Author Topic: [FF9]2016 release  (Read 26172 times)

dclem

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Re: [FF9]2016 release
« Reply #175 on: 2017-04-12 12:07:45 »
All Music Tracks:
Code: [Select]
\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.

Damned

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Re: [FF9]2016 release
« Reply #176 on: 2017-04-17 19:25:01 »
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!

the_randomizer85

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Re: [FF9]2016 release
« Reply #177 on: 2017-04-17 20:21:24 »
Enemy death sounds have been fixed, I don't think there is a mod for it yet.

dclem

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Re: [FF9]2016 release
« Reply #178 on: 2017-04-18 02:46:23 »
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.
« Last Edit: 2017-04-18 02:51:53 by dclem »

Damned

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Re: [FF9]2016 release
« Reply #179 on: 2017-04-18 19:39:26 »
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.

dclem

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Re: [FF9]2016 release
« Reply #180 on: 2017-04-18 21:34:34 »
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.

https://www.youtube.com/watch?v=LSv8vXq4op0
« Last Edit: 2017-04-18 22:22:31 by dclem »

the_randomizer85

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Re: [FF9]2016 release
« Reply #181 on: 2017-04-19 00:12:37 »
No worries, do what you need to do and take as much time as you need to, this mod's gonna rock :D

KyubiNemesis

Re: [FF9]2016 release
« Reply #182 on: 2017-04-19 03:16:01 »
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!

dclem

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Re: [FF9]2016 release
« Reply #183 on: 2017-04-19 07:47:14 »
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.

Meru

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Re: [FF9]2016 release
« Reply #184 on: 2017-04-19 16:01:35 »
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.
« Last Edit: 2017-04-19 16:04:12 by Meru »

Albeoris

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Re: [FF9]2016 release
« Reply #185 on: 2017-04-22 09:31:01 »
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.

dclem

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Re: [FF9]2016 release
« Reply #186 on: 2017-04-22 10:55:13 »
ugh, which means i'll have to put up with the huge Arial font longer now.
nevertheless i hope it comes around, soon.

dclem

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Re: [FF9]2016 release
« Reply #187 on: 2017-04-29 07:22:41 »
Code: [Select]
\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
« Last Edit: 2017-04-29 07:24:40 by dclem »

Albeoris

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Re: [FF9]2016 release
« Reply #188 on: 2017-04-29 12:34:31 »
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.

dclem

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Re: [FF9]2016 release
« Reply #189 on: 2017-04-29 21:09:50 »
you're welcome! there's more to come.

Please, tell me the UI image is compatible with...

Albeoris

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Re: [FF9]2016 release
« Reply #190 on: 2017-04-30 00:32:07 »
Ok. :)

A new version is available
+ Booster: frequent random encounters
https://github.com/Albeoris/Memoria/issues/24

dclem

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Re: [FF9]2016 release
« Reply #191 on: 2017-04-30 00:55:46 »
How am I supposed to change the background?
I see this:

Code: [Select]
<?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]
<?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.

Albeoris

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Re: [FF9]2016 release
« Reply #192 on: 2017-04-30 09:03:34 »
backgroundImagePath - it's a name
Change a "value" :D

And remove "FINAL FANTASY IX" from the relative path ;)

dclem

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Re: [FF9]2016 release
« Reply #193 on: 2017-04-30 09:19:57 »
Code: [Select]
<?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...

Albeoris

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Re: [FF9]2016 release
« Reply #194 on: 2017-04-30 11:00:33 »
<add key="backgroundImagePath" value="emr\emr.jpg" />

-_-

dclem

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Re: [FF9]2016 release
« Reply #195 on: 2017-04-30 17:58:19 »
it's a full path!
but will that work on another user's PC?
Code: [Select]
<?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>
« Last Edit: 2017-04-30 21:40:55 by dclem »

Albeoris

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Re: [FF9]2016 release
« Reply #196 on: 2017-04-30 21:39:06 »
Tried that, it still doesn't work, it just shows the original this time.
is there another app i'm supposed to run to update the launcher? I don't know what's going on.
Hm. Try this version:
https://yadi.sk/d/I7n1J4wm3HW6bi

dclem

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Re: [FF9]2016 release
« Reply #197 on: 2017-04-30 21:41:22 »
it's a full path!
but will that work on another user's PC?
Code: [Select]
<?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.

Albeoris

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Re: [FF9]2016 release
« Reply #198 on: 2017-05-01 00:30:50 »
Hm. Try this version:
https://yadi.sk/d/I7n1J4wm3HW6bi

<add key="backgroundImagePath" value="emr\emr.jpg" />

dclem

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Re: [FF9]2016 release
« Reply #199 on: 2017-05-01 02:05:40 »
I knew it was some bug!  8)
Working now.
Get a font compatible with Hades W and this mod is complete.