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Messages - Tirlititi

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126
Yes, Necron is a hell of a boss.
He has 30 000 HP that are refreshed everytime he absorbs an orb, which makes 120 000 HP in total. He also gets even less forgiving after absorbing these orbs. The struggle to keep on living while damaging him is intended (that doesn't mean it's fair ^^" but I wanted the player to be forced to save some turns to heal what he's inflicting to you). If it wasn't the final boss, I would consider him to be unfairly hard but since that's a final boss, I consider he's worth the challenge. I can understand he can be extremely irritating though.

127
"I don't actually know how to put the ability into the game"
=> Oh, I get it now. You don't need to transpose the content of "AbilityFeatures.txt" anywhere. The game (Memoria Engine mod) will read that text file and use these codes automatically. The only things are: if you edited the main "AbilityFeatures.txt", some of the abilities may be overwritten by Alternate Fantasy's own "AbilityFeatures.txt" (but only those that AF uses and it doesn't use SA 63, and only if you have AF of course), and also the behaviour in case of an incorrect code may vary from (IIRC, it can "ignore the ability", "crash the game" or "prevent abilities to deal damage").

Hades Workshop can't handle the "AbilityFeatures.txt". You edit the features with a notepad and/or edit the ability stone costs and descriptions with HW.

In "Play as Kuja", Kuja shows up twice in scenes where he appears normally, just like you said with Freya. I didn't do any field script modification as it was more of a possibility exhibition rather than a complete mod. It is not possible to restrict "DictionaryPatch.txt" to parts of the game and I don't think it should. For a proper 3D model replacement, I think that you should only deal with field scripts like you did with Freya (it was the tough way but also the proper way). DictionaryPatch can be used for battle models or hacky purpose. I mean, if you care enough about "having 2 freyas on the screen", then you should care about "I walked with Freya to Alexandria's boat deck early disc 3, but then Freya was already there and it's Zidane that arrives instead", so half a measure such as a DictionaryPatch restriction would not be satisfying IMO. If you want things to be handled in a credible way, you need field scripts.

About animations, that's a sensible point...
I made a custom animation format (based on JSON); you can only work with these animations using a notepad (so without preview or convenient 3D editing tools) or by exporting the existing ones with Hades Workshop.
I would have gladly use an existing and compatible 3D animation format but alas I couldn't find any that would be similar to Unity animations and open-source. If you know of any animation format that would be nice, please tell me. I'm not a pro with Blender but I couldn't find anything like that (if I recall correctly, even the FBX that can be imported in Blender lose their animations when doing so).

128
@FomaX:
1) There are 3 types of variable, "local" variables are local to an entry (they are shared between eg. "Blank_Init" and "Blank_Loop" but not between "Blank_Init" and "Marcus_Init"), "global" variables are local to a script (so all the functions of the same field or world map or battle share them), and "general" variables are shared by everything and are also saved in save files.
2) Somehow yes. The overall system is quite complicated but it's mainly coded in EventEngine.cs.
3) The problem is that doing so will change the format of save files, thus provoking compatibility issues. If I try to do that, I'll search for a way to have save compatibility backward and forward (= you can use non-Memoria saves after installing Memoria + you can use Memoria saves after deinstalling Memoria).
4) Since "General_LoadedGame" is a general variable, it can be set to 1 in another script or be 1 in the player's save. For this variable in particular, I think it is set everytime the player has a chance to save, like "set General_LoadedGame = 1 ... Menu( Save ) ... set General_LoadedGame = 0".

@ChikoLad: That's a tough one. Your code looks fine except that setting the target's HP to 1 will not prevent the damage to apply and thus still kill the character. You can either add a code "[ code = HPDamage ] 0 [ /code ]" or replace the setting of HP by a change of the damage "[ code = HPDamage ] TargetHP - 1 [ /code ]".
This system wouldn't prevent a "Death" spell or a tick from poison / venom (as they are not damaging through an ability cast). You could add a way to prevent "Death" but the poison / venom tick seems impossible to prevent this way... (although the Regen effect would make it hard to die from poison).

More importantly, I don't see any way to extend any of the two effects to all allies. You can't currently check if an ally has a SA equipped. I'll try to add that kind of features at some point.

