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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Maki on 2016-04-15 17:56:50

Title: [FF9]2016 release
Post by: Maki on 2016-04-15 17:56:50
So... They used Unity3D (LOL, sic!).

FFIX\StreamingAssets\ma\:
FMVXYZ.bytes files are pure OGG
mbgXYZ.bytes files are also pure OGG

FFIX\StreamingAssets\:
P0dataXYZ.bin are "Unity Web Player Scene (non compressed)":
Open with UnityEx 1.5

FFIX\x64\FF9_Data\
sharedassets files, open with UnityEx 1.5

Source notes:
By the way> This can help in reversing FF8 (and FF7 if there's something missing). The engine is similar, so...
So far the most interesting source files are (for related FF):
PSX_LIBGPU.cs (Contains many polygon infos, vertex etc.) [Names like TPage and etc.]
PSX_LIBGTE_EMU.cs - I've seen this huge array in FF8 pseudocode...
PSX.cs - Many definitions about colour, TIM width etc.
PsxCamera.cs - Contains debug dumper for Camera info (reverse engineering?) and ready camera class (Matrix translation etc.)
PSXTexture.cs - Generating texture from TIM? (Yeah, setting new bitmap, copying pixels according to data. Looks like TIM to Bitmap generator)
Title: Re: [FF9][Full Source code] 2016 release
Post by: Aali on 2016-04-15 18:35:19
Huh. That is an actual, working? full decompile of FF9. Its something we talked about doing for FF7 but someone actually did it. I'm not sure what this will do for us exactly but it sure is pretty impressive.
Title: Re: [FF9][Full Source code] 2016 release
Post by: Maki on 2016-04-15 18:39:37
Yep. Unity3D uses CSharp as primary coding language. Mono C# is compiled to CIL assembly. This type of assembly can be produced into working C# code (not pseudocode like C/C++). Their decision of making it powered by Unity made an open gate to gain full source code in C#.
For streamingassets, this can open it: (Link removed, see my next post)
There are mostly unknown RAW data, sorted. Some materials...
That soft is capable of exporting image data to PNG and mesh data to OBJ
Title: Re: [FF9][Full Source code] 2016 release
Post by: Shard on 2016-04-15 18:44:18
I noticed the Unity stuff as I was looking at the disassembly in Cheat Engine. Kinda made me go "huh?"

Good work on the source. I'll make sure to keep a copy with me at all times.
Title: Re: [FF9][Full Source code] 2016 release
Post by: Tirlititi on 2016-04-15 18:46:36
Wow, where was that hidden? That's awesome !
Flags are given names here... I will never have to guess anything blindly anymore :D

I've seen those datas in the assets so far :
Code: [Select]
p0data2.bin :
  Enemy Stats Data "dbfile0000.raw16"
  Enemy Battle Data "[nb].raw17"

p0data3.bin :
  World 0x00 Chunk part "disc.img" "discmr.img" "map.bin"
  IMG DIR 13 "model_hm.nwp" "model_vm.nwp"

p0data4.bin :
  ??? "[NAME].tab"

p0data5.bin :
  Seems to be 3D models

p0data7.bin :
  FMV stuff? "FMV[nb].mbgdata" "MBG[nb].mbgdata"
  Field Scripts "[NAME].eb"
  Battle Scripts "[NAME].eb"
  World Scripts "EVT_WORLD_WORLD[nb].eb" "EVT_WORLD_WORLDSV.eb" "EVT_WORLD_WORLDTS.eb"

p0data11.bin & 12 to 18 :
  Field Walkmesh "[NAME].bgi"
  Field 0x16 Chunk "[nb].sps"
  Field 0x17 Chunk "spt.tcb"
  Field Tiles "[NAME].bgs"

p0data61.bin :
  Music "music[nb].akb"

p0data62.bin :
  Songs "song[nb]_[nb].akb"

p0data63.bin :
  SE Sound "se[nb][nb].akb"

resources.assets :
  File List "file.list"
  Texts
    Battles "[nb].mes"
    Text Blocks "[nb].mes"
    Items "itm_name.mes" "itm_help.mes" "itm_btl.mes"
    Key Items "imp_name.mes" "imp_skin.mes" "imp_help.mes"
    Fields "loc_name.mes"
    Worlds "[nb].mes"
    World Places "worldloc.mes"
    Spells "aa_name.mes" "aa_help.mes"
    Supports "sa_name.mes" "sa_help.mes"
    Commands "com_name.mes" "com_help.mes"
    Battle Infos "follow.mes"
    Battle Scan "libra.mes"
    Battle Spell Naming "cmdtitle.mes"
    Choco Menu "ff9choco.mes"
    Card Menu "card.mes"
    Cards "minista.mes"
    Tetra Master "minigame.mes"
    Menus "Localization.txt"
  World 0x00 Chunk part "fx[nb].sps"
  Cards
    Stats "MINIGAME_CARD_DATA_ADDRESS"
    Decks "MINIGAME_CARD_LEVEL_ADDRESS"
    Games "MINIGAME_STAGE_ADDRESS"

Assembly-CSharp.dll :
  Shops 0x201DC0
  Status Sets 0x1EF144
  Spell Naming Rules 0x202BE0
  Max Stats 0x1F14BC
  Character UI 0x1F14C4
  Initial Equips 0x1F14D0
Title: Re: [FF9][Full Source code] 2016 release
Post by: Maki on 2016-04-15 19:02:33
Okay. Thanks for this Tirlititi. :)
The music files are also OGG. To get working music file just:

As jammy2001 in FF9 Audio replacement mod topic suggested to use "UnityEx 1.5". I also recommend this instead of "Unity Assets Bundle Extractor" (Unity Assets Bundle Extractor wants to hook up your svchost and dwapi and something other. Looks like spyware or just I'm paranoid). So use this: http://forums.qhimm.com/index.php?topic=16569.msg239876#msg239876
1. Rip your desired music file
2. Use HEX editor, find first occurance of "Ogg" string.
3. Delete all bytes up to this Magic word.
4. That's kinda all. Open with your favourite music player (that is capable of playing vorbis OGG files)

The MSIL assembly is in "Assembly-Csharp.dll" inside "Managed" folder.
Title: Re: [FF9][Full Source code] 2016 release
Post by: gjoerulv on 2016-04-15 19:55:28
Yep. Unity3D uses CSharp as primary coding language. Mono C# is compiled to CIL assembly. This type of assembly can be produced into working C# code (not pseudocode like C/C++). Their decision of making it powered by Unity made an open gate to gain full source code in C#.
...

Haha, I had no idea C# was primary language for unity. Pretty much any purely "simple" C# project/solution is opensource... Not legally speaking of course.
Title: Re: [FF9][Full Source code] 2016 release
Post by: Maki on 2016-04-15 20:25:05
...and JavaScript. :D
Title: Re: [FF9][Full Source code] 2016 release
Post by: nfitc1 on 2016-04-15 20:50:35
So....we can make our own frontends and overrides for GUI and window properties with this?
Title: Re: [FF9][Full Source code] 2016 release
Post by: Covarr on 2016-04-15 21:27:17
In the interests of avoiding a C&D or other negative attention from Square Enix, I have removed all links to the source code. Discussion is fine (probably), but we can't be linking directly to copyrighted material like that.
Title: Re: [FF9]2016 release
Post by: Maki on 2016-04-15 21:48:27
https://www.youtube.com/watch?v=Kd71zO6XAC8
Ayay Captain! You are right. I understand what might happen so I edited my posts.

Back to topic:
Does anyone know a good software for 'level' files analysis? HEX'ing them reveals some entities names/types, but that's all.
Title: Re: [FF9]2016 release
Post by: Cupcake on 2016-04-15 21:52:18
Well this is certainly interesting
Title: Re: [FF9]2016 release
Post by: resinate on 2016-04-16 14:33:29
man i cant wait til ppl are able to mod the game
Title: Re: [FF9]2016 release
Post by: Maki on 2016-04-16 14:37:54
FAST RELEASE!
Final Fantasy IX Steam 2016 - Savedata extract+decode
EXE:          https://www.dropbox.com/s/cx5ch3b6pdhv5gj/FFIX_Steam_SaveExtractor.zip?dl=0
Virustotal: https://www.virustotal.com/pl/file/99741661805f8b72215e8dcd4d72b211e183524de1e081203de6c03e120433de/analysis/
Source:     http://pastebin.com/r6sepYxZ
PS> Require .NET Framework 4.5
Yes. Reinserting is possible, just not now. I'm tired.
Title: Re: [FF9]2016 release
Post by: Lein on 2016-04-16 18:45:18
Quote
So... They used Unity3D
What does this mean, does it mean that maybe it would be possible to open up the game with the unity engine? :-o
Title: Re: [FF9]2016 release
Post by: Maki on 2016-04-16 19:40:24
I'm UnrealEngine fanboy. I have no much knowledge about Unity, so... probably no, it is not possible to open it up in Unity Editor.
Title: Re: [FF9]2016 release
Post by: patternjake on 2016-04-16 21:34:55
However we can already decompile the code into CSharp (done already, but won't share)
and we can rip the assets from the unity raw datas using UnityEX v1.1.5 (that version only)

