Author Topic: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)  (Read 357904 times)

ivanfuhr000

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #325 on: 2020-05-08 17:14:25 »
Thanks snouz for your amazing work. Looking forward for its completion.
 Can you share the sound fix? I've been looking for it but can't find it anywhere?

https://drive.google.com/open?id=12Ubq7hnD8t3_FMb4nUw_AOlRAAa2eNQC

Here it is. :)

ivanfuhr000

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #326 on: 2020-05-08 17:16:41 »
I'm trying to understand the whole "sound fix mod" situation. After a bit of investigation with google and wayback machine, here's what I gathered.

If i understand correctly, there's one mod that fixes some bugs (in AssemblyCSharp.dll), as well as replaces sounds with better/original ones (in p0data or resources files -> would be easy to combine)
But the author has allegedly caused some trouble here and there:
Banned from Nexus - all other links link there. No luck with wayback machine.
Their reddit profile is u/dclem2 and they're still active
Still a post on Qhimm as Incinerator (Guest)
Deleted posts on forum eyesonff (wayback machine original post)

Apparently, the AssemblyCSharp part of it was added to Memoria by zePilot and will thus be part of 8.0
But for the "replacing all sounds" part, I don't have my hand on it. I don't know if there's a way to convince the modder to allow us to download and add it to Moguri.

@ivanfuhr000 if you have the files, could you share it with us on google drive?

https://drive.google.com/open?id=12Ubq7hnD8t3_FMb4nUw_AOlRAAa2eNQC

Sure, there it is.

fenrrir18

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #327 on: 2020-05-08 17:39:48 »

Xenogears

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #328 on: 2020-05-08 18:54:11 »
I'm trying to understand the whole "sound fix mod" situation. After a bit of investigation with google and wayback machine, here's what I gathered.

If i understand correctly, there's one mod that fixes some bugs (in AssemblyCSharp.dll), as well as replaces sounds with better/original ones (in p0data or resources files -> would be easy to combine)
But the author has allegedly caused some trouble here and there:
Banned from Nexus - all other links link there. No luck with wayback machine.
Their reddit profile is u/dclem2 and they're still active
Still a post on Qhimm as Incinerator (Guest)
Deleted posts on forum eyesonff (wayback machine original post)

Apparently, the AssemblyCSharp part of it was added to Memoria by zePilot and will thus be part of 8.0
But for the "replacing all sounds" part, I don't have my hand on it. I don't know if there's a way to convince the modder to allow us to download and add it to Moguri.

@ivanfuhr000 if you have the files, could you share it with us on google drive?
Maybe it will help with something
https://yadi.sk/d/Q6Uk40n35-AVeA

Enridonn

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #329 on: 2020-05-08 21:23:07 »
Here are some subtle errors i found with the edges in this scene



Also, on regards of the animated sea, I think the same as others have stated, it's pretty cool but it makes the sea to look like checkers.

Caledor

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #330 on: 2020-05-08 23:22:14 »
zePilot submitted the fix in June to Memoria, gave the link in July for the Moguri file with the fix, then Albeoris added the fix to the main Memoria in September. The next update will use the last Memoria build, so it'll be included.

So when the Rework goes out of beta it won't work on stock FF9 like now? It'll require the Memoria engine like the Moguri Mod?

snouz

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #331 on: 2020-05-09 10:28:09 »
Thanks all for the file. Thanks to Doom Oyster, I got my hand on a fix for missing monster death sounds by Tirliliti, who kindly accepted I include it. I will avoid using the parts of the "sound fix" by /u/dclem2 that are not already fixed by Tirlititi and Memoria, as dclem2 apparently doesn't want to be part of this community, but if someone wants to recreate the missing parts...

So when the Rework goes out of beta it won't work on stock FF9 like now? It'll require the Memoria engine like the Moguri Mod?
Well my goal is to build on top of the existing project. The final update (combined and compiled by zePilot when all of this is done) will include Memoria.
BTW, Albeoris told me he just published a new Memoria version, and he fixed, between other things:
-the problem I reported of english only place names --> now I'll have to do a proper upscale of german, italian and spanish!
-crashes on battles !

About the moving water:
I've done a test with adding a plain color at 60% opacity at tile borders, but that's worse: https://i.imgur.com/lLTfxtS.jpg
I'll try adding noise instead and try to find the best balance.

