animation spell then on the psx. talk about stress.

EDIT: Got the Chakra spell fixed, (not showed in vid there).
Holy and Might have been fixed, but the game engine wants to play them at a very very low volume even if I boost the audio to max!
You'll still here it, just not has loudly as it normally should. That goes for both Holy and Might.

 
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No worries, do what you need to do and take as much time as you need to, this mod's gonna rock :D
 
Couple questions guys:

1: To install Memoria do I just extract the files to the FF9 root folder?

2: I'm using Meru's background mod. Will Memoria interfere?

Thanks dudes!
 
I believe you can extract it anywhere and run Memoria.Patcher.exe
And if if the file uses AssemblyCSharp.dll it'll interfere, explains the incompatible with Hades workshop.
Come on, I need a font replacement.
 
Couple questions guys:

1: To install Memoria do I just extract the files to the FF9 root folder?

2: I'm using Meru's background mod. Will Memoria interfere?

Thanks dudes!
1: no, you extract it to any non-ff9 folder then run the patcher, then delete the folder you extracted. it will modify your original game and will replace the launcher

2: I have not tested it myself, but my mod keeps 100% of the original game files untouched so theoretically they can run in parallel without affecting each other.
Edit: except if Memoria also applies audio fix - that will work in my mod too.
 
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All Music Tracks:
...
The sound effects is gonna need more time.
Thank you very much! Waiting for sounds. :)

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!
Create an issue: https://github.com/Albeoris/Memoria/issues/
I will try to do that.

About Hades Workshop and Memoria compatibility:
We will try to make them compatible, but I cannot say how long it will take.
 
ugh, which means i'll have to put up with the huge Arial font longer now.
nevertheless i hope it comes around, soon.
 
