[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(outdated) 2020-05-11 - MOGURI 8 BETA V4 changelog
(outdated) 2020-05-04 - MOGURI 8 BETA V3 changelog
(outdated) 2020-04-28 - MOGURI 8 BETA V2 changelog
(outdated) 2020-04-23 - MOGURI 8 BETA V1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
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.
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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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L
^^ On a related note, I was going to ask about this: The developer's conversion from the psx to steam gave the original steam version an odd color space where everything is de-contrasted (darkness levels 0-16 don't exist, everything is 16 - 255). And the color balance is off. To correct this in sweetFX reshade:

#define Levels_black_point 16     //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
#define Levels_white_point 255    //[0 to 255] The new white point. Everything brighter than this becomes completely white.
#define RGB_Lift  float3(1.000, 1.000, 0.950)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.045, 1.020, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.045, 1.020, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

Is the rework trying to correct for the color space or keep it the way it was (necessitating reshade)?
Are you talking about video specifically or the game in general? Because there is a huge color difference between video backgrounds (mbg***.bytes videos) and the corresponding swap to static backgrounds in cutscenes. The difference is even more clear because of the (good) work on backgroud upscaling (but it not really because of colors).


By the way I have uploaded the first version of the 4k video upscaling using super-resolution: https://mega.nz/file/MZEmna4S#6snFIa6rDITg7fR4ntcnwy9UKeo8ktSyWXR8-zjBxS0
(archive password is qhimm)

It doesn't really solve the color mismatch issue yet, but it's nice on 4k monitors compared to the normal bicubic upscaling. The difference on 1080p monitors is way more subtle because of what I mentioned in the previous post. 
For time reasons I've only upscaled the first 2 FMV videos, the last FMV video and every mbg video. I'd like to discuss more about this with you guys before committing further.
 
S
@Lykon Would you add me on steam or something? Video upscaling was my next project after bug fixing, especially those 16 where there are 3D objects (those that usually transition from a background). I managed to get a decent result, but I put it aside to do the main mod.
I'd be all up for us collaborating on that! I'm downloading your last link.

@Nuraya it's fixed in v4

@Doom Oyster I've never tried Reshade, but I will. I never noticed a color difference with the PSX version though.
 
L
@Lykon Would you add me on steam or something?
Sent

Video upscaling was my next project after bug fixing, especially those 16 where there are 3D objects (those that usually transition from a background). I managed to get a decent result, but I put it aside to do the main mod.
I'd be all up for us collaborating on that! I'm downloading your last link.
I'd love that and I'm curious about your test result. Yesterday I wasn't really able to fine tune the algorithm as much as I wanted (maybe my workflow was not optimal given the fact that those 16 videos are already upscaled using a really noisy bicubic).
 
L
Uploading some test videos after a long chat with snouz yesterday.

The videos are meant for test purpose at this stage. The password for the archives is "lykon"

In the folders there are always 4 videos and the names should be enough to indicate the method differences. 15 fps videos only have super-resolution applied. 30 and 60 fps videos also have DAIN for frame interpolation.

The test videos I worked on for this test are mbg101 and mbg116. The files are already in the correct format.

https://mega.nz/file/EQFHQCqT#wHkao7ZTtRKLEQBmyZTYlmYznPaYuvgM09eqTFMdOLg

https://mega.nz/file/UB0hxQQZ#5xDMZYGMa87GwC4CkqqEMio_jYEgmei3YfpclzPBBzQ
 
E
Hello, I've tried to run Moguri along with Memoria, but many areas are glitched out and the graphics are messed up.

What I did:
- installed moguri
-installed memoria

The graphics are broken though, like 'split', as if my GPU was broken. So I had to uninstall/remove memoria. Is there a way to get v4 and memoria working simultaneously? Thank you.

What it looks like:

6yEW1jN.png


EDIT: Think it works now with tile set to 64!
 