About blurry backgrounds, I'll have to test with Memoria, as I think the rendering changes a bit.
The scenes with bach is surprising. I haven't tested it in widescreen. Is it fixed when you switch to not-widescreen?

EDIT: the Memoria update from this morning is crashing on startup. I've reported it and waiting for a fix.
« Last Edit: 2020-05-09 17:41:22 by snouz »

Qb09

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #332 on: 2020-05-09 15:27:21 »
Thanks all for the file. Thanks to Doom Oyster, I got my hand on a fix for missing monster death sounds by Tirliliti, who kindly accepted I include it. I will avoid using the parts of the "sound fix" by /u/dclem2 that are not already fixed by Tirlititi and Memoria, as dclem2 apparently doesn't want to be part of this community, but if someone wants to recreate the missing parts...
Well my goal is to build on top of the existing project. The final update (combined and compiled by zePilot when all of this is done) will include Memoria.
BTW, Albeoris told me he just published a new Memoria version, and he fixed, between other things:
-the problem I reported of english only place names --> now I'll have to do a proper upscale of german, italian and spanish!
-crashes on battles !

About the moving water:
I've done a test with adding a plain color at 60% opacity at tile borders, but that's worse: https://i.imgur.com/lLTfxtS.jpg
I'll try adding noise instead and try to find the best balance.

About blurry backgrounds, I'll have to test with Memoria, as I think the rendering changes a bit.
The scenes with bach is surprising. I haven't tested it in widescreen. Is it fixed when you switch to not-widescreen?

First of all, thank you for the amazing work you do, I always wanted to play ffix but wanted to play it in the best way I could. Now with your and others great efforts is the best time to play the game.

I only have one question, I wanted to install the latest version of memoria along with Moguri 8 Beta, is this possible? if yes I would really appreciate you could tell me how.

Thanks again.
« Last Edit: 2020-05-09 15:29:10 by Qb09 »

Stiria

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #333 on: 2020-05-09 21:14:03 »
Hi there Snouz!

First of all, I want to thank you so much for further improving the Moguri Mod. ZePilot has done an amazing job, and yet you managed to improve it and bring it to perfection. FFIX is my favourite game of all time so it really means a lot.

I started today a new game of FFIX with your mod and I have found one bug where the characters end up behind the fence that's part of the background. It's the (kind of useless) location right when you get out of the Evil Forest and when you don't go straight to Ice Caverns:

https://imgur.com/IXmc9sN

I will keep you updated if I find something else!


snouz

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #334 on: 2020-05-10 01:17:57 »
I only have one question, I wanted to install the latest version of memoria along with Moguri 8 Beta, is this possible? if yes I would really appreciate you could tell me how.
Last version doesn't work right now, your best bet if you want memoria would be to install moguri 7 and follow the instruction in the install guide I provided.

I started today a new game of FFIX with your mod and I have found one bug where the characters end up behind the fence that's part of the background. It's the (kind of useless) location right when you get out of the Evil Forest and when you don't go straight to Ice Caverns:
https://imgur.com/IXmc9sN
Ah good eye! I forgot to revert back the change from a depth test. I was trying to fix the chest going in front of the post. Fixed.

@Caledor, I managed to fix another depth bug from PSX: the gates in the desert palace that are half closed, half open.
It's a bit more tricky:

in field Palace/Dungeon 2
in Main_init (beginning of the function:
    SetTilePositionEx( 13, 0, 0, 500 )
    SetTilePositionEx( 18, 0, 0, 500 )

after "    case 9530:" and after "    case 9815:"
        SetTilePositionEx( 2, 0, 0, -500 )
        SetTilePositionEx( 3, 0, 0, -500 )
        SetTilePositionEx( 4, 0, 0, -500 )
        SetTilePositionEx( 5, 0, 0, -500 )
        SetTilePositionEx( 6, 0, 0, -500 )
        SetTilePositionEx( 7, 0, 0, -500 )
        SetTilePositionEx( 8, 0, 0, -500 )
        SetTilePositionEx( 9, 0, 0, -500 )
        SetTilePositionEx( 13, 0, 0, -500 )