129
1) Is it what you're looking for? I'm not sure I understand: https://github.com/dnSpy/dnSpy/releases/
2) Yes. You can simply change the destination field of one of the ending fields to the entrance of Memoria for instance (or you can change the destination in Necron's AI as well).
In Necron's "Main_Init" function:
Code: [Select]
RunBattleCode( 37, 2901 )Or at the end of the function "Vivi_Loop" of the field "Ending/AT":
Code: [Select]
Field( 2901 )You may also put the variable "General_ScenarioCounter" back to some early value, like "11100" (the line "set General_ScenarioCounter = 11100" should bring you back to the situation of the start of the disc 4, so you'll fight the bosses again).

130
Are you using the UI Battle Scaling mod? I've been told they don't work well together now.
Also, simply moving a folder in the game's directory should not break anything and you can revert the Memoria.ini back to normal pretty easily without re-installing anything. So I suspect you moved the content of the AlternateFantasy folder and not the folder itself. You mustn't replace any existing file when moving the folder. That's the whole point of the [Mod] section of Memoria.ini.

131
FF9 Tools / Re: Stiltzkin's Bag a FFIX Randomizer Tool
« on: 2021-08-27 22:53:06 »
Nice work :)
It's been 5 days that I'm wondering... Are you Mîкє? Because I have been contacted by him a few days ago and he told me about a Randomizer tool that he was planning to do. However, it's not your Steam account and moreover the features he's planning to do are a bit different than yours / your plans.

But then, I was thinking that "2 people working on a new FF9 randomizer at the same time" was too improbable, so the suspense is bugging me a lot ^^"

132
Script files are in a binary format handmade for FF9 (and surely a format that has been developped over the years, improving along with games... I'd bet that at least FFVII to FFX use similar script files). You can't find the readable scripts with lines like "Function Main_Init" or "Wait( 10 )" in the archives because Hades Workshop is doing all the binary <-> script conversion.

IIRC, script files have the extension ".eb.bytes" in p0data7.bin, and p0data7.bin contains pretty much only binary scripts.

I'm not sure why you want to deal with these files without Hades Workshop but that's going to be complicated.

133
General Discussion / Re: The Epic Final Fantasy IV Medley
« on: 2021-08-26 14:53:12 »
Nice.
I see you keep having this huge work on video editing, with 3D scenes prepared just for the atmosphere.
(The music's great too but I prefer FFV's soundtrack personnally :P )

134
Garnet learns her starting summon abilities in the function "Region7_Range" of the field "Prima Vista/Engine Roo". She learns them again right before the Steiner/Brutos and the Bomb/Steiner fights and finally she learns them again right before entering the world map for the 1st time. All these are script codes (in field scripts), not CIL code. Just search for the lines "LearnAbility" if you want to spot them.

What "LearnAbility" does is that it sets the current AP of Garnet's summon abilities to their AP requirement, so if you start a game in vanilla, reach the "LearnAbility" point, then mod the game to have AP requirement higher and resume the game, the abilities will indeed not be learnt anymore because it will lack the difference in AP. It will be learnt again if you reach another "LearnAbility" point.

In any case, that's not a problem for anyone who would start a new game with the mod.

Prizes for the monsters in Treno and Auction House are to be modified in the related field scripts, like every treasure. For Treno's Griffin reward, for instance, it is found in the function "Main_12":
Code: [Select]
WindowSyncEx( 2, 0, 128, 357 ) // "Old Woman “Wow, I can’t believe it...  Here’s your prize.”"
if ( 0 ) {
// ...
// Code for receiving gil, but unused since the reward is not gil
} else {
if ( ( ( GetItemCount(557) < 99 ) && 0 ) || ( 1 && ( GetCardAmount < 100 ) ) ) {
if ( VARL_GenBool_7347 == 0 ) {
RunSoundCode3( 53248, 108, 0, -128, 125 )
set VARL_GenBool_7347 = 1
SetTextVariable( 0, 557 ) // Tonberry
if ( 0 ) {
AddItem( 557, 1 ) // Code for receiving an item, unused
WindowSync( 7, 0, 56 )
} else {
if ( 1 ) {
AddItem( 557, 1 ) // Tonberry
WindowSync( 7, 0, 57 ) // "  Received [Tonberry] Card!  "
} else {
// Another unused code
}
}
}
} else {
SetTextVariable( 0, 557 ) // Tonberry
if ( 0 ) {
WindowSync( 7, 0, 60 ) // "  Cannot carry another [Tonberry].  "
} else {
WindowSync( 7, 0, 61 ) // "  Cannot hold more Cards.  "
}
}
}
You need to change that "557" into something else everywhere it appears there.