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E
Sorry for posting twice in a row, but as far as I can tell this version of Moguri doesn't have memoria built in, right? I couldn't find memoria.ini anywhere without installing memoria separetely, I am asking so that I don't have 2 memorias installed/running for no reason.

Thanks!
 
S
Sorry for posting twice in a row, but as far as I can tell this version of Moguri doesn't have memoria built in, right? I couldn't find memoria.ini anywhere without installing memoria separetely, I am asking so that I don't have 2 memorias installed/running for no reason.

Thanks!
It doesn't, you can download the latest memoria version there: https://github.com/Albeoris/Memoria/releases.
His widescreen fix doesn't work yet and if you see bugs with it, report them and I'll give the message.
 
D
snouz, does the beta contain the orchestra tracks music upgrade? Just Curious if its available to people who just hard copied the beta over their install of the game.
 
S
snouz, does the beta contain the orchestra tracks music upgrade? Just Curious if its available to people who just hard copied the beta over their install of the game.
Nope, but you can find that by installing Moguri 7, it's a file called \StreamingAssets\p0data61 that contains the music.
I did not change it and Tbh I don't use it and asked zePilot if he would consider changing the name to "alternate" orchestral music, because I find "Enhanced" pretty misleading (when I was a new user, I thought it'd be faithful to the original, but it's completely re-imagined)
 
E
Widescreen kinda randomly works for me, like in the open world it works but not when I enter towns etc. So I guess it's better to wait for an update to your moguri or Memoria? Since I assume it's a compatibility issue between them.

Thank you for your work.
 
S
Widescreen kinda randomly works for me, like in the open world it works but not when I enter towns etc. So I guess it's better to wait for an update to your moguri or Memoria? Since I assume it's a compatibility issue between them.

Thank you for your work.
It's not a compatible issue, it's a memoria bug issue. You can follow here https://github.com/Albeoris/Memoria/issues. I've given a list of exclusions to Albeoris, but I'm waiting for him to fix the widescreen function.
 
A
Quick question about your mod (amazing btw), if I were to use alternate fantasy, what would it erase from your mod ?
Thank you
 
M
Here's something I saw in your screenshots. Dunno if you fixed it already or not. Thank you so much for your hard work by the way!
ZrP3yHD.jpg
 
S
While playing through V4 I noticed some sound issues, some of which have strayed from the original PS1 version of FFIX

1.) In battle Reflect used to have it's own distinct sound effect when a spell would "bounce" off the character back to the other side of the battlefield.  In the steam version (as well as the HD console re-release ports) the sound of the spell that was cast plays when its reflected and then a second time when it actually happens.  I.E. if Vivi has auto-reflect and casts Flare on himself.  Flare sound effect will play during the reflect animation (instead of the old reflect sound from PS1) and then the Flare sound effect will play again immediately as it hits the opponent.

2.) In the final cut-scene before the final Necron battle the music is playing 2 tracks instead of just one.  It plays much slower versions of the music for that segment of dialogue and the Necron battle theme making the songs overlap each other.  It's very jarring and it causes that music to not loop after a while during the battle.  Important to note I'm using most recent version of Moguri that is using the "enhanced" music so my p0 file might just need to be re-installed, but if anyone else can confirm this is happening to them as well that would be awesome!

This may not be the proper forum to bring this up, but I noticed the death sounds were added to the V4 update so I thought it might apply.

I also need to double check some lanterns on the hilda guard's bridge background (zorn and thorn scene with the blackmage steering) that looked a little strange in the background, but that was versions ago when I saw that scene so it may have already been fixed.  When I get a chance to pull up that image again for V4 if it's still there I'll post an image.  Hope any of that helps!
 
I
Yo snouz,

great work, cant wait for version 8.0 :)
Actually, thats exactly my problem: I really want to play this mod with Alternate Fantasy, however as you stated it's not compatible yet with AF.
So my question is: Do you have a rough ETA for version 8.0? Like Q/2/3/4 2020 or maybe even next year ?

Thanks. Much love  :mrgreen:
 
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