In Function Zidane_13
replace:
    ShowTile( 2, 0 )
    SetObjectLogicalSize( 14, 20, 30 )
    InitWalk(  )
    Walk( -1983, 2306 )
    InitWalk(  )

with:
    ShowTile( 2, 0 )
    SetTilePositionEx( 3, 0, 0, -500 )
    SetTilePositionEx( 4, 0, 0, -500 )
    SetTilePositionEx( 5, 0, 0, -500 )
    SetTilePositionEx( 6, 0, 0, -500 )
    SetTilePositionEx( 7, 0, 0, -500 )
    SetTilePositionEx( 8, 0, 0, -500 )
    SetTilePositionEx( 9, 0, 0, -500 )
    SetTilePositionEx( 13, 0, 0, -500 )
    SetObjectLogicalSize( 14, 20, 30 )
    InitWalk(  )
    Walk( -1983, 2306 )
    SetTilePositionEx( 3, 0, 0, 500 )
    SetTilePositionEx( 4, 0, 0, 500 )
    SetTilePositionEx( 5, 0, 0, 500 )
    SetTilePositionEx( 6, 0, 0, 500 )
    SetTilePositionEx( 7, 0, 0, 500 )
    SetTilePositionEx( 8, 0, 0, 500 )
    SetTilePositionEx( 9, 0, 0, 500 )
    SetTilePositionEx( 13, 0, 0, 500 )
    InitWalk(  )

In each main character _16:
add before "    WaitTurn(  )"
    SetTilePositionEx( 2, 0, 0, 200 )
    SetTilePositionEx( 3, 0, 0, 200 )
    SetTilePositionEx( 4, 0, 0, 200 )
    SetTilePositionEx( 5, 0, 0, 200 )
    SetTilePositionEx( 6, 0, 0, 200 )
    SetTilePositionEx( 7, 0, 0, 200 )
    SetTilePositionEx( 8, 0, 0, 200 )
    SetTilePositionEx( 9, 0, 0, 200 )
    SetTilePositionEx( 13, 0, 0, 200 )

This will re-arrange depth of doors so that no bit gets in front of characters and that they don't appear in front of the texture, while putting the closed doors layers in front of the open one.
« Last Edit: 2020-05-10 01:45:27 by snouz »

Caledor

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #335 on: 2020-05-10 14:20:48 »
Thanks snouz! Just tried and it works flawlessly except for one case: when frogcid goes out of the minigame and the party regroups, the doors will appear in front of the leading character when the goes near them. Obviously the issue is fixed by exiting and re-entering the room, but to fix that scene as well:

In Main_Loop near the end, after "ShowTile( 9, 1 )", i added:
        SetTilePositionEx( 2, 0, 0, 500 )
        SetTilePositionEx( 3, 0, 0, 500 )
        SetTilePositionEx( 4, 0, 0, 500 )
        SetTilePositionEx( 5, 0, 0, 500 )
        SetTilePositionEx( 6, 0, 0, 500 )
        SetTilePositionEx( 7, 0, 0, 500 )
        SetTilePositionEx( 8, 0, 0, 500 )
        SetTilePositionEx( 9, 0, 0, 500 )
        SetTilePositionEx( 13, 0, 0, 500 )
« Last Edit: 2020-05-10 14:31:46 by Caledor »

Kirani

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #336 on: 2020-05-10 14:48:26 »
Hate to be a bother, but I'm having an issue getting Moguri and this new version working together.

With V3
https://postimg.cc/gallery/ScGb70W

Without V3 (Moguri only)
https://postimg.cc/gallery/xqcK95q

I'm judging by the ice cavern picture, you can see once V3 is installed, Moguri doesn't seem to work on it (but I do love the changes you've made! The open world looks so much nicer!

I haven't updated the sharp dll because the readme says not to if I'm using Moguri already. The assets files have been updated and the rest have been put into the Moguri folder.

snouz

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #337 on: 2020-05-10 15:52:47 »
Thanks snouz! Just tried and it works flawlessly except for one case: when frogcid goes out of the minigame and the party regroups, the doors will appear in front of the leading character when the goes near them. Obviously the issue is fixed by exiting and re-entering the room, but to fix that scene as well:

In Main_Loop near the end, after "ShowTile( 9, 1 )", i added:
        SetTilePositionEx( 2, 0, 0, 500 )
        SetTilePositionEx( 3, 0, 0, 500 )
        SetTilePositionEx( 4, 0, 0, 500 )
        SetTilePositionEx( 5, 0, 0, 500 )
        SetTilePositionEx( 6, 0, 0, 500 )
        SetTilePositionEx( 7, 0, 0, 500 )
        SetTilePositionEx( 8, 0, 0, 500 )
        SetTilePositionEx( 9, 0, 0, 500 )
        SetTilePositionEx( 13, 0, 0, 500 )

Ah thanks! I'm trusting you on this one and adding the fix. I've completely redone this field visually (regenerated, fixed here and there), it's been a difficult one, but I think it's almost perfect now.