For the Auction House prizes, things are different than usual but I wrote a simplified version of the script that can be found here.

As for Auto-Protect, you nailed it right.
The keywords are scattered a bit in the documentation ("Protect" is quite straightforward, but it is better to search for the exact keyword for the spelling of things like "AutoLife").

135
Seems like nothing's wrong with that, but you may have modified an incorrect "Alexandria/Mini-Theater" field (there are several ones depending on the point of the game you're at). You may also have wrongly written "HadesWorkshopMod" in the .ini. Lastly, you must beware that fields are language-dependant so make sure to edit the field's script in "English (US)" and play the game in the same language.

You can test something by writing these lines at the end of the "Main_Init" function, right before the "return" line:
Code: [Select]
set VAR_GlobUInt8_0 = Ragtime_QuizzSuccess >> 3
set VAR_GlobUInt8_0++
set Ragtime_QuizzSuccess = ( ( Ragtime_QuizzSuccess & 7 ) | ( VAR_GlobUInt8_0 << 3 ) )
SetTextVariable( 2, VAR_GlobUInt8_0 )
WindowSync( 6, 0, 68 )
This will display a message box in-game in addition to increasing the variable. You will see how many success you're at after the increase. If you don't see it, that means the script has not been modified for any of the reasons above.

(The message is an unrelated debugging message but it contains a numerical information: "Slot=[N]", and N will be the number of quizz successes.)

136
In any field script, add these lines somewhere that is ran once (start of "Main_Init" function for instance):

Code: [Select]
set VAR_GlobUInt8_0 = Ragtime_QuizzSuccess >> 3
set VAR_GlobUInt8_0++
set Ragtime_QuizzSuccess = ( ( Ragtime_QuizzSuccess & 7 ) | ( VAR_GlobUInt8_0 << 3 ) )

Then parse the script, generate and install the mod, go in-game to the field that was modified, leave it and save (or save inside that field without leaving it), close the game, uninstall the mod and that should be it.

This will increase the number of questions you answered correctly without touching the list of questions you answered (right or wrong). If you enter the field more than once, you'll get more correct answers, potentially getting more correct answers than the total number of questions encountered (I guess it would display a score higher than 100% and still consider it as a 100%).

I am not sure if you can edit the save file using the Memoria Save Editor for that because it's a general variable involved, so better do it with HW.

137
About Ragtime's rights and wrongs, the answers are stored in the AI script, in the form of a bit flag:
Code: [Select]
Function False_CounterEx
    // ...
    if ( 27789 & ( 1 << VAR_GlobUInt8_31 ) ) {
        set VAR_GlobUInt8_32 = 4 // Correct answer
    } else {
        set VAR_GlobUInt8_32 = 6 // Wrong answer
    }
"27789" is a bit flag, that is, its meaning appears when writing that number in base 2:

27789 [base 10]
110110010001101 [base 2]

Thus the 1st, 3rd, 4th, 8th questions... (read the number in base 2 from right to left) must be answered False to be correctly answered. There's a symmetric code in "Function True_CounterEx".

About custom supporting abilities, they can be modified in the Steam version but not with Hades Workshop (to be exact, it is very tedious and limited with Hades Workshop), because they are way too intertwined with the rest of the game's code. The modification of supporting ability effects is a feature of the Memoria Engine modifier, which is also installed automatically if you have the Moguri mod. Open the file "FINAL FANTASY IX\StreamingAssets\Data\Characters\Abilities\AbilityFeatures.txt". Read the documentation, the examples and the way vanilla abilities are coded there to know how to modify things.

138
No nicolo.sesta, sorry. I don't look at the PSX version anymore and don't know where other MIPS codes are.

139
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2021-06-04 21:37:05 »
C:\Users\[Name]\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData

It is hidden quite well.

140
I just tested and it worked for me, except that there is a problem with the image. Maybe you did a mistake in the folder names, or maybe you didn't add the mod's name properly in Memoria.ini?

Anyway, Caledor, in-game, the chocographs are all white because there is no alpha channel in your .png and parts that should be transparent are white instead. I am pretty sure that the problem is the same when importing the texture through AssetBundleExtractor.