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\Sounds\Sounds02\SE00\se000001 => Menu select\Sounds\Sounds02\SE00\se000002 => Menu error\Sounds\Sounds02\SE00\se000003 => Menu Cancel\Sounds\Sounds02\SE00\se000004 => Recieve Items\Sounds\Sounds02\SE00\se000005 => Equip Armor\Sounds\Sounds02\SE00\se000006 => Menu item Heal\Sounds\Sounds02\SE00\se000007 => EXP recieveing (looped)\Sounds\Sounds02\SE00\se000008 => Gil recieveing (looped)\Sounds\Sounds02\SE00\se000009 => Random Encounter (Part 1)\Sounds\Sounds02\SE00\se000010 => Random Encounter (Part 2)\Sounds\Sounds02\SE00\se000011 => Unknown\Sounds\Sounds02\SE00\se000012 => Open a door\Sounds\Sounds02\SE00\se000013 => Treasures?\Sounds\Sounds02\SE00\se000014 => Treasure chest open (Begin)\Sounds\Sounds02\SE00\se000015 => Moogle (Help)\Sounds\Sounds02\SE00\se000016 => Level up!\Sounds\Sounds02\SE00\se000017 => Ability Learned\Sounds\Sounds02\SE00\se000018 => Battle command window\Sounds\Sounds02\SE00\se000019 => Purchase\Sounds\Sounds02\SE00\se000020 => Info\Sounds\Sounds02\SE00\se000021 => Menu "L1/R1" switch between players.\Sounds\Sounds02\SE00\se000022 => Tent (Part 1)\Sounds\Sounds02\SE00\se000023 => Tent (Part 2) Random interval, timing based on part 3\Sounds\Sounds02\SE00\se000024 => Tent (Part 3) Random interval, timing based on part 2\Sounds\Sounds02\SE00\se000025 => Tent (Part 4) Random interval, timing based on part 1\Sounds\Sounds02\SE00\se000026 => Save/Load game confirmed\Sounds\Sounds02\SE00\se000027 => Jump\Sounds\Sounds02\SE00\se000028 => Unknown... Jump 2?\Sounds\Sounds02\SE00\se000029 => ATE\Sounds\Sounds02\SE00\se000030 => Ladder climb\Sounds\Sounds02\SE00\se000031 => Knight footland (from jump)\Sounds\Sounds02\SE00\se000032 => Moogle welcome\Sounds\Sounds02\SE00\se000033 => Moogle tent use\Sounds\Sounds02\SE00\se000034 => Knight footsteps\Sounds\Sounds02\SE00\se000035 => Jump (Part 2)\Sounds\Sounds02\SE00\se000036 => Land (from jump)\Sounds\Sounds02\SE00\se000037 => Moogle flip-land (from save)\Sounds\Sounds02\SE00\se000038 => Memoria save portal\Sounds\Sounds02\SE00\se000040 => Return from Memoria save portal\Sounds\Sounds02\SE00\se000042 => Moogle save book open\Sounds\Sounds02\SE00\se000043 => Locked Game renew\Sounds\Sounds02\SE00\se000047 => Unknown\Sounds\Sounds02\SE00\se000049 => Moogle Land\Sounds\Sounds02\SE01\se010001 => Enemy (possible Lamia) attack #1\Sounds\Sounds02\SE01\se010002 => Enemy attack #2\Sounds\Sounds02\SE01\se010003 => Enemy attack #3\Sounds\Sounds02\SE01\se010005 => Enemy attack #4\Sounds\Sounds02\SE01\se010006 => Enemy attack #5 Oink\Sounds\Sounds02\SE01\se010007 => Enemy attack #6\Sounds\Sounds02\SE01\se010009 => Enemy attack #7\Sounds\Sounds02\SE01\se010010 => Enemy attack #8\Sounds\Sounds02\SE01\se010011 => Enemy attack #9\Sounds\Sounds02\SE01\se010013 => Enemy attack #10\Sounds\Sounds02\SE01\se010014 => Enemy attack #11\Sounds\Sounds02\SE01\se010015 => Enemy attack #12\Sounds\Sounds02\SE01\se010017 => Weapon "Rod" attack\Sounds\Sounds02\SE01\se010018 => Weapon "Staff/Flute" attack\Sounds\Sounds02\SE01\se010019 => Weapon Attack?\Sounds\Sounds02\SE01\se010021 => Weapon "Rod" attack 2\Sounds\Sounds02\SE01\se010022 => Weapon "Staff" attack 2\Sounds\Sounds02\SE01\se010025 => Enemy attack #13\Sounds\Sounds02\SE01\se010029 => Enemy attack #14\Sounds\Sounds02\SE01\se010032 => Weapon Swing (Miss)\Sounds\Sounds02\SE01\se010033 => Weapon Swing (Miss) 2\Sounds\Sounds02\SE01\se010034 => Weapon Swing (Miss) 3\Sounds\Sounds02\SE01\se010035 => Weapon Swing (Miss) 4\Sounds\Sounds02\SE01\se010036 => Weapon Swing (Miss) 5\Sounds\Sounds02\SE01\se010037 => Weapon Swing (Miss) 6\Sounds\Sounds02\SE01\se010038 => Weapon Swing (Miss) 7\Sounds\Sounds02\SE01\se010039 => Air racket swing\Sounds\Sounds02\SE01\se010040 => Jump (Spear)\Sounds\Sounds02\SE01\se010128 => Enemy attack #15\Sounds\Sounds02\SE01\se010132 => Enemy attack #16\Sounds\Sounds02\SE01\se010136 => Enemy strike\Sounds\Sounds02\SE01\se010138 => Enemy attack #17\Sounds\Sounds02\SE01\se010140 => Enemy attack #18\Sounds\Sounds02\SE01\se010144 => Enemy attack #19\Sounds\Sounds02\SE01\se010148 => Enemy attack #20\Sounds\Sounds02\SE01\se010152 => Enemy attack #21\Sounds\Sounds02\SE01\se010156 => Enemy attack #22\Sounds\Sounds02\SE01\se010160 => Enemy attack #23\Sounds\Sounds02\SE01\se010164 => Enemy attack #24\Sounds\Sounds02\SE01\se010168 => Enemy attack #25\Sounds\Sounds02\SE01\se010172 => Enemy attack #26\Sounds\Sounds02\SE01\se010176 => Enemy attack #27\Sounds\Sounds02\SE01\se010180 => Enemy attack #28\Sounds\Sounds02\SE01\se010182 => Enemy attack #29\Sounds\Sounds02\SE01\se010184 => Enemy attack #30\Sounds\Sounds02\SE01\se010188 => ??? - Botched\Sounds\Sounds02\SE01\se010192 => Enemy attack - Oink 2\Sounds\Sounds02\SE01\se010196 => Enemy attack - Oink 3\Sounds\Sounds02\SE01\se010197 => Enemy Heave\Sounds\Sounds02\SE01\se010200 => ??? - Botched\Sounds\Sounds02\SE01\se010204 => Enemy head attack\Sounds\Sounds02\SE01\se010208 => Enemy Wing attack\Sounds\Sounds02\SE01\se010212 => Enemy Slap attack\Sounds\Sounds02\SE01\se010216 => ??? - Botched\Sounds\Sounds02\SE01\se010220 => ??? - Botched\Sounds\Sounds02\SE01\se010224 => ??? - Botched "Pumpkin Head" 1?\Sounds\Sounds02\SE01\se010225 => ??? - Botched\Sounds\Sounds02\SE01\se010226 => ??? - Botched "Aqua Breath" 1\Sounds\Sounds02\SE01\se010228 => Enemy Charge\Sounds\Sounds02\SE01\se010229 => Enemy Saw\Sounds\Sounds02\SE01\se010232 => Enemy Slice\Sounds\Sounds02\SE01\se010256 => Enemy Fade away (Die)\Sounds\Sounds02\SE01\se010257 => Taharka Ipsen cutscene death (downsampled)\Sounds\Sounds02\SE01\se010258 => ??? - Botched "Flee" (Part 1)\Sounds\Sounds02\SE01\se010259 => ??? - Botched "Flee" (Part 2)\Sounds\Sounds02\SE01\se010260 => ??? - Botched "Flee" (Part 3)\Sounds\Sounds02\SE02\se010258 => Magic Spells...
sounds table => completely botched
 
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Thank you!

A new version is available!
https://yadi.sk/d/QbZQdNqHvJBSe

You can add the "Auto" button to the discard card dialog and use it to discard many unnecessary cards by the one click.
https://github.com/Albeoris/Memoria/wiki/Tetra-Master

You can change a launcher's background:
https://github.com/Albeoris/Memoria/issues/25

Now export of audio resources will use a display names for the .ogg files.
Import supports a custom file names if its prefixed the original name.

Translators can change the field's text and see result in the game without restarting.
Accelerated loading of texts in 30 times.
 
you're welcome! there's more to come.

Please, tell me the UI image is compatible with...
 
How am I supposed to change the background?
I see this:

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<?xml version="1.0" encoding="utf-8"?><configuration>  <startup>    <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2"/>  </startup>  <appSettings>    <add key="backgroundImagePath" value="" />  </appSettings></configuration>
replaced with this:Code: [Select]
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<?xml version="1.0" encoding="utf-8"?><configuration>  <startup>    <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2"/>  </startup>  <appSettings>    <add key="FINAL FANTASY IX\emr\emr.jpg" value="" />  </appSettings></configuration>
nothing happens.
 
backgroundImagePath - it's a name
Change a "value" :D

And remove "FINAL FANTASY IX" from the relative path ;)
 
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<?xml version="1.0" encoding="utf-8"?><configuration>  <startup>    <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2"/>  </startup>  <appSettings>    <add key="backgroundImagePath"emr\emr.jpg=""/>  </appSettings></configuration>
Like that?
IS there a speifc image format I should be using too?
i got a 640x480 .jpg image.
But its blank on on the launcher...
 
it's a full path!
but will that work on another user's PC?
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<?xml version="1.0" encoding="utf-8"?><configuration>  <startup>    <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2"/>  </startup>  <appSettings>    <add key="backgroundImagePath" value="C:\Users\Dwight\Desktop\FINAL FANTASY IX\emr" />  </appSettings></configuration>
 
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it's a full path!
but will that work on another user's PC?
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Code:
<?xml version="1.0" encoding="utf-8"?><configuration>  <startup>    <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2"/>  </startup>  <appSettings>    <add key="backgroundImagePath" value="C:\Users\Dwight\Desktop\FINAL FANTASY IX\emr" />  </appSettings></configuration>
only way to change image is with full path.
won't work well when sharing the mod.
 
I knew it was some bug!  8)
Working now.
Get a font compatible with Hades W and this mod is complete.
 
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