BTW Al has fixed the crash of his latest Memoria version. Testing it right now. Then I'll work on water texture and worldmap objects, then I'll be ready for BETA V4.
EDIT: now the Memoria patcher runs but the game won't launch.
« Last Edit: 2020-05-10 16:07:43 by snouz »

Caledor

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #338 on: 2020-05-10 16:35:05 »
During my last FF9 run i saved in a different slot every time i had the chance. Do you think it'd be useful to you for testing purposes? if so i can upload it.

snouz

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #339 on: 2020-05-10 16:53:44 »
During my last FF9 run i saved in a different slot every time i had the chance. Do you think it'd be useful to you for testing purposes? if so i can upload it.
That's nice of you but I did exactly the same as I progressed !

Enridonn

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #340 on: 2020-05-10 17:07:20 »
Hey there, here are some more things that can be improved:

This fan can be improved a lot (It looks worse while moving)
The column here looks ok until you walk behind it
This black spot is transparent: Image


Thank you again for the great work you're doing!

megaflare9999

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #341 on: 2020-05-10 19:55:39 »
has anyone gotten scale battle UI to work with 8.0b3 AND the sound replacement/loop fix?

might be getting greedy to ask for all 3. but the stock UI is such an eyesore. cant really believe how much different it is than the original PSX version

Albeoris

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #342 on: 2020-05-11 02:14:59 »
EDIT: now the Memoria patcher runs but the game won't launch.

Fixed. :3

snouz

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V3 DOWNLOAD)
« Reply #343 on: 2020-05-11 09:06:03 »
Fixed. :3

Marvelous!
I can confirm it works correctly now, and I could confirm the fix for the place names.

NEW 2020-05-11 - MOGURI 8 BETA V4

Changelog
Backgrounds:
-Problems fixed / improvements : https://imgur.com/a/eiORBXN
-Selection of 116 backgrounds to suffer no compression (to prevent artifacts on some shadings) -> that's why download is 3Go
-Hardcoded fix for prison doors (PSX bug)
Worldmap:
-Upscaled characters and ships (except chocobos)
-Moving water (repolished)
Sound:
-Added monster death sounds fix by Tirlititi



I've sent the files to zePilot, so this will soon be packaged with Memoria and the installer as part as the official 8.0 update.
« Last Edit: 2020-05-11 10:08:14 by snouz »

Caledor

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V4 DOWNLOAD)
« Reply #344 on: 2020-05-11 11:37:24 »
Amazing work as always!

About the sound fix, does it require coding changes to resources.assets or the assembly? asking cause i haven't seen p0data61-63, which is where audio files are stored

snouz

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V4 DOWNLOAD)
« Reply #345 on: 2020-05-11 12:14:20 »
Amazing work as always!

About the sound fix, does it require coding changes to resources.assets or the assembly? asking cause i haven't seen p0data61-63, which is where audio files are stored
Thanks!
There sound fix is one file to replace in resources.assets
https://drive.google.com/open?id=1-YWtUp48EMY3eOOzSOlCUWoOStgavwdf



I've created a comparison album with my fixes from the Steam & PSX version.
https://imgur.com/a/JZiJKXZ
« Last Edit: 2020-05-11 12:25:06 by snouz »

Doom Oyster

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« Last Edit: 2020-05-11 16:28:03 by Doom Oyster »

Showcase

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V4 DOWNLOAD)
« Reply #347 on: 2020-05-11 17:25:37 »
Are the soundfix files already inside the moguri mod or are they gonna be in them in the future ?

snouz

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V4 DOWNLOAD)
« Reply #348 on: 2020-05-11 17:30:48 »
Are the soundfix files already inside the moguri mod or are they gonna be in them in the future ?
There are a number of sound fixes included, but the replacement of sounds with those from PSX is not happening. Except if someone finds it important enough to redo it (can't ear the difference myself).

Pilda

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Re: [FF9 PC] Moguri Mod update 8.0 (BETA V4 DOWNLOAD)
« Reply #349 on: 2020-05-11 18:13:38 »
In this picture of yours, the rope is different bellow and above the well although it is supposed to be the same. The rope bellow the well looks good. The rope above the well is so-so. You could try to copy the rope from bellow to above. It would look nice.