141
7th Heaven / Re: Escape Midgar Bike Minigame Crash
« on: 2021-05-14 13:47:28 »
Same problem here. Disabling that texture works fine, thanks.
Here is my setting, in case that's a compatibility issue somehow:
Spoiler: show
Code: [Select]
7th Heaven Version: 2.2.3.522

# Battle Models - Qhimm Catalog
ID: e4786c44-997e-4a29-b522-a4922aa4d457
Version: 3.0
Is Active: True
"=======Main======="  (Battle Models)                 = ""                           (0)       
"Aerith"              (Main Characters - Aerith)      = "2 - ninostyle"              (2)       
"Barret"              (Main Characters - Barret)      = "4 - ninostyle [version 1]"  (4)       
"Cait Sith"           (Main Characters - Cait Sith)   = "2 - ninostyle"              (2)       
"Cid"                 (Main Characters - Cid)         = "3 - ninostyle"              (3)       
"Cloud"               (Main Characters - Cloud)       = "3 - ninostyle"              (3)       
"Red XIII"            (Main Characters - Red XIII)    = "4 - ninostyle"              (4)       
"Sephiroth"           (Main Characters - Sephiroth)   = "4 - ninostyle"              (4)       
"Tifa"                (Main Characters - Tifa)        = "4 - ninostyle"              (4)       
"Vincent"             (Main Characters - Vincent)     = "3 - ninostyle"              (3)       
"Yuffie"              (Main Characters - Yuffie)      = "2 - ninostyle"              (2)       
"Aero Combatant"      (Enemies - Aero Combatant)      = "1 - ninostyle"              (1)       
"Air Buster"          (Enemies - Air Buster)          = "1 - ninostyle"              (1)       
"Chocobo"             (Enemies - Chocobo)             = "1 - ninostyle"              (1)       
"Diamond Weapon"      (Enemies - Diamond)             = "1 - Grimmy"                 (1)       
"Elena"               (Enemies - Elena)               = "1 - ninostyle"              (1)       
"Frogs"               (Enemies - Frogs)               = "1 - Style 1"                (1)       
"Grunt"               (Enemies - Grunt)               = "1 - ninostyle"              (1)       
"Guard Hound"         (Enemies - Guard Hound)         = "1 - ninostyle"              (1)       
"Guard Scorpion"      (Enemies - Guard Scorpion)      = "1 - Team Avalanche"         (1)       
"Hundred Gunner"      (Enemies - Hundred Gunner)      = "1 - ninostyle"              (1)       
"Jenova"              (Enemies - Jenova)              = "1 - WolfMan"                (1)       
"Joker"               (Enemies - Joker)               = "1 - Grimmy"                 (1)       
"Life Form"           (Enemies - Life Form)           = "1 - cmh175"                 (1)       
"Mighty Grunt"        (Enemies - Mighty Grunt)        = "1 - ninostyle"              (1)       
"Motorball"           (Enemies - Motorball)           = "1 - Bloodshot"              (1)       
"Reno"                (Enemies - Reno)                = "1 - ninostyle"              (1)       
"Ruby Weapon"         (Enemies - Ruby)                = "0 - No Change"              (0)       
"Rude"                (Enemies - Rude)                = "1 - ninostyle"              (1)       
"Shinra Soldiers"     (Enemies - Shinra Soldiers)     = "1 - Kaldarasha"             (1)       
"Sweeper"             (Enemies - Sweeper)             = "2 - Team Avalanche"         (2)       
"Aerith"              (Weapons - Aerith)              = "3 - Mike + slayersnext"     (3)       
"Cait Sith"           (Weapons - Cait Sith)           = "1 - omega res novae"        (1)       
"Cloud"               (Weapons - Cloud)               = "1 - Millenia"               (1)       
"Red XIII"            (Weapons - Red XIII)            = "1 - philman"                (1)       
"Sephiroth"           (Weapons - Sephiroth)           = "1 - Mike"                   (1)       
"Yuffie"              (Weapons - Yuffie)              = "1 - Mike"                   (1)       
# Battle Textures - Qhimm Catalog
ID: b9315620-c927-4fcb-9c05-185783a8967e
Version: 3.0
Is Active: True
"Battle Textures"  (Battle Textures)   = "3 - [Retexture] Felix Leonhart + Magochocobo"  (3)       
# Cloud Dynamic Weapons
ID: 63b5b1c5-4e71-4bfb-b318-d2eae78dbefa
Version: 1.702
Is Active: False
"Sword Model"      (Sword)     = "Original"  (0)       
"Dynamic Weapons"  (Dynamic)   = "No"        (0)       
"HQ weapons"       (HQW)       = "No"        (0)       
# Field Models - Qhimm Catalog
ID: 25cf73b9-873e-47a7-92c4-7a581d4707c9
Version: 3.0
Is Active: True
"===Resize Project==="   (Field Models)                       = ""                           (0)       
"Resize Project"         (Resize Project)                     = False                        (0)       