But no, that will not allow us to open it with Unity, that would be all too easy :/
Title: Re: [FF9]2016 release
Post by: Lein on 2016-04-16 22:48:41
It would allow you to create some really amazing mods though, replace models, redo backgrounds, import better music, script new scenes?
Title: Re: [FF9]2016 release
Post by: Zervox on 2016-04-17 02:32:42
Had a chance to check WMWorld/WMBlock/WMCell/WMReadFile?
I also note that WMPsXCamera could be of use if one wants to figure perfect camera angle themselves ; )
Title: Re: [FF9]2016 release
Post by: Tsuna on 2016-04-17 12:04:06
Just a thought. Instead of trying to reverse the PC version into unity we could do it to the android one ? Then use the same scripts to get the controls and other things back from the PC version
Title: Re: [FF9]2016 release
Post by: Zervox on 2016-04-17 13:53:43
No one is reversing anything into Unity to my knowledge, FF9 for PC uses Unity,besides I believe Android version uses Unity anyways.
Title: Re: [FF9]2016 release
Post by: jammy2001 on 2016-04-17 22:03:31
Just a thought. Instead of trying to reverse the PC version into unity we could do it to the android one ? Then use the same scripts to get the controls and other things back from the PC version

From what I've seen in the source it's the same unity project for both Android and PC as remnants of android scripts have still been left in the PC version such as google play store stuff. Some modifications of course but nothing huge.
Title: Re: [FF9]2016 release
Post by: Tsuna on 2016-04-18 08:17:19
Okay I have a lot of experience working with unity but reversing a game or any asset files back in is one thing I could never do. If we can get it in I could all sorts of things with it.
Title: Re: [FF9]2016 release
Post by: patternjake on 2016-04-18 21:53:53
Progress Update:
Work completed on the launcher update, that will integrate the mod patch files I'm working on.
Managed to extract every single file in the game, it's just down to me analyzing the file types and converting them into content that we can mod. Thanks so much for the UnityEx tool for this.
Title: Re: [FF9]2016 release
Post by: Tirlititi on 2016-04-18 22:16:04
My biggest issue is with the Assembly-CSharp.dll file. It contains a lot of useful datas to mod but it's extremely unconvenient to modify it directly.
The best would be to recompile it to have a modded version... but I don't like that solution either (you'd always need to have the source code).

Seriously, who said PC modding was easier than PSX? I feel the contrary here ^^"
Title: Re: [FF9]2016 release
Post by: patternjake on 2016-04-20 13:33:07
My biggest issue is with the Assembly-CSharp.dll file. It contains a lot of useful datas to mod but it's extremely unconvenient to modify it directly.
The best would be to recompile it to have a modded version... but I don't like that solution either (you'd always need to have the source code).

Seriously, who said PC modding was easier than PSX? I feel the contrary here ^^"
I know, I've decompiled the dll easily into a complete source code project in Visual Studio but compiling it is another issue entirely, there's tons of debug errors, as it seems Unity compiles very differently to the way the Microsoft compiler does (well it make sense, it's mono) I may have cracked it though by using MonoDevelop instead, as it tends to be lighter on these errors. The good thing is now though is that the source points to alot of hard coded data which means finding these assets is alot easier. I've seen a hell of a lot of PSX endian numbers and references though which I can't make sense of. Anyone who needs the source I've been working, give me a PM. Can't share here for obvious reasons.

Also how would we tacke the issue of redistrubuting the assembly file? I know patches would work but this isn't fail safe. So much red tape huh.
Title: Re: [FF9]2016 release
Post by: patternjake on 2016-04-20 14:06:16
I know, I've decompiled the dll easily into a complete source code project in Visual Studio but compiling it is another issue entirely, there's tons of debug errors, as it seems Unity compiles very differently to the way the Microsoft compiler does (well it make sense, it's mono) I may have cracked it though by using MonoDevelop instead, as it tends to be lighter on these errors. The good thing is now though is that the source points to alot of hard coded data which means finding these assets is alot easier. I've seen a hell of a lot of PSX endian numbers and references though which I can't make sense of. Anyone who needs the source I've been working, give me a PM. Can't share here for obvious reasons.

Also how would we tacke the issue of redistrubuting the assembly file? I know patches would work but this isn't fail safe. So much red tape huh.
(http://s31.postimg.org/l8op36grf/yikes.png)
6044 errors....Yep, this will take a while.
Title: Re: [FF9]2016 release
Post by: Maki on 2016-04-20 14:14:53
You're going to recompile C# produced code from IL assembly with Xamarin?
That's crazy. For what? IL patch can be easily produced using .NET Reflector with Reflexil plugin. It has built-in compiler to write function code from scratch. It does all the things. There's no need to correct 6k errors from generated code...

The PSX classes are briefly described in my first post.
Title: Re: [FF9]2016 release
Post by: patternjake on 2016-04-20 14:17:22
You're going to recompile C# produced code from IL assembly with Xamarin?
That's crazy. For what? IL patch can be easily produced using .NET Reflector with Reflexil plugin. It has built-in compiler to write function code from scratch. It does all the things. There's no need to correct 6k errors from generated code...

The PSX classes are briefly described in my first post.
Ah awesome, that would save time, thanks for the head's up! :)
Title: Re: [FF9]2016 release
Post by: patternjake on 2016-04-20 14:23:13
You're going to recompile C# produced code from IL assembly with Xamarin?
That's crazy. For what? IL patch can be easily produced using .NET Reflector with Reflexil plugin. It has built-in compiler to write function code from scratch. It does all the things. There's no need to correct 6k errors from generated code...

The PSX classes are briefly described in my first post.
The plugin with IL Spy works fantastically, already injected a custom class over the DLL, brilliant tool had I known about this earlier would have saved me much more time. Now I can completely inject my XINPUT plugin over the top of the native class which stops the game from trying to use the old one even when the DLL is replaced. Thank you so much, you are a life saver!
Title: Re: [FF9]2016 release
Post by: halkun on 2016-04-21 01:27:19
I'm a bit out of the loop. Is this reversed code creating function names? Are symbols intact?
Title: Re: [FF9]2016 release
Post by: Vehek on 2016-04-21 06:01:40
I think it was that they accidentally left their source code in. Amazing mistake, right?
Edit:
I'm not actually sure whether it was actual code or not. .NET might just leave in lots of info. Didn't remember exactly what the opening post originally said.
Title: Re: [FF9]2016 release
Post by: halkun on 2016-04-21 23:11:57
They did it ... *again*
Well, in FF7 they lefty in the debug stuff, but still.
Title: Re: [FF9]2016 release
Post by: Maki on 2016-04-22 07:07:48
Not really. C++ code can be decoded into disassembly or C pseudocode. Java can be decompiled into Smali and C#/VB can be decompiled into IL. IL and Smali are much more readable than typical win32 assembly. The construction of IL makes it possible to generate code almost the same as in source (except comments and etc). They have not left any source. It's normal compiled DLL with game code that is ran by game.

IL=CIL (Common Inter something language)
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-04-25 19:19:48
Initial commit.
Now you can change font and export text resources.

Git: https://github.com/Albeoris/Memoria
Build: https://yadi.sk/d/QbZQdNqHvJBSe

Feedback, pull requests and issues are welcome.

Future:

Join now!  :wink:
Title: Re: [FF9]2016 release
Post by: Tirlititi on 2016-04-25 20:49:15
That sounds promising, I'll check that this week.
But there's already a Final Fantasy IX tool called Memoria. There're not many tools and it would be a shame if they shared the same name ^^"
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-04-25 21:03:48
Quote
But there's already a Final Fantasy IX tool called Memoria. There're not many tools and it would be a shame if they shared the same name ^^"
Oh, seriously? Damn... x.x
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-04-26 18:48:31
A new version is available: (09.06.2016)
Git: https://github.com/Albeoris/Memoria
Build: https://yadi.sk/d/FVB-1Qs3rJwnz

Features:

Important:
Update the game to the last version first!
Delete Memoria.ini from a previously installation.

First run:

Configuration:

Feedback, pull requests and issues are welcome.
Title: Re: [FF9]2016 release
Post by: jmp434 on 2016-05-11 07:42:24
More progress in the software? I am excited to see the 3D work, I wonder if the fields that FF are real or just 3D images like the others
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-05-14 19:38:49
Small. Another one hack: easy rope jumping. (=
Now I try to create a Override folder.
Title: Re: [FF9]2016 release
Post by: LeeHiOoO on 2016-05-15 19:52:58
Wow! Big progress I see here!
Is there possible to add a language option on the language menu as for now?
Or it's just easier to change one of them to the language I want?
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-05-15 20:56:17
Updated!

Fast battles:
Skip waiting: https://youtu.be/EqDkhKLHwT0
Turn-based: https://youtu.be/UqY3bhSnKAo

Wow! Big progress I see here!
Is there possible to add a language option on the language menu as for now?
Or it's just easier to change one of them to the language I want?
Absolutely impossible. Have to fix a lot of code. Just replace the existing one.
Title: Re: [FF9]2016 release
Post by: bajol on 2016-05-23 19:02:42
is there any way we can have more freedom remmaping buttons? For example, remmaping WASD to something other than movement, also have the controller "A" button as selection button (i know it can be changed in game but you still have to press "B" in the start screen)

for me not being able to remmap WASD as i am used to, is way worse than bad UI or backgrounds
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-05-24 22:36:20
Yes, but only after game will be stable.
Title: Re: [FF9]2016 release
Post by: popochan on 2016-05-27 15:51:04
Is it possible to mod the UI buttons to psx buttons just like FF8?
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-06-04 09:50:45
Is it possible to mod the UI buttons to psx buttons just like FF8?
Hm... What are you talking about?
Title: Re: [FF9]2016 release
Post by: popochan on 2016-06-04 14:26:15
http://forums.qhimm.com/index.php?topic=15905.0
^Something like that.
Title: Re: [FF9]2016 release
Post by: bajol on 2016-06-04 19:21:07
yep, that would be cool too, at least for controllers, not sure if it could be done for keyboard, also i am not sure if this game is compatible with ds3 yet, i use betterds3 to turn my ds3 into a xbox360 controller
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-06-05 12:17:29
Yes, it's possible.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-06-09 17:33:21
Updated.
+ Battle on the stage fix (9999 HP)
+ Now you can edit items
Title: Re: [FF9]2016 release
Post by: BaconCatBug on 2016-08-15 16:24:15
Any luck on fixing the UI or changing the button prompt icons?
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-09-17 16:59:31
Updated.
+ Floating icon's position fix (https://github.com/Albeoris/Memoria/issues/16)
+ Battle ability scripting (https://www.youtube.com/watch?v=cU4T3GSIjxs)

New version:
https://yadi.sk/d/QbZQdNqHvJBSe

Old version (if something went wrong):
https://yadi.sk/d/FVB-1Qs3rJwnz
Title: Re: [FF9]2016 release
Post by: Albeoris on 2016-09-18 13:13:08
Updated.
+ Fix: player cannot revive dead ally
+ Fix: enemy cannot attack player in the back row
+ Fix: https://github.com/Albeoris/Memoria/issues/17
Title: Re: [FF9]2016 release
Post by: lordamaury on 2017-01-16 08:51:28
Hi ! Thank you very much for your work, glad to see that some great people are working on modding this game. Any news on your progress so far from September ?

I guess many people already asked but : is there any way to mod background textures ? that's what is really missing on PC version.

Thank you for your answer ;-)
Kepp up the good work !
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-02-01 07:42:29
Hi ! Thank you very much for your work, glad to see that some great people are working on modding this game. Any news on your progress so far from September ?

I guess many people already asked but : is there any way to mod background textures ? that's what is really missing on PC version.

Thank you for your answer ;-)
Kepp up the good work !
Coming soon. I will try to share the new version in a month's time.
Title: Re: [FF9]2016 release
Post by: olearyf2525 on 2017-02-01 22:54:09
Coming soon. I will try to share the new version in a month's time.
:D
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-02-19 14:26:16
The new version is now available.

For players:

For modders:

For developers:
In progress:
Import upscaled backgrounds: 90%
Export/Import battle data: 40%
Redraw battle UI HUD: 10%
Title: Re: [FF9]2016 release
Post by: Meru on 2017-02-20 09:11:33
Albeoris
Can you share some info on a future process of importing backgrounds and what the end-result (complete patched game) will look like? I am interested mainly in context of compatibility with HW's input/output files.
Right now I am in the process of making backgrounds (just finished Ice cave) and would want to try your solution, so I want to figure out if it'll be possible to transform my 1.7gb of PSDs (that is growing every day) into something that your solution will be able to read without me having to re-arrange and/or re-create all the layers.

Edit: to clerify a bit, HW gives a multi-page tiff as output and expects a sequence of full-size images with the same order as input. While the image format should not be an issue and I should be able to convert into pretty much anything, I'm afraid that layer order may be an issue. For example layer order of an animation in HW's output does not match the order at which it will be actually played in game. And any layer in general can be at the foreground, while in-game they are in background.

Edit2: about end-result, I am interested if patched game will be able to function with replaced game archive and Assembly-CSharp.dll or it will require something else? Ideally it'll be best to not have any other dependencies. Textures in form of loose files (not in container) is suboptimal too. There will be hundreds, possibly thousands of files.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-02-20 15:48:05
Hi, Meru!

First: Please contact with Fraggoso: http://steamcommunity.com/profiles/76561198022328654
Seems you both do the same work. Split the scenes and work together if you can.

About your question:
Share your PSD file for example.
To import it to the game you need put the fileto the override folder with a scene name.
For example, Alexandria's central squad: FBG_N01_ALXT_MAP019N_AT_CNT_N(Any your description here)
Sample PSD: https://yadi.sk/i/YFHGHHhZwo99h

Limitations:
1) You have to use a simple PSD without any smart objects, 128 bit depth, etc.
2) You cannot add any details to the transparent layer if it did not have it before. If you want to do that, we can generate a new tile but it depths will be interpolated. It can lead to errors on such objects as stairs.

By the way, you can use upscaled backgrounds. x2, x4, x8, ...
Title: Re: [FF9]2016 release
Post by: Meru on 2017-02-20 16:34:27
First: Please contact with Fraggoso: http://steamcommunity.com/profiles/76561198022328654
Seems you both do the same work. Split the scenes and work together if you can.
I'm well aware that he is working on backgrounds, but we are doing things differently so splitting the scenes is not an option since I want things to be consistent from start to end. Plus there are other complications, so I prefer to do it alone.

About your question:
Share your PSD file for example.
To import it to the game you need put the fileto the override folder with a scene name.
For example, Alexandria's central squad: FBG_N01_ALXT_MAP019N_AT_CNT_N(Any your description here)
Sample PSD: https://yadi.sk/i/YFHGHHhZwo99h

Limitations:
1) You have to use a simple PSD without any smart objects, 128 bit depth, etc.
2) You cannot add any details to the transparent layer if it did not have it before. If you want to do that, we can generate a new tile but it depths will be interpolated. It can lead to errors on such objects as stairs.

By the way, you can use upscaled backgrounds. x2, x4, x8, ...
Not sure if I understand you correctly... Are you saying that your solution can read PSD directly? And that Sample PSD you posted is what Memoria will expect to read?

As for my PSD's, in terms of layer order they are the same as tiff files produced by HW. Here (https://dl.dropboxusercontent.com/u/110558786/Samples/FFIX/Square.7z) is my (raw, unmodified) PSD of Alexandria/Square. From what I see, layer order is indeed different from the PSD you posted.

Edit: what about backgrounds that have multiple angles? Like PrimaVista/Cargo Room? For me they are 2 separate tiff's/psd's

Yea I already use resolution higher than in PC version.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-02-21 08:29:36
Hey Meru, I as well contacted Al to ensure a compatibility with Memoria.
Here're the following things I can share:

- Memoria is able to read the layered psd. :)
- For multiple scenes just add all the layers from the first background and right afterwards all from the second background (and so on) so you have one file with ALL the layers from the other backgrounds as well.
- For the multiple Language Titles Al don't have a finished solution as of now, but he's thinking of pulling the corresponding language layers from a suffix EN, IT, JP etc... so I think as of now, leave the layers as they're and after Al told us how'll be handling the language layers we can address them fairly easy.
- As Memoria will read the folders from a override folder we settled upon renaming the folder to the corresponding file name for FFIX. For example the field "Alexandria steeple" would be renamed to "(Alexandria Steeple) FBG_N01_ALXT_MAP026_AT_SIN_0". Information in the () brackets are ignored but it helps us a lot later on.

If you have ideas and/or better solutions please touch base with Al. :)
Title: Re: [FF9]2016 release
Post by: Meru on 2017-02-21 08:52:58
Thanks for explanation, Fraggoso!

So from what I get, there will be a folder that will have a few hundred PSDs... I count this as "loose files" and fundamentally dislike this approach. I prefer when textures are contained in unity archive, so I'll probably stick with HW. But I see possible good sides about this approach too. Generally you only need to rasterize all PSD layers and they should be ready to use.

Multiple languages and scenes are not a problem then.

That still leaves one biggest issue there. Layer order in my psd's (and probably yours too). I don't really want to create a copy of my psd's and re-arrange layers in them...
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-02-21 09:38:34
Thanks for explanation, Fraggoso!

So from what I get, there will be a folder that will have a few hundred PSDs... I count this as "loose files" and fundamentally dislike this approach. I prefer when textures are contained in unity archive, so I'll probably stick with HW. But I see possible good sides about this approach too. Generally you only need to rasterize all PSD layers and they should be ready to use.

Multiple languages and scenes are not a problem then.

That still leaves one biggest issue there. Layer order in my psd's (and probably yours too). I don't really want to create a copy of my psd's and re-arrange layers in them...

Let me explain a little more. :)
One Folder = Rename to the Fieldname and put one psd in it = Finish

So not one folder containing all psd's. :)

The order layout is the same as with HW so you don't need to rearrange anything besides the multi scene ones which needs all layers in one psd.
Besides that it's really about renaming your folder to correspond with the field name.

I hope that's a bit more clear now. :)
Title: Re: [FF9]2016 release
Post by: Meru on 2017-02-21 09:51:35
Well I just posted my psd above for the sake of comparison and the layer order is different from the one Albeoris posted... Is it not? Pls check it out.

Quote
One Folder = Rename to the Fieldname and put one psd in it = Finish
I got this. But what happens after this? Memoria will read the files and update p0data1X.bin archives, after which I can delete PSD's? If so that's cool.

Edit: I can put the question differently.For user to apply the mod, do I have to distribute PSDs? If yes, this is what I "fundamentally dislike".

Edit2:
Bottom layers in File posted by Albeoris https://i.imgur.com/7IZdrq9.png
Bottom layers in my file (that I converted from tiff without any additional modifications): https://i.imgur.com/1WG3HKD.png
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-02-21 10:34:38
Well I just posted my psd above for the sake of comparison and the layer order is different from the one Albeoris posted... Is it not? Pls check it out.
I got this. But what happens after this? Memoria will read the files and update p0data1X.bin archives, after which I can delete PSD's? If so that's cool.

Edit: I can put the question differently.For user to apply the mod, do I have to distribute PSDs? If yes, this is what I "fundamentally dislike".

Edit2:
Bottom layers in File posted by Albeoris https://i.imgur.com/7IZdrq9.png
Bottom layers in my file (that I converted from tiff without any additional modifications): https://i.imgur.com/1WG3HKD.png
1) PSD -> Tiled Atlas -> Scene. You can share PSD or Tiled Atlas. Mods will be distributed in a format compatible with the Nexus Mod Manager.
2) Right now we have a same order of the numbering of layers. 0 - bottom. It's not a problem. :)
Title: Re: [FF9]2016 release
Post by: Meru on 2017-02-21 10:41:41
1) I plan to distribute patched files on my own in a way that is not compatible with nexus mod manager. I will have my own patcher that will directly modify game files. So I was trying to figure out if this would be possible to do with memoria
2) How is it the same? I even posted screenshots? 3rd layer from the bottom and up is different. I am not talking about layer names but layer content. FOr the same layer number the image data is not the same.

Edit:
(http://i.imgur.com/GanXH4w.png)
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-02-21 11:39:58
1) I plan to distribute patched files on my own in a way that is not compatible with nexus mod manager. I will have my own patcher that will directly modify game files. So I was trying to figure out if this would be possible to do with memoria
2) How is it the same? I even posted screenshots? 3rd layer from the bottom and up is different. I am not talking about layer names but layer content. FOr the same layer number the image data is not the same.
1) Unfortunately, this is contrary to our policy. Your changes will conflict with mods other players. In addition, you cannot control the order of loading mods (any player's mod will overwrite your changes), and a player cannot delete your mod. Any game update will erase your mod and force the user to download 200-3000 mb from the steam. It's a realy bad idea!
2) Hm. Thank you, I will see how HW order layers. Maybe by Z. It's very strange but not the problem. We will use the same order.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-02-21 11:54:45
@Meru If you don't want to distribute your psd files, this'll not work as Memoria will override the scenes on the fly instead of them being repacked into the unity container.
@Al Please look into the sorting as this is not a trivial point of making the backgrounds compatible with memoria without doing anything twice. ;) If you need files to check the sorting I can oblige here.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-02-21 11:57:40
1) Unfortunately, this is contrary to our policy. Your changes will conflict with mods other players. In addition, you cannot control the order of loading mods (any player's mod will overwrite your changes), and a player cannot delete your mod. Any game update will erase your mod and force the user to download 200-3000 mb from the steam. It's a realy bad idea!
2) Hm. Thank you, I will see how HW order layers. Maybe by Z. It's very strange but not the problem. We will use the same order.

1) I see. I just wanted to clarify how are you going to do it.
I don't think that Square will update this game in the future, maybe once at best (someone mentioned there was some kind of update that never went live).
As for conflicts with other mods, I don't find this to be a problem. If there will be other mods that I will use, maybe I''ll add support for them in one way or another. From what I see, this is just a matter of creating correct AssemblyCsharp.dll that will be able to support more mods. Or something like that. Other than that, if people don't like this approach, they are free to not use my mod.

Edit: mod load order should not be an issue. I don't plan to do any mods or anything that will affect gameplay. In case of textures, whatever someone uses my  textures or does not use them. I don't see why would someone want to use half of my textures and half of some other textures. And even if there is a reason for that, I don't want to assist people in doing so. If, for example, there will be a mod that changes the story of the "I Want to be your canary" and while doing so it adds some changes to the Prima Vista stage textures - I don't want my mod to be used together with that so it is up to the user to figure out how to achieve that.

2) Maybe this has something to do with it?
Quote
Hades Workshop export the layers of the backgrounds by depth

@Meru If you don't want to distribute your psd files, this'll not work as Memoria will override the scenes on the fly instead of them being repacked into the unity container.
Yes, I already got the idea. In this case I will not use memoria.
Title: Re: [FF9]2016 release
Post by: Kaldarasha on 2017-02-21 17:49:14
I don't think that Square will update this game in the future, maybe once at best (someone mentioned there was some kind of update that never went live).

Yes, they do something:
https://steamdb.info/app/377840/history/
But the development seems to be pretty slow.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-02-26 18:53:08
There is two settings in the HW:
"Sort layers by depth" and "Revert layer ordering"

You have checked the first. Yes, Memoria will can read this files by the meta in the field's folder.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-02-26 19:07:20
There is two settings in the HW:
"Sort layers by depth" and "Revert layer ordering"

You have checked the first. Yes, Memoria will can read this files by the meta in the field's folder.
Not sure what do you mean. These settings are for import. HW -> tiff export is not influenced by these settings (if it is, that would be very badly designed). I did checked first. If i wouldn't, it wouldn't read layers correctly. Sorting by depth is the default. But this does not matter for Memoria. Only Export is relevant. There is no sorting choice for export (and it is not needed as export must match the one of PSX). And that export does not match the one Memoria expects by default.
But as long as there is a way to read it, it doesn't matter, I suppose.
Edit: I am leaving this export discussion in hands of Fraggoso, since at this point, he is the one interested in having his backgrounds work with Memoria.
Title: Re: [FF9]2016 release
Post by: Kaldarasha on 2017-02-27 06:39:08
So they made a small patch: https://steamdb.info/app/377840/history/
Though, it's only 7,5mb in the download, I wonder what they have changed.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-02-27 08:36:35
The patch is actually pretty huge (in terms of the amount of changes, not size). 100+ files were changed. They changed a bit of everything, effects, shaders, system... that includes one background texture.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-02-27 08:38:24
The patch is actually pretty huge (in terms of the amount of changes, not size). 100+ files were changed. They changed a bit of everything, effects, shaders, system... that includes one background texture.

Can you tell us what background texture they changed? :)
Title: Re: [FF9]2016 release
Post by: Meru on 2017-02-27 09:05:53
you are working on backgrounds, shouldn't you know that without me telling?
Anyway I believe this is one of the Hilda Garde 3 images. I haven't looked at it since I'm pretty far from that. Should be this one fbg_n53_hlg3_mapv50_g3_brg_0

Edit: the difference is actually so small I barely noticed it. They added 58 pixels to one of the layers. Perhaps they covered some kind of seam or something. I don't even have a savedata there yet.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-02-27 09:12:30
you are working on backgrounds, shouldn't you know that without me telling?
Anyway I believe this is one of the Hilda Garde 3 images. I haven't looked at it since I'm pretty far from that. Should be this one fbg_n53_hlg3_mapv50_g3_brg_0

If I ask don't you think I'm clueless?
I'm by no means any professional with all the insights to steam/ffix the unity contaiiners etc... I'm just tinkering with the backgrounds because no one else did.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-02-27 17:35:08
I merge changes to the Memoria. I'll keep you posted.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-02-27 21:28:25
MovieMaterial.cs - Game speed and FMVs fix
BGANIM_DEF.cs - Frame rate and animation fix
BGSCENE_DEF.cs, FieldMap.cs, WalkMesh.cs - Combine meshes
CardUI.cs - Max collector's level fix
EventEngine.cs - Shadows, movemnt, changing row, camera fixes
SharedDataBytesStorage.cs - Saves for PCE-Store version is now placed at the "My Documents/My Games" folder
Also many small fixes for mobile platforms. Input. Pause in the music.

Memoria was updated:
https://yadi.sk/d/QbZQdNqHvJBSe
Title: Re: [FF9]2016 release
Post by: Tirlititi on 2017-02-27 21:40:32
Great, thanks for the patchnote Albeoris :D
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 10:41:00
Anyone know how the sound engine works in that release?
Sharon over steam [https://steamcommunity.com/app/377840/discussions/0/133258593389989239/] is working on restoring the better sfx from the PSX version but he's struggling as of right now.

Maybe someone can lend him a helping hand and/or collaborate on it. :)
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 11:03:18
Anyone know how the sound engine works in that release?
Sharon over steam [https://steamcommunity.com/app/377840/discussions/0/133258593389989239/] is working on restoring the better sfx from the PSX version but he's struggling as of right now.

Maybe someone can lend him a helping hand and/or collaborate on it. :)
Just curious, what is exactly wrong with SFX so that they have to be replaced?
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 11:06:29
It's like the music: They sound way worse than the PSX counterparts and some are entirely missing.
Even with the SDLIB that Xenobrain made they sound way off.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 11:36:03
This is exactly why I asked.
I haven't checked SFX, but if we are talking about music, aside from SDLIB issue, the music in PC version is as good as it gets. There could be small differences due to the fact that PSX music is sort of "rendered" on-the-fly so I'm not sure if we can say that there is a way to do it 100% right, plus PC version sound is lossy-compressed so mathematically there is a difference. But both of these differences are inaudible for a human listener. I can probably provide samples to prove that, but I'll have to re-create them again cause I deleted em a while ago.

So if SFX is the same, seems like a wasted effort to me.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 11:40:43
We're not talking about music, but sound effects.
They sound very different ingame opposed to what they sounded like in the PSX Version.

And I could hear the difference in music sample (I play with headphone mostly so I could spot some really ugly spots in some tracks).
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 11:45:32
We're not talking about music, but sound effects.
In fact we do talk about music. You said:

It's like the music: They sound way worse than the PSX counterparts and some are entirely missing.

About music, I don't believe difference can be heard. And even if it does, it can not be said which one is more correct. But there is no need to argue. I'll see if I'll have a time to prepare a blind listening test.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 11:47:59
I only mentioned the music because the music sounds off as of improper down- and upsampling from the engine. That's what the SDLIB is countering.
Maybe it would be good, IF you've time to contact Sharon as he's working on it. I just wanted to cry out for a helping hand.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 12:21:58
I don't have a reason to contact him. I just wanted to know what problem he is trying to solve. If he wanted to tell that, he would probably mention it in his thread. But after reading his thread it feels like he wants to replace audio with the one that will have 2ce the bitrate but will sound virtually the same and make many non-tech savvy steam users believe that it is actually useful.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 12:24:31
No problem, maybe someone else can help him out.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 13:51:09
Okay, here we go. FFIX Audio Blind test:

Here (https://dl.dropboxusercontent.com/u/110558786/Samples/FFIX/FFIX_PSX_Audio_Blind_Test.7z) are 2 files. Anyone who wants can listen to both. Which one you think is from PSX and which one from PC? Please don't try to cheat your way through and actually listen to it. But as I mentioned before, even if the difference is there, it is not possible to tell which one is actually better.

I will tell which one is which at some later point.
After this, source files for the test may be provided upon a request via PM.

Two important notes:

First, as you can hear, both of the files sound like crap. That's how it is. So replacing PC music with alternatives, taken from, lets say, official soundtrack, is not a bad idea.
But in case of sound effects, you won't find those elsewhere. So replacing crap with crap is stupid.

Second, since audio in PSX and PC has a different loudness, samples were normalized to -23 LUFS accordingly to the ITU-R BS.1770-3 standard.  :mrgreen:
Title: Re: [FF9]2016 release
Post by: Kaldarasha on 2017-03-08 14:09:42
B6209217 sounds a bit nicer to my ears.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 14:42:26
Did you rip those straight out of the folders?
The assets are the same (from what I know) it's only that the Engine, when you play the game, upsamples and downsamples the music so it sounds off (in game while playing).
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 14:51:58
Did you rip those straight out of the folders?
The assets are the same (from what I know) it's only that the Engine, when you play the game, upsamples and downsamples the music so it sounds off (in game while playing).
Any comments on how test files were produced (except what I already mentioned) will be made after whatever test is done, or there are not enough votes to make it valid (1-2 votes is not sufficient, given the small audience, I hope for at least 5)
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 14:55:47
I don't know what point you're trying to prove, Meru?
The music is off in the engine. If you can't hear that, it's fine. I on the other hand can't play it without the fixed lib.
The assets on the other hand are good.

The sound effects are a whole other thing as the assets aren't the same across PSX and PC (and they're even sliced in some manor).
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 15:01:15
I don't know what point you're trying to prove, Meru?
The music is off in the engine. If you can't hear that, it's fine. I on the other hand can't play it without the fixed lib.
The assets on the other hand are good.

The sound effects are a whole other thing as the assets aren't the same across PSX and PC (and they're even sliced in some manor).
The point is. If you can't tell which of the samples I provided is significantly better than another, there is no point in replacing audio in PC FFIX with the audio from PSX.

In other words, I am saying that what Sharon is trying to do is stupid and no "FIX" is needed. Unless there are other sources to take audio from. Such as original soundtracks. But there won't be sound effects there. Unless I am wrong here?

Edit: and no he is not fixing the _engine_, Xenobrain did that, Sharon is trying to replace the actual audio.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 15:12:00
Let's move along, I don't see you helping out at all and just arguing will not help whatsoever.
And no, Sharon don't want to fix the music. Where did you read that...?
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 15:14:38
Let's move along, I don't see you helping out at all and just arguing will not help whatsoever.
And no, Sharon don't want to fix the music. Where did you read that...?

I never said he is trying to fix music. I said music is the only thing that is worth fixing. Pls learn to read.

Edit: the word "audio" includes "music" but not limited to it. When I say(type?) "audio" you seem to read it as "music", which isn't right.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 15:15:37
Whatever man...
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 15:44:35
Anyway, I think there won't be enough results to make the test statistically viable and I don't feel like monitoring this thread, so I'll just tell which is which right now. You can decide for yourself if the difference is big enough.

895218C1 is PC, B6209217 is PSX

They were both ripped from the respective sources. Engine, be it bugged or not, does not play any role here.
Psx sample was additionally encoded with aoTuV encoder with approximately the same bitrate as in-game assets (which vorbis devs described as "CD quality", iirc) and decoded back. This is required because game assets are stored in vorbis so encoding-decoding step will have to happen. Although it is possible to obtain the exact encoder that was used for FFIX-PC audio, it wasn't done on purpose since if encoder in test is capable to produce significantly better quality output, this alone may be a reason to make audio replacement viable.
Title: Re: [FF9]2016 release
Post by: Tirlititi on 2017-03-08 16:12:36
Thanks for the point, Meru.
That's a huge help to know whether it's the engine or the files that are faulty. And yes, Fraggoso: Sharon wants to replace the files, not the engine (if he doesn't post here, there's no point to argue in his place anyway).
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 16:25:00
In which post did I say that he wants to replace the engine?
He want's to replace the sound effects, that was and is my point from start to finish. O_o
Title: Re: [FF9]2016 release
Post by: Tirlititi on 2017-03-08 16:36:33
This post mislead me then...
Did you rip those straight out of the folders?
The assets are the same (from what I know) it's only that the Engine, when you play the game, upsamples and downsamples the music so it sounds off (in game while playing).
Meru was talking of the sound effects all along (his sample is a not a music), and you answered by talking of music.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 16:40:21
Then we've really talked at cross purposes. 
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 17:05:01
Fraggoso
I think there was some kind of language-barrier issue here. We had similar things before :D
Also I want to note that while sfx and music may be different to you, they are the same thing. And regardless of what he says in his thread, replacement operation will be the same for both. The only thing is, we can obtain music elsewhere and possibly improve it. We can not obtain sfx elsewhere. Watever he re-makes these sfx by himself, or the whole idea is not viable.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 17:13:30
Stupid Language Barrier. Sorry for that, Meru. I feel like Bill Murray in "lost in translation". ^^
I'm just curious why the sfx are splitted and sound off (the death animation for example, which could be replaced by the PSX now thanks to the community).
I thought that this was the thing he wanted to do for the SFX which sounded off (like accept and/or cancel sound). ^^
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 17:16:59
Stupid Language Barrier. Sorry for that, Meru. I feel like Bill Murray in "lost in translation". ^^
I'm just curious why the sfx are splitted and sound off (the death animation for example, which could be replaced by the PSX now thanks to the community).
I thought that this was the thing he wanted to do for the SFX which sounded off (like accept and/or cancel sound). ^^
I dunno sorry. I haven't studied what they included or excluded. How the looping done (it is done differently but not sure how exactly) and that sort of things. Few months ago my only concern was the actual sound quality. And at this time I have no time to study it further due to these damn backgrounds eating all my time...

Edit: it is also news to me that something sounds differently (i use sdlib fix from the start). I play the game and haven't noticed it... but then last time I played FF9 was on ps1 years ago... I don't remember such details.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-08 17:25:53
Will these sound effects ever be fixed? A good test to try is sandstorm from the Antlion Boss in Cleyra Village. It sounds like a squeaky vacuum cleaner, for example, I have shown two videos for comparison.

Steam version (1:05 in video)
https://www.youtube.com/watch?v=pwVkJyiMdYI

PSX version (1:14 in video)
https://youtu.be/C5jScsUWCZ4?t=74

MP3 recordings for simplicity's sake:

Steam - https://www.dropbox.com/s/k3tn6668krubmew/FFIX%20Steam%20-%20Sandstorm.mp3?dl=0
PSX  - https://www.dropbox.com/s/87wd8mnpp7f4klj/FFIX%20PSX%20-%20Sandstorm.mp3?dl=0

Nice work there, Silicon Studios, no really. Not.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 17:29:32
Yeah that sounds nothing like the PSX Version (and it makes me laugh *lol*).
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-08 17:31:07
Yeah that sounds nothing like the PSX Version (and it makes me laugh *lol*).

Any luck or insight on this? This is one glaring example, why the deuce didn't SE themselves do the porting, and leave it to some lesser company to do the port? Surely, things like this can be fixed?
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 17:32:21
I'm not working on the sounds, sorry.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-08 17:36:09
I'm not working on the sounds, sorry.

Well then who is?  So we just leave this port being in a shoddy state?
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 17:38:14
Will these sound effects ever be fixed? A good test to try is sandstorm from the Antlion Boss in Cleyra Village. It sounds like a squeaky vacuum cleaner, for example, I have shown two videos for comparison.
They sound like totally different things, not sure where silicon pulled that from :D
if THAT happens often, it is an issue, sure. But fixing one particular sound shouldn't be really hard.

Edit: SE wasn't even supervising the port, and even if they did, it wasn't the actual director of this particular FF.
On the other side, director won't be "ok" with this kind of port so they probably didn't even bothered to ask him. Cause that would probably double the expenses for this port :D
I wonder if they "lose" the sources of the assets on-purpose too... as an excuse for them to not be re-used.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-08 17:50:19
They sound like totally different things, not sure where silicon pulled that from :D
if THAT happens often, it is an issue, sure. But fixing one particular sound shouldn't be really hard.

Edit: SE wasn't even supervising the port, and even if they did, it wasn't the actual director of this particular FF.
On the other side, director won't be "ok" with this kind of port so they probably didn't even bothered to ask him. Cause that would probably double the expenses for this port :D
I wonder if they "lose" the sources of the assets on-purpose too... as an excuse for them to not be re-used.

It's the only boss to use sandstorm in the game, and sounds absolutely abysmal, I can only hope fixing sounds like this aren't super hard to do. Silicon Studio dun effed up big time. SE should've done the port instead, just saying.

Top that off with the fact a lot of the spells sound wrong, fire, fira, firaga, etc. Sword Rain later in the last dungeon is also off, IDK what else to do to isolate these.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 18:05:10
Well then who is?  So we just leave this port being in a shoddy state?

Well I think you already adressed that to the person who's at least working on replacing the sound effects:
https://steamcommunity.com/app/377840/discussions/0/133258593389989239/?tscn=1488997608#c133259227513474527 ;)
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 18:06:33
It's the only boss to use sandstorm in the game, and sounds absolutely abysmal, I can only hope fixing sounds like this aren't super hard to do. Silicon Studio dun effed up big time. SE should've done the port instead, just saying.

Top that off with the fact a lot of the spells sound wrong, fire, fira, firaga, etc. Sword Rain later in the last dungeon is also off, IDK what else to do to isolate these.
If there are many, there's no need to isolate anything. Just dump everything into the trash bin :D
But it is still good idea to verify if the actual sound files are an issue or maybe some fancy sound processing happens in-game (which is I'm not gonna do, I have my hands full with backgrounds).
Speaking of which, look at that door (https://merup.github.io/FFIX-Field-Patch/comp2) here... the "before" image is an untouched PC version. I wouldn't be surprised if they pulled some sounds from the same place they pulled backgrounds from.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-08 18:26:54
If there are many, there's no need to isolate anything. Just dump everything into the trash bin :D
But it is still good idea to verify if the actual sound files are an issue or maybe some fancy sound processing happens in-game (which is I'm not gonna do, I have my hands full with backgrounds).
Speaking of which, look at that door (https://merup.github.io/FFIX-Field-Patch/comp2) here... the "before" image is an untouched PC version. I wouldn't be surprised if they pulled some sounds from the same place they pulled backgrounds from.
*Sigh* I don't know what to do anymore.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 18:43:13
*Sigh* I don't know what to do anymore.
If that is what Sharon aims to fix, I suppose just wait...
I think he mostly figured that stuff out. The only problem is he couldn't use audio of a different length. I don't think it is needed to fix things. Replacement files just have to be created to match thee same loops and whatnot and not to be bigger in size (<128kbps without metadata and there we go). Otherwise there probably is some king of value in the "additional" header that has to be modified that shouldn't be hard to find. Or maybe not in a header but in one of the scripts.
Personally I just threw away that additional header since it was not needed to compare sound quality.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-08 18:47:57
If that is what Sharon aims to fix, I suppose just wait...
I think he mostly figured that stuff out. The only problem is he couldn't use audio of a different length. I don't think it is needed to fix things. Replacement files just have to be created to match thee same loops and whatnot and not to be bigger in size (<128kbps without metadata and there we go). Otherwise there probably is some king of value in the "additional" header that has to be modified that shouldn't be hard to find. Or maybe not in a header but in one of the scripts.

Fair enough, I just hope that the process isn't convoluted to fix once it's done, or that a game update doesn't break anything, again.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 18:58:31
Fair enough, I just hope that the process isn't convoluted to fix once it's done, or that a game update doesn't break anything, again.
Making it in a way that will prevent steam updates from breaking stuff is possible. More worrisome is that there are gonna be mods that are incompatible with each other.
If sound mod will ever happen and will not use things like memoria, it will likely be compatible with everything though (except memoria)
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-08 18:59:56
Making it in a way that will prevent steam updates from breaking stuff is possible. More worrisome is that there are gonna be mods that are incompatible with each other.

Lucky for me I don't use FFIX mods, I'd rather take stability/functionality over mods on this game. I hope SS never ports another game again.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 19:29:38
Lucky for me I don't use FFIX mods, I'd rather take stability/functionality over mods on this game. I hope SS never ports another game again.
Don't wanna to disappoint, but they are officially working on FF12 :D I mean it is not for PC, but hey... FFX wasn't supposed to come to PC too...
Edit: and their test version works on PC yea, but there will not be PC version. No way there would be one.
The only good part about it is that we may FINNALY be able to have IZJS with Japanese voices. Making "International" versions Japan-only with English audio only... only Square knows why this is a good idea.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 20:51:32
btw, after a quick look it appears that magic effects are not the same as other audio on the psx. So it could be that they all are "broken" in PC version.
But that would lead to a different issue. How to tell that the ones in PC version are not what it actually meant to be? PSX sounds the way it is because that is how that particular hardware renders it. PC files , on the other hand, are pre-rendered. What if they used the "right" way to render them.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 20:59:47
You mean that the sound is made by the psx Chip like it plays music?
I'm not entirely sure if that is the case with sound effects.
Title: Re: [FF9]2016 release
Post by: Kaldarasha on 2017-03-08 21:04:50
You mean that the sound is made by the psx Chip like it plays music?
I'm not entirely sure if that is the case with sound effects.

Considering what Dan has researched from FF7, it is very likely that the PSX does modify the sounds on the fly.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 21:12:20
You mean that the sound is made by the psx Chip like it plays music?
I'm not entirely sure if that is the case with sound effects.
Yea I mean that. I can't comment more on it. Since all the "problems" mentioned were regarding magic I tried to look for magic. Whatever what I found is not magic, or it is different from everything else. Most of the audio, except maybe movies and some selected pieces are a collection of samples that are composed on the fly. But Magic doesn't seem to work the same way. If it is pre-composed/pre-rendered, that wouldn't explain the difference between PC and PSX. And the difference in sound is not like something that comes from shitty conversion. It just sounds differently.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-08 21:15:48
That sounds more of an issue. :/
How the hell didn't the team saw that (heard that ^^) the sound effects are off.
If they're not processed the same way, wouldn't the best way to let them sound the same without any magic by the soundchip?
I can't recall that FFVII and/or VIII hat this Problem.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-08 21:28:04
Fraggoso

If this is the case, I don't find it surprising that FF7/8 had no sound issue while FF9 has. When FF7/8 ports were made, the actual square developer team took some part in it. Steam version is a port of these old PC ports. I don't think anyone of them worked on FF9 port though. Many probably don't work for square at all anymore...

Edit: in fact FF9 was made by Square USA, which was dissolved at some point (or something else happened I forgot, but it is long gone).
Edit2: I have not played FF7/8 on PC yet, haha. Maybe when I'll finish backgrounds for FF9 i'll try FF8 PC...
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-08 23:36:31
So all the spells are borked, as I suspected, none of them sounded right to me at all. That's just asinine.

FFVII, VIII and X all had correct sound effects emulated.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-09 02:14:38
The sounds effects will be fixed as soon as I find a solution to the random crashes that currently occur when any sfxs is replaced.
I'm trying to see if there's a way, or could be a way to reverse the engine's sound system, so it can accept easier formats - minus the akb header and length obligation altogether.

Yes, I know the dreaded horrid Sandstorm sfxs, I replaced it and it works well, but the problem is, the game crashes right after.

2 scenarios went down after replacing that sfx.

1. After the battle ended, all sfxs stopped playing and then the game crashed.

2. After the battle ends, and soon as another sfx is called to play, it doesn't, and then game crashes.

Random crashes being more likely because the game can't fully handle the new sfxs that's been imported. My best guess at this point.

Bottom line, this sound engine needs some tweaking to become more simpler, or else, you'd be playing a game with a whole lot of bugs and random crashes, ruining your gameplay, you don't want that, do you? I know I can stand it.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-09 09:30:59
The sounds effects will be fixed as soon as I find a solution to the random crashes that currently occur when any sfxs is replaced.
I'm trying to see if there's a way, or could be a way to reverse the engine's sound system, so it can accept easier formats - minus the akb header and length obligation altogether.
Why length is an issue? Just make a replacement file of the same length?

If AKB is a culprit why you want to get rid of it? It is only 304 bytes long. Only 22 bytes of them are different between files. Is it so hard to find out the meaning these?
(https://i.imgur.com/YiIDUNr.png)
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-09 09:35:30
The "problem" as I see and heard is that some sound effects are split into different files instead of being one as it should be.
And not everyone is as technical as you, Meru. Heck I don't even know what that header means. *lol*
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-09 09:39:48
The "problem" as I see and heard is that some sound effects are split into different files instead of being one as it should be.
Well even if they are split or joined, I don't see why the replacement files can't be split or joined too.
Edit: just needs someone skilled with Audition or Audacity :D

And not everyone is as technical as you, Meru. Heck I don't even know what that header means. *lol*
To me this sounds like you're saying "Sharon does not know what he is doing". But I assume this is not what you meant to say :D
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-09 09:44:20
I seriously need to finish the damn Background mod so I can poke a bit in the dark.
I didn't say that he's not knowing what he's doing. Albeit I say that he maybe need a little push in the right directions as he has (to my knowledge) no background in modding sound files whatsoever and you seem pretty smart. ^^
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-09 09:52:23
I seriously need to finish the damn Background mod so I can poke a bit in the dark.
IKR. I already want to poke something else, but still long way to go with backgrounds too :D

I didn't say that he's not knowing what he's doing. Albeit I say that he maybe need a little push in the right directions as he has (to my knowledge) no background in modding sound files whatsoever and you seem pretty smart. ^^
Well, figuring out what some values in the header are is a very basic thing in hacking some uncommon file format. Regardless of what you're trying to do. Be it audio, or whatever else. If that is not possible, I would leave the project for someone else to do.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-09 10:22:48
BTW I took for granted that file LENGTH is an issue. But does that really so?

Making file longer with the same or higher bitrate makes file SIZE bigger. Which could result in all the files in the archive being broken after the point of insertion., which may lead to crashes and all sorts of nasty things. If SIZE is a real issue, then you may need some much more serious engine modifications than just an AKB header. Edit: of course making sure it is never bigger than original is an option too. Assuming proper splitting/joining will be done, neither SIZE nor LENGTH issue should matter. Unless you want to increase the bitrate. But there is no real need in doing so, ~128kbps is more than enough.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-09 22:12:39
So using this "Foobar2000" I got to see more details of the steam sfxs files format:

And everything seems the same expect for the muthafucking bit rate.
The bit rate varies throughout each sfx.

Data that is the same:

Sample Rate: 44100 Hz
Channels: 1
Codec: Vorbis
Encoding: lossy
Tool: Xiph.Org libVorbis I 20090709

Other-
<BITRATE_NOMINAL>: 86
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-09 22:18:32
So using this "Foobar2000" I got to see more details of the steam sfxs files format:

And everything seems the same expect for the muthaferning bit rate.
The bit rate varies throughout each sfx.

Data that is the same:

Sample Rate: 44100 Hz
Channels: 1
Codec: Vorbis
Encoding: lossy
Tool: Xiph.Org libVorbis I 20090709

Other-
<BITRATE_NOMINAL>: 86

Ugh, maybe I shouldn't have suggested Foobar2000, it only made things worse. Bugger >.>
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-10 09:01:38
dclem

There is no unknown info about audio in FFIX PC (except maybe values in AKB header, but they are very few and not necessarily all of them are relevant).
What are you trying to say? You said you already replaced sandstorm effect and it works. And now you are saying you saw the details of the format. To replace the effect you should have know that info already.

Except for the AKB header, the format is very common that people use every day and hundreads or thousands of the games use to store audio. Some files have different bitrate. There are stereo and mono files 128 and 86 kbps respectively. I have not noticed other variants. But it does not matter really.
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-10 11:00:26
Audio LENGTH does not matter (edit: bitrate too, as long as you are within the size limits). I just replaced an effect with duration of 11760 samples with random tone of 20000 samples and there are no issues. There have to be a size value in the AKB header.

I used this one. Original was 267ms
Code: [Select]
Format                                   : Vorbis
Format settings, Floor                   : 1
Duration                                 : 454 ms
Bit rate mode                            : Variable
Bit rate                                 : 40.0 kb/s
Channel(s)                               : 1 channel
Sampling rate                            : 44.1 kHz
Compression mode                         : Lossy
Stream size                              : 2.22 KiB (41%)
Writing library                          : aoTuV 20110424 (UTC 2011-04-24)
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-10 11:12:18
Meru thank you so much, I think this will help!
As long as the random crashes are minimized or entirely gone this will make fun (I think *lol*).

Edit: That damn phone is auto correcting your name every time.
My apologize!
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-10 11:50:09
Fixing size value in header works wonderfully too. And it is super obvious which value is that. As I said if you don't know what are you doing, better leave it to someone else (or at least keep it out of this thread)
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-10 22:15:56
How can audio length not matter, yet size does?
I've replaced sounds that were smaller than the original, and yet two things will happen:
1. It still won't play in game.
2. It plays in game, but random crashes will occur. --causing other sfxs to not play resulting in crash.

the size of the akb header is no bigger than 304 bytes.
It would be easier to reverse the engine's sound system and remove this "size, akb header" requirement.

and btw, get off that BS would you.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-11 05:44:27
You don't have a clue about the unity container and containers as a whole so you?
Some games needs a 1:1 match so everything runs as intended and it doesn't seem to be the case as meru mentioned.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-11 06:28:52
Actually I do, is a lightweight, extensible dependency injection container It facilitates building loosely coupled applications and provides developers with the following advantages: Simplified object creation, especially for hierarchical object structures and dependencies.

So if FFIX sound effects don't need a 1:1 match what is meru tryin' to say?!
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-11 06:38:39
Actually I do, is a lightweight, extensible dependency injection container It facilitates building loosely coupled applications and provides developers with the following advantages: Simplified object creation, especially for hierarchical object structures and dependencies.

So if FFIX sound effects don't need a 1:1 match what is meru tryin' to say?!

Really...?
https://msdn.microsoft.com/de-de/library/dd203101.aspx

Meru said everything you need! >.<
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-11 06:48:49
Do you two really need to be debating over this?
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-11 07:05:08
Okay, you got me, I summarized that description

okay, so here:

this is the "sfx" from the original steam game:

se000002.akb.txt:

Code: [Select]
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And here's my replacement sfx:

Code: [Select]
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t ð^ÈÝ|/wº nàÀ*   ÀNÓ¤ÏΟ¯Êéòëw/GgÃ`§ibX?o²¬óZs & XP ,

Now tell me, what's the difference between these two that'll cause for these "random crashes" and or not playing in game?
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-11 09:50:51
How can audio length not matter, yet size does?
I don't understand the question. The two are totally unrelated things. And I already said why it matters.

1. It still won't play in game.
2. It plays in game, but random crashes will occur. --causing other sfxs to not play resulting in crash.
I dunno. Exact same symptoms commonly occur if you just deleted the old bytes and pasted new bytes. Also could be that audio stream can not be decoded by the engine.
So if FFIX sound effects don't need a 1:1 match what is meru tryin' to say?!
Not at all. I played FFIX long ago and already forgot how things sound. So I only discovered that magic sounds differently after youtube videos were posted in this thread. If the difference comes from audio files then I find it reasonable to try to replace them (But personally I am fine with sound as is).

Okay, you got me, I summarized that description
These code sections are useless. That's not a brightest idea to post bytes as text. But as I said above you must modify AKB header to do a correct replacement and it is very obvious how it must be changed (it must be done for every file). If you feel like modifying the engine to remove the header, please feel free to do so. No one is going to do it for you cause it is way harder than changing the headers (and have a high chance of making this mod incompatible with other mods). If you are interested in what my audio stream looks like, I provided that info already. But I think that any vorbis stream with similar characteristics will work.

And what I say is not BS. You started the project and now you want someone else to do it for you. There is nothing wrong in admitting that it turned out to be not something you can handle, but pretending that you know what are you doing and posting various info that clearly shows you don't is BS. You are writing a poem without knowing the words.

 - You don't know the difference between length and size of an encoded stream. Most likely you use some newbie-oriented audio encoding solution that does not distinguish between the two.
 - You are deleting and pasting, replacing bytes without taking necessary precautions or making modifications and ask why it does not work.
 - You ask questions that already have an answer.
 - You post bytes as text to demonstrate something.

Excuse me, but this level of knowledge is below "newbie".
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-11 14:01:05
okay, you know what, shut yo  f*ckin' ass up right now. This f*cker on my kill list now.
This international  f*cker want's the audio to remain the same, then so be it. Enjoy the disgusting sandstorm sfx and dwell you're f*cking backgrounds mod.
I'm NOT the one!
Title: Re: [FF9]2016 release
Post by: Meru on 2017-03-11 14:29:58
okay, you know what, shut yo  f*ckin' ass up right now. This f*cker on my kill list now.
This international  f*cker want's the audio to remain the same, then so be it. Enjoy the disgusting sandstorm sfx and dwell you're f*cking backgrounds mod.
I'm NOT the one!

I do not care if there will be such mod or no. But you are not asking for help, you are asking to teach you from scratch. If someone will do all the hard work for you, it will no longer be your project.

Also I tried to be as polite as I could an even provided some information even though I saw you through from the start. So no need to call me a "strawberry" :D
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-11 14:35:34
okay, you know what, shut yo  f*ckin' ass up right now. This f*cker on my kill list now.
This international  f*cker want's the audio to remain the same, then so be it. Enjoy the disgusting sandstorm sfx and dwell you're f*cking backgrounds mod.
I'm NOT the one!

Now I know why no one replys to you if you write stuff like this.
Replacing audio is not as easy as you maybe thought so maybe it would be better for you to just let it be.

@Meru Sorry I involved you into that. It's a shame someone like him posting this.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-11 14:49:32
Will you two stop your effing bickering already?
Title: Re: [FF9]2016 release
Post by: Vgr on 2017-03-11 15:32:53
Moderated. Please move on, thank you. -Vgr
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-03-13 22:55:59
The first attempt to replace sound.

Extraneous squeak in the background.
Stop when changing the scene.

https://youtu.be/uhZwAr--5u8

---
Update:
Well, now I can stream raw ogg-files.
But need to rewrite a sound engine.
Also I think that sound effects should be kept in memory, not streamed.
Will see what I can do.
---
Update:
Some info about AKB2 header:
https://i.imgur.com/GnAzWBP.png
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-03-15 00:35:31
---
Update:
Now I can load external .ogg files and make AKB2 header with LoopStart and LoopEnd tags.
Tomorrow I will try to research about 3 unknown and 4 optional entries.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-15 01:05:37
---
Update:
Now I can load external .ogg files and make AKB2 header with LoopStart and LoopEnd tags.
Tomorrow I will try to research about 3 unknown and 4 optional entries.

Oh wow, still, I can't help but wonder why Silicon Studios seemingly obfuscated or made the format so unorthodox. I hate when game developers do that.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-15 05:15:58
Hey Al here's information regarding the AKB header:
http://steamcommunity.com/app/377840/discussions/0/133258593389989239/?ctp=5

Admiral Hyouta Curtiss has gone trough all infos as far as I can see.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-03-15 08:23:29
Oh, nice! Thank you very much! :)
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-15 08:27:53
Oh wow, still, I can't help but wonder why Silicon Studios seemingly obfuscated or made the format so unorthodox. I hate when game developers do that.

That is pretty common in game development.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-03-16 15:58:28
There is debug room! :)
https://i.imgur.com/auAkpFj.png
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-03-16 16:02:04
Nice ^_^
What can be done with it or is it music only? ^^
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-03-16 18:28:37
Memoria was updated:
https://yadi.sk/d/QbZQdNqHvJBSe

Export audio:
1. Change the Memoria.ini:
Code: [Select]
[Export]
Enabled=1
Path=%StreamingAssets%
Audio=1
2. Run the game.
3. Wait for title disapear.
4. Quit.
5. Files will be in the folder: \FINAL FANTASY IX\StreamingAssets\Sounds
Don't forget to disable Export in the Memoria.ini

Import audio:
1. Change the Memoria.ini:
Code: [Select]
[Import]
Enabled=1
Path=%StreamingAssets%
Audio=1
2. Replace an original OGG files by our own.
3. Run the game.
AKB files (without extension) will be refreshed if you change .ogg. You can distribute .ogg or AKB.
If you hear extraneous squeak in the background try to use a different ogg/vorbis codec or use this patch:
https://steamcommunity.com/app/377840/discussions/0/353916838206972073/ (for x64 version, will be included in the next version)
You can specify "LoopStart" and "LoopEnd" tags in the comment section of OGG file.
If "LoopEnd" not specified for a "Music" audio file it was by set to the last sample.

Sound debug room:
Press Alt+Shift+Ctrl+S in the game.
You can lost an unsaved game progress!

---
Update:
Patched SdLib.dll for x86 version: https://yadi.sk/d/zOghW1pF3G2DLz

---
How to:
https://youtu.be/3Mw9JZzXqog
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-16 22:43:27
While it works flawlessly, one problem though. When replacing sfxs, some plays in game at high pitches differently then they are replaced.
I see when I replace the audio at both 48000 hz or 44100 hz, it doesn't sound pitchy. Undefined reason for sfxs.

At least with the Sound debug room I was able to identify a lot of spell sfxs and some environmental sfxs. And even though it still botched, I can work some magic and replace it all.

I would most likely silence the split parts of the spell sfxs and only have the "main" part play the original sfx.

I love the Memoria mod, I wish it were compatible with Hades Workshop though.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-03-17 14:43:38
I see when I replace the audio at both 48000 hz or 44100 hz, it doesn't sound pitchy. Undefined reason for sfxs.
Are you use a new SdLib.dll from the link above?
Use only 44100hz, it hardcoded in the SdLib.dll. If you want use 48000 hz, you need to change this value in SdLib.dll (for x86 and x64 platforms) and use only 48000 hz for all sound effects.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-17 18:21:06
Got it fixed!
And now thanks to you, Albeoris, the work can flourish now.
I've made significant progress in getting the original sfxs back in the game; even fixing the dreadful sandstorm sfx.
I also used some of Final Fantasy XII's sfxs I had laying around for testing only, (its the cure spells, Esuna, remedy, potion, menu sounds, etc.)
but definitely with the Sound debug room, I was able to identify the common "botched", and horribly sounding sfxs made by Silicon Studios.

It took, OMG, I got a headache, long time to get these sfxs replaced. And there's bit more. Some of which, surprisingly haven't changed, so that's good on me. I had a productive day so, I got a fat chunk taken care of. Thank god.
Now, I'm gonna take a nap. I'm worn out!

On the side note, I got perfect loops in replacing tons of music files. So I know it works now.

Oh yeah, here's the progress:

Part 1:

https://www.youtube.com/watch?v=wmKmWQKjAGY

Part 2:

https://www.youtube.com/watch?v=DqfS-2T0IeM

Part 3:

https://www.youtube.com/watch?v=SIrliXy96TQ

Part 4: The sandstorm fix

https://www.youtube.com/watch?v=EHFIDGwAicw

Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-17 22:07:03
Got it fixed!
And now thanks to you, Albeoris, the work can flourish now.
I've made significant progress in getting the original sfxs back in the game; even fixing the dreadful sandstorm sfx.
I also used some of Final Fantasy XII's sfxs I had laying around for testing only, (its the cure spells, Esuna, remedy, potion, menu sounds, etc.)
but definitely with the Sound debug room, I was able to identify the common "botched", and horribly sounding sfxs made by Silicon Studios.

It took, OMG, I got a headache, long time to get these sfxs replaced. And there's bit more. Some of which, surprisingly haven't changed, so that's good on me. I had a productive day so, I got a fat chunk taken care of. Thank god.
Now, I'm gonna take a nap. I'm worn out!

On the side note, I got perfect loops in replacing tons of music files. So I know it works now.

Oh yeah, here's the progress:

Part 1:

https://www.youtube.com/watch?v=wmKmWQKjAGY

Part 2:

https://www.youtube.com/watch?v=DqfS-2T0IeM

Part 3:

https://www.youtube.com/watch?v=SIrliXy96TQ

Part 4: The sandstorm fix

https://www.youtube.com/watch?v=EHFIDGwAicw




Holy crap, this is amazing, seeing proper sound effects, thank you guys for your hard work so far :D
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-18 00:49:02
So, looks like I was knocked out for like 12 hours, after being up for 13 dedicated to getting this fixed. >.<
Okay, more fixes. And when its finished, its easy install too. Just replace the p0data61-3.bin files and you're good to go.
No interfering with Hades Workshop, Memoria, or the HD background Mod!

Thing is, I noticed, all the common sfxs were split into 3 or 4 parts, so, all I really had to do was replace all three parts with the original sfx, and voila. The squeak is gone. I could tell this is was right step, when Bio - multiple targets sfxs didn't sound like "wobbly" cartoony noise. (Seen in video part 2 - time: 1:22).

Someone said this, and I agree, reason for the sfxs being split was cause of the speed booster; playing at different frames.
And, instead of using the original, they recorded freshly "new" sfxs for that reason; which is horrible in the end result, clearly.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-18 01:28:34
So, looks like I was knocked out for like 12 hours, after being up for 13 dedicated to getting this fixed. >.<
Okay, more fixes. And when its finished, its easy install too. Just replace the p0data61-3.bin files and you're good to go.
No interfering with Hades Workshop, Memoria, or the HD background Mod!

Thing is, I noticed, all the common sfxs were split into 3 or 4 parts, so, all I really had to do was replace all three parts with the original sfx, and voila. The squeak is gone. I could tell this is was right step, when Bio - multiple targets sfxs didn't sound like "wobbly" cartoony noise. (Seen in video part 2 - time: 1:22).

Someone said this, and I agree, reason for the sfxs being split was cause of the speed booster; playing at different frames.
And, instead of using the original, they recorded freshly "new" sfxs for that reason; which is horrible in the end result, clearly.

Yeah, they really could've put more effort into it, had Square Enix worked on it, they would've gotten it right; SE games typically have correctly implemented sound effects, even if the reverb is missing in FF7 and FF8. Keep up the good work.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-18 01:46:51
Yeah, I can't believe Square Enix allowed them to even release such shoddy work; if anything.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-18 03:10:46
Yeah, I can't believe Square Enix allowed them to even release such shoddy work; if anything.

But you guys have done amazing work to undo their shoddy work, that's the important thing. I can't even enjoy the port with the sound being so FUBAR. Take as much time as you guys need :P
Title: Re: [FF9]2016 release
Post by: dclem on 2017-03-18 13:52:27
A lot more progress:

Part 5:

https://www.youtube.com/watch?v=mDsFEqSWuik

Part 6:

https://www.youtube.com/watch?v=XlusM5rClj8
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-03-18 14:50:24
A lot more progress:

Part 5:

https://www.youtube.com/watch?v=mDsFEqSWuik

Part 6:

https://www.youtube.com/watch?v=XlusM5rClj8

Heh, most excellent indeed.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-04-08 07:36:58
dclem
Can you share your table of music and sound?
Original name -> Friendly name?
Title: Re: [FF9]2016 release
Post by: dclem on 2017-04-08 09:44:48
table?
i don't know what you mean.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-04-12 07:54:26
\Sounds\Sounds01\BGM_\music033 => Title Music

etc.
Title: Re: [FF9]2016 release
Post by: dclem 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.
Title: Re: [FF9]2016 release
Post by: Damned 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!
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-04-17 20:21:24
Enemy death sounds have been fixed, I don't think there is a mod for it yet.
Title: Re: [FF9]2016 release
Post by: dclem 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.
Title: Re: [FF9]2016 release
Post by: Damned 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.
Title: Re: [FF9]2016 release
Post by: dclem 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
Title: Re: [FF9]2016 release
Post by: the_randomizer85 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
Title: Re: [FF9]2016 release
Post by: KaidenJames 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!
Title: Re: [FF9]2016 release
Post by: dclem 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.
Title: Re: [FF9]2016 release
Post by: Meru 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.
Title: Re: [FF9]2016 release
Post by: Albeoris 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.
Title: Re: [FF9]2016 release
Post by: dclem 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.
Title: Re: [FF9]2016 release
Post by: dclem 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
Title: Re: [FF9]2016 release
Post by: Albeoris 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.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-04-29 21:09:50
you're welcome! there's more to come.

Please, tell me the UI image is compatible with...
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-04-30 00:32:07
Ok. :)

A new version is available
+ Booster: frequent random encounters
https://github.com/Albeoris/Memoