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

  • Thread starter Thread starter snouz
  • Start date Start date
Status
Not open for further replies.
s6YQdFA.jpg
eY0jRJ9.jpg
Kr5wC8e.jpg
lc1gfLK.jpg
JrssSrE.jpg


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(outdated) 2020-05-11 - MOGURI 8 BETA V4 changelog
(outdated) 2020-05-04 - MOGURI 8 BETA V3 changelog
(outdated) 2020-04-28 - MOGURI 8 BETA V2 changelog
(outdated) 2020-04-23 - MOGURI 8 BETA V1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
X6tHnEA.jpg



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.
[/size]


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?
[/size]
SCREENSHOTS

Click to enlarge
K78WnLu.gif

10pTbFs.gif
E8YADyT.gif
6RS2mEC.gif
OsoRNFn.gif
MVfMxaM.gif
uphBfuD.gif
YGwOCGG.gif
skQq07o.gif
xIcTyUR.gif
Z6k2Zyt.gif
XqomUcu.gif
SSBTwSa.gif
1GGTsJM.gif
eaTQUVb.gif
qKjYKR1.gif
13yOtwo.gif
 
Last edited:
C
Great to see such fast fixes, thanks for your work!

But I'm pretty sure that oglop is there in Steam version (or at least in previous Moguri builds), because I never played in PSX, but do remember oglop in Blank's hands.
maybe the oglop you remember is the one jumping around later in Alexandria's Castle, when they're dressing up as soldiers? Vanilla steam doesn't have it either.
 
S
There's no oglop in that scene. That's an illusion created by the sound.
PSX version:
 
S
SummitBreaker, have you tried the latest version (check the box in the launcher for check for updates)?
Oops yup that fixed that problem for me completely!  Welp I wasted a ton of time on that haha I work on a ship a lot so I don't have access to updates all the time, and I left that bit unchecked when I got back home!  Thanks for the help!
 
S
BTW, the mod with the installer should be up tomorrow.

IF YOU HAVE INSTALLED BETA v5, this is essentially the same thing, so no need to re-download that!

Aslo, when it releases, I'm counting on you to try and talk about it on forums, discords etc. that I might not be aware of!
 
D
Hello,

Can someone explain to me how the loop fix works, please ?
By that I mean what does each file it replaces actually does.

The reason I am asking this is that both assets file of the loop fix are also overriden by the beta so I am guessing the loop fix might create a conflict.
As for assemblyCShard.dll whenever I replace it, it breaks the controls. Like Djidane moves on his own on the world map.
I have only replaced files that I am sure were not conflicting with the rest however this doesn't fix the Reflect SFX.

Assuming that it's where that fix is made, I wonder if there is a way for me to decompile the assemblyCSharp.dll, make the required modifications and recompile it.
Thanks a lot for the help :)
 
P
EDIT: Nevermind. Had to update my winrar version in order to open the archive.
 
Last edited:
S
Hello,

Can someone explain to me how the loop fix works, please ?
By that I mean what does each file it replaces actually does.

The reason I am asking this is that both assets file of the loop fix are also overriden by the beta so I am guessing the loop fix might create a conflict.
As for assemblyCShard.dll whenever I replace it, it breaks the controls. Like Djidane moves on his own on the world map.
I have only replaced files that I am sure were not conflicting with the rest however this doesn't fix the Reflect SFX.

Assuming that it's where that fix is made, I wonder if there is a way for me to decompile the assemblyCSharp.dll, make the required modifications and recompile it.
Thanks a lot for the help :)
AssemblyCSharp.dll is the most essential file, it should never be replaced. But the source for it in memoria's case is open: https://github.com/Albeoris/Memoria
If you have fixes to contribute, go ahead!
 
D
AssemblyCSharp.dll is the most essential file, it should never be replaced. But the source for it in memoria's case is open: https://github.com/Albeoris/Memoria
If you have fixes to contribute, go ahead!
Thanks Snouz, actually if I can I'll gladly do so :)
Could you provide me with the source code of the AssemblyCSharp.dll that was used in the sound fix, please ? This way I'll likely be able to identify where the fix was applied and apply it to the code that is used in memoria. If not I'll try with JustDecompile
 
N
Thanks Snouz, actually if I can I'll gladly do so :)
Could you provide me with the source code of the AssemblyCSharp.dll that was used in the sound fix, please ? This way I'll likely be able to identify where the fix was applied and apply it to the code that is used in memoria. If not I'll try with JustDecompile
In this topic, a way to edit the AssemblyCSharp.dll was described:

1) Download the tool dnSpy,
2) Open the Assembly-CSharp.dll using that tool,
3) Search for the class you want and its method, then right-click -> Edit Method
4) Save your new file.

Little question: does anyone know, with Moguri 8.0.1 applied, how many of the bugs found in these two videos are still in the game?

There are 24 bugs plus two minor bugs found on Steam Vanilla.

To Snouz: did anybody contact you to improve the widescreen feature? I saw your post on GitHub: https://github.com/Albeoris/Memoria/issues/115
 
Last edited:
P
I am using a Nintendo Switch Pro controller which is normally supported by steam and works perfectly fine with the vanilla game and with the old Memoria that came with Moguri mod v7.
The latest version of Memoria however seems to completely break the controller. When I launch the game with the controller already plugged in the A button is spammed automatically and if I plug it only after loading into the game only the A button and the left analog stick seem to work.
I tried disabling the “analog” part of Memoria.ini but it didn’t do anything.
Is this a known issue? Can anyone suggest a fix?
If nothing solves it I’ll go back to the older Memoria and try to use only the new assets like we did until v5. Thanks a lot to whoever offers advice!
 
A
I am using a Nintendo Switch Pro controller which is normally supported by steam and works perfectly fine with the vanilla game and with the old Memoria that came with Moguri mod v7.
The latest version of Memoria however seems to completely break the controller. When I launch the game with the controller already plugged in the A button is spammed automatically and if I plug it only after loading into the game only the A button and the left analog stick seem to work.
I tried disabling the “analog” part of Memoria.ini but it didn’t do anything.
Is this a known issue? Can anyone suggest a fix?
If nothing solves it I’ll go back to the older Memoria and try to use only the new assets like we did until v5. Thanks a lot to whoever offers advice!
I use the switch controller in everything I play. The best work around for all your issues is to get a paid program called reWASD. It makes your PC think a Xbox360 controller is plugged in and you will never have to touch anything ever again. After configuring things for months because I like the switch controller so much...this program was such a stress saver.
 
D
In this topic, a way to edit the AssemblyCSharp.dll was described:

1) Download the tool dnSpy,
2) Open the Assembly-CSharp.dll using that tool,
3) Search for the class you want and its method, then right-click -> Edit Method
4) Save your new file.
Thanks I'll give it a go :)
 
D
I installed 8.0 and unchecked "Use custom font (PSX)", but I got the PS1 font anyway.
I had to make it "UseGarnetFont=0" in the Memoria file which fixed it.

Idk if anyone else is having this issue, but the installer may not adjust for it.

Thanks for the mod. :)
 
S
I installed 8.0 and unchecked "Use custom font (PSX)", but I got the PS1 font anyway.
I had to make it "UseGarnetFont=0" in the Memoria file which fixed it.

Idk if anyone else is having this issue, but the installer may not adjust for it.

Thanks for the mod. :)
Could you tell me if you installed on top of an existing 7.0.1 install? If yes, what was your setting when you had 7.0.1?
 
D
I did have no PSX font in 7, then I uninstalled FF9 via Steam and deleted everything in the folder. I didn't uninstall via a Moguri .exe so I don't know if that was a proper uninstall.

So I did a fresh installation of FF9, then a fresh installation of Moguri 8.0.

If no one else has this issue, then it's not a big deal as it's an easy fix.
 
T
Wow. I downloaded a previous version of this mod and got half through the game now I have to start over again. I'm playing in 4k 120hz and most of the stutters are just gone man. It looks amazing. The wide-screen scenes are jaw dropping.. The videos are amazing. The 2x speed instead of 3. This is just awesome. Thank you so much.
 
K
I did have no PSX font in 7, then I uninstalled FF9 via Steam and deleted everything in the folder. I didn't uninstall via a Moguri .exe so I don't know if that was a proper uninstall.

So I did a fresh installation of FF9, then a fresh installation of Moguri 8.0.

If no one else has this issue, then it's not a big deal as it's an easy fix.
I actually had this issue too, using the fresh new installer of Moguri uploaded today. I unchecked the font in the installer but got it anyway. Thank you for the heads up on the .ini config change. I had no other instance of Moguri installed prior, either.
 
C
Can confirm issues with the checkbox in the installer: Disabled everything, got everything. GarnetFont must be turned to 0 manually from the ini, same as widescreen.
There's also a MovieFPS = 15 line in the ini, but it's probably harmless. Movie FPS are determined for each fmv dynamically.

Also I'm afraid to say that your field fixes are missing, Snouz: I checked both Desert Palace (the doors) and Crystal World.

PSA: For the time being, grab resources.assets p0data7 from Snouz's beta 5 to fix the fields.
 
Last edited:
Status
Not open for further replies.
Back
Top