"===Dynamic Weapons==="  (Dynamic Weapons)                    = ""                           (0)       
"Cloud"                  (Dynamic Weapons - Cloud)            = "5 - ninostyle"              (5)       
"Buster Sword"           (Dynamic Weapons - Buster Sword)     = "5 - ninostyle - Left Hand"  (5)       
"Mythril Saber"          (Dynamic Weapons - Mythril Saber)    = "2 - ninostyle"              (2)       
"Hardedge"               (Dynamic Weapons - Hardedge)         = "3 - ninostyle - Left Hand"  (3)       
"Butterfly Edge"         (Dynamic Weapons - Butterfly Edge)   = "3 - ninostyle - Left Hand"  (3)       
"Enhance Sword"          (Dynamic Weapons - Enhance Sword)    = "2 - ninostyle"              (2)       
"Organics"               (Dynamic Weapons - Organics)         = "3 - ninostyle - Left Hand"  (3)       
"Crystal Sword"          (Dynamic Weapons - Crystal Sword)    = "2 - ninostyle"              (2)       
"Force Stealer"          (Dynamic Weapons - Force Stealer)    = "2 - ninostyle"              (2)       
"Rune Blade"             (Dynamic Weapons - Rune Blade)       = "2 - ninostyle"              (2)       
"Murasame"               (Dynamic Weapons - Murasame)         = "3 - ninostyle - Left Hand"  (3)       
"Nailbat"                (Dynamic Weapons - Nailbat)          = "2 - ninostyle"              (2)       
"Yoshiyuki"              (Dynamic Weapons - Yoshiyuki)        = "3 - ninostyle - Left Hand"  (3)       
"Apocalypse"             (Dynamic Weapons - Apocalypse)       = "2 - ninostyle"              (2)       
"Heaven's Cloud"         (Dynamic Weapons - Heaven's Cloud)   = "2 - ninostyle"              (2)       
"Ragnarok"               (Dynamic Weapons - Ragnarok)         = "2 - ninostyle"              (2)       
"Ultima Weapon"          (Dynamic Weapons - Ultima Weapon)    = "3 - ninostyle"              (3)       
"Huge Materia"           (Objects - Huge Materia)             = "1 - Grimmy"                 (1)       
"Materia"                (Objects - Materia)                  = "2 - Team Avalanche"         (2)       
"Potions"                (Objects - Potions)                  = "1 - Costa07"                (1)       
"Save Point"             (Objects - Save Point)               = "2 - Team Avalanche"         (2)       
"Aerith"                 (Main - Aerith)                      = "4 - ninostyle"              (4)       
"Barret"                 (Main - Barret)                      = "8 - ninostyle"              (8)       
"Cait Sith"              (Main - Cait Sith)                   = "2 - ninostyle"              (2)       
"Cid"                    (Main - Cid)                         = "3 - ninostyle"              (3)       
"Cloud"                  (Main - Cloud)                       = "0 - No Change"              (0)       
"Red XIII"               (Main - Red XIII)                    = "4 - ninostyle"              (4)       
"Sephiroth"              (Main - Sephiroth)                   = "2 - ninostyle"              (2)       
"Tifa"                   (Main - Tifa)                        = "5 - ninostyle"              (5)       
"Vincent"                (Main - Vincent)                     = "3 - ninostyle"              (3)       
"Yuffie"                 (Main - Yuffie)                      = "2 - ninostyle"              (2)       
"Biggs"                  (Support - Biggs)                    = "3 - ninostyle"              (3)       
"Bugenhagen"             (Support - Bugenhagen)               = "2 - Kaldarasha - Sitting"   (2)       
"Jessie"                 (Support - Jessie)                   = "3 - ninostyle"              (3)       
"Wedge"                  (Support - Wedge)                    = "3 - PRP"                    (3)       
"Air Buster"             (Enemy - Air Buster)                 = "1 - ninostyle"              (1)       
"Elena"                  (Enemy - Elena)                      = "2 - ninostyle"              (2)       
"Reno"                   (Enemy - Reno)                       = "2 - ninostyle"              (2)       
"Rude"                   (Enemy - Rude)                       = "2 - ninostyle"              (2)       
"Shinra Soldiers"        (Enemy - Shinra Soldiers)            = "1 - ninostyle"              (1)       
"Non-Player Characters"  (NPC)                                = "2 - PRP"                    (2)       
# Field Textures - Qhimm Catalog
ID: ff3eb6c3-5f61-43e0-afd2-2f32685cc6eb
Version: 3.0
Is Active: True
"Field Textures"  (Field Textures)   = "2 - [4x Upscale] SYW V4 - satsuki"  (2)       
# New Threat 2.0
ID: efc4bc61-7f80-4635-b583-f52c5c9d239f
Version: 2.099
Is Active: True
"Choose"  (gameplay)   = True    (1)       
# Gameplay - Qhimm Catalog
ID: ace21ed7-9e32-4782-b397-1ce937bf3507
Version: 3.0
Is Active: True
"======Difficulty======"  (Gameplay)               = ""               (0)       
"Difficulty"              (Difficulty)             = "0 - No Change"  (0)       
"Always Run"              (Always Run)             = True             (1)       
"Clock Fix"               (Clock Fix)              = False            (0)       
"Disable Mouse"           (Disable Mouse)          = False            (0)       
"Hand Indicator"          (Hand Indicator)         = "0 - Default"    (0)       
"Increase Sense Limit"    (Increase Sense Limit)   = True             (1)       
"Invincible"              (Invincible)             = False            (0)       
"Lock Inventory"          (Lock Inventory)         = False            (0)       
"Lucky Cait Sith"         (Lucky Cait Sith)        = False            (0)       
"Lucky Tifa"              (Lucky Tifa)             = False            (0)       
"No Random Battles"       (No Random Battles)      = False            (0)       
"Save/PHS Anywhere"       (Save/PHS Anywhere)      = False            (0)       
"Skip Cutscenes"          (Skip Cutscenes)         = False            (0)       
"Sync Barret Opening"     (Sync Barret Opening)    = False            (0)       
# Minigames - Qhimm Catalog
ID: fae201ee-9fa5-4163-ab56-2b478111449d
Version: 3.0
Is Active: True
"====Chocobo Race===="    (Chocobo Race)                 = ""                       (0)       
"Base Models"             (Chocobo Race - Base Models)   = "2 - PRP"                (2)       
"Cid"                     (Chocobo Race - Cid)           = "2 - ninostyle"          (2)       
"Cloud"                   (Chocobo Race - Cloud)         = "2 - ninostyle"          (2)       
"Tifa"                    (Chocobo Race - Tifa)          = "2 - ninostyle"          (2)       
"Textures"                (Chocobo Race - Textures)      = "1 - Grimmy"             (1)       
"=======Coaster======="   (Coaster)                      = ""                       (0)       
"Textures"                (Coaster - Textures)           = "1 - Grimmy"             (1)       
"======Fort Condor====="  (Fort Condor)                  = ""                       (0)       
"Models"                  (Fort Condor - Models)         = "1 - Strayoff"           (1)       
"Textures"                (Fort Condor - Textures)       = "1 - Strayoff + Grimmy"  (1)       
"===Motorbike Chase===="  (Motorbike Chase)              = ""                       (0)       
"Models"                  (Motorbike Chase - Models)     = "4 - ninostyle"          (4)       
"Music"                   (Motorbike Chase - Music)      = "0 - No Change"          (0)       
"Textures"                (Motorbike Chase - Textures)   = "0 - No Change"          (0)       
"=====Snowboard======"    (Snowboard)                    = ""                       (0)       
"Textures"                (Snowboard - Textures)         = "1 - Grimmy"             (1)       
"====Wonder Square===="   (Wonder Square)                = ""                       (0)       
"Tweaks"                  (Wonder Square - Tweaks)       = True                     (1)       
# [Tsunamods] Phoenix Tail Avatars II
ID: c4f0d768-a8b9-4d82-a5af-3beda51e0ffa
Version: 2.0
Is Active: True
"======Aspect Ratio======"  (Aspect)    = ""      (0)       
"======Avatars======"       (Avatars)   = ""      (103)     
# World Models - Qhimm Catalog
ID: 3365b425-2391-4cc2-ba02-fef3437eba71
Version: 3.0
Is Active: True
"=======Main======="  (World Models)              = ""               (0)       
"Cid"                 (Main Characters - Cid)     = "3 - ninostyle"  (3)       
"Cloud"               (Main Characters - Cloud)   = "6 - ninostyle"  (6)       
"Tifa"                (Main Characters - Tifa)    = "5 - ninostyle"  (5)       
"Diamond"             (Enemies - Diamond)         = "2 - PRP"        (2)       
"Emerald"             (Enemies - Emerald)         = "1 - PRP"        (1)       
"Ruby"                (Enemies - Ruby)            = "1 - PRP"        (1)       
"Ultima"              (Enemies - Ultima)          = "1 - PRP"        (1)       
"Buggy"               (Vehicles - Buggy)          = "3 - ninostyle"  (3)       
"Chocobo"             (Vehicles - Chocobo)        = "2 - ninostyle"  (2)       
"Highwind"            (Vehicles - Highwind)       = "2 - ninostyle"  (2)       
"Submarine"           (Vehicles - Submarine)      = "3 - ninostyle"  (3)       
"Tiny Bronco"         (Vehicles - Tiny Bronco)    = "2 - PRP"        (2)       
# World Textures - Qhimm Catalog
ID: 00583ff5-d5b8-4efa-9678-8e319574839e
Version: 3.0
Is Active: True
"World Textures"  (World Textures)   = "3 - [Retexture] FeliX Leonhart + Grimmy"  (3)       

142
Nice ones!
I never realised but it looks like they used a different light emitter for making these screenshots than what you have in-game.

Also, you can install that using the Moguri/Memoria mod without modifying the "sharedassets2.assets":
1) Create a bunch of folders inside each other like that:
ChocographAtlas/FF9_Data/EmbeddedAsset/UI/Atlas/
2) Place the mod image in this sub-folder (Atlas) and rename it "Chocograph Atlas" (without the .png extension).
3) Move the "ChocographAtlas" folder to FF9's game folder.
4) Register the mod in the file Memoria.ini by adding "ChocographAtlas" in the list of mods ("[Mod] FolderNames").

That way of installing mods avoids the problem of dealing with asset archives (you don't need to use AssetBundleExtractor) and merging the archives of different mods.

By the way, there's only an "english" version of that image. The chocobo abilities are in english even in the other languages and they always have been.

143
Yes, that may be disalignment of dialogs...
Sorry but that's too long ago and I don't know what I did for creating this italian version. I just saw that the .hws is included in the download link though. If you can check it, Caledor, that would be awesome.

"maybe some characters appears where don't supposed to be in the normal game and in the mod" -> That, I find it dubious. I don't think it's possible to do that by mistake considering how difficult it is to do it willingly, on the PSX version.

144
Thanks a bunch for your kind words :)
I personnally think that trying to implement these fights are worth the effort, except that the Water Guardian should be done with its Memoria model because it would barely be worth to create a custom model for him even if it were easy to import it in the game. I've seen a couple of people making really good stuff on FF9, a couple of them are still working on it. But as always, people usually mod for their own entertainment/achievement first (which is the finest way to do it IMO), so you can't really tell if they are interested in creating these battles beforehand.

Also, I forgot to answer about the full party VS Necron part.
1) Having 8 (or 9) characters at the same time would technically be possible on a special fight but extremely tedious to implement,
2) Having a Bizarro Sephiroth-like fight would be more accessible, although still hard to implement,
3) Having an Ultimecia-like fight should be pretty straightforward to implement.
In each case however, it's about adding features to Memoria's C# source code so that requires coding skills.

I'm not at all planning to do it but if someone goes for it, I can provide knowledge on where to find the parts to modify and some kind of roadmap.

145
Here's what I wrote about it some time ago:
Quote
The biggest issue is that there is no battle models for these guardians. As you may have noticed, the Earth Guardian and the Lich are slightly different and so are the other ones:
- You can see the Fire Guardian in a cutscene: she is much more human-looking than Maliris and has very long hairs instead of a long snake body,
- You can also see the Wind Guardian: he has only one head instead of the three heads of Tiamat,
- There is no 3D model of the Water Guardian, only a concept art exists to my knowledge (you can see it on the Final Fantasy Wikia, on the Kraken's page). Again, slight differences.

One could try to use the non-battle models in battle. That is possible with some work but it would require animating them properly (and give at least a sword to the Fire Guardian, I guess). But for the Water Guardian, everything's to do.

The Water Guardian battle could also easily get unbalanced.

Or one could just not care about these details and go for using the Memoria models. That would be much easier (and it is feasible with the current modding tools).

I tried hard to make the importation of new 3D models in the game's archive possible and failed miserably (it is possible to replace existing models with a lot of care, but not to add new ones). I guess the way to try it would be to edit the game's engine to allow it to use non-archived (and non-serialized) 3D models.

With the latest update of Memoria, it is possible to add brand new animations without replacing existing ones, and in a format that is way more accessible than the binary format natively used by the game (Unity's serialized animation format). With some animating work and a bit of work in Hades Workshop for their attacks / AI, it would be possible to have battles against the Fire and Wind guardians that look great (one can even give an existing sword model to the Fire guardian with the use of a dummy sword enemy that can't be targeted and that is attached to her the same way Vivi and Garnet are attached to Prison Cage). The Water guardian is still out of range if one wants to use a model really different from the one fought in Memoria.

By the way, when thinking of what it may look like, I imagined the Fire guardian holding a sword in one hand and a whip in the other. Unfortunatly, FF9's battle system is not really suited for animating combos that move the target all other the place (like what they did in Legend of Dragoon).

146
Congrats :)

147
Technically possible but it would be hard to screenshot the exact same view as the normal chocographs.

148
@SirBlackMage: I remember several equipments in Esto Gaza being essential for Freya/Amarant's skills and missable as well.
There is no indication on the change of the Festival of the Hunt out of the Readme.txt, nor for different minigame tweaks. That's part of the things I prefer people to observe on the spot, as I consider that noticing these differences in-game brings more than reading them in a complete textual log... even at the cost of having chances to miss them. Since there's nothing permanently missable there, I would stick to the mention in the Readme.txt and not refer to it in the description of the mod written for a larger audience.
But since you ask, I would say that the fight against the Friendly Yan has also changed (and it's easily missable) and several jewels can be obtained as rare Hot & Cold treasures while they were in limited amount in the normal game (that is more like a poisonous gift toward people who want to 100% the game, including getting 99 of all the items when possible ^^").
Also, there's a hidden fight against two Sand Golems in Cleyra's Trunk but it can easily be triggered by chance.

The list for treasures to get Excalibur II is in that topic, as said. It is almost complete: I think there are only the Protect Ring reward for the Nero brother sidequest (disc 4) and maybe the card reward for finding the cat in Alexandria (disc 1) that should be added to that list. They are not counted in the mistake count I wrote though.

@radzrader: Have you tried doing that? changing the settings in your main "Memoria.ini" in order to force the changes that should be automatic but are not due to a bug.

I am a bit embarrassed because that bug (if really it's the problem for YANA's section, which I think it is) should have been fixed so long ago... It would only require to update the installer of the Moguri mod, but Ze_PilOt uses a custom version of Memoria for some reason and wants a specific installer for the Moguri mod. But then, I never asked him to update his stuff as I thought that he would simply do it when seeing that Memoria gets updated, so I can't really complain about it...

Battling two Abbadons when Beatrix is there is the normal behavior, though they shouldn't be invincible at all (the appearance of Zidane is time-based and the damage done before that is nulled, same as the normal game, although it's not the fairest thing to have).

PS.: There are reports of another bug in Pandemonium after defeating the Silver Dragon. That bug is unrelated to the fixes in Memoria.ini. I suspect that the Moguri mod improperly uninstalls AlternateFantasy (or the BeatrixMod) as it does when touching some of the options in the launcher (another bug of the Moguri mod), but I have no confirmation or denial of that. If that happens for you, temporarily uninstalling the mod seems to be the only option.

149
Yes, I *think* there are still missable in this mod. Less than in the normal game, but I don't guarantee all the equipments or even abilities to be available in disc 4 (Blue Magics are though).

And yes, you can learn Free Energy later on (late disc 2 IIRC); winning the festival makes it available sooner. The Coral Ring also becomes a price in Treno if you don't have one already, for having more reasons to win the festival.

150
That's the "Trance link" field in "Party -> Stats", mostly.
For example, Zidane's "Trance link" is set to "2nd command": the spells of the Dyne command will be available only if the related spells of the Skill command are learned ("related" means "at the same position in the command list" there).
If I'm not mistaken, adding more spells to the trance version (Dyne for example) will make them completly unusable, unless you add them to the "Ability List" above as well and earn enough AP or have an equipment teaching that added spell.

Note also that the spells of "Blk Mag" and "Dbl Blk" are exactly the same. Characters don't learn "spells inside a command" but simply learn "spells", making them available in all of their commands, so Vivi could as well have no trance link at all for the same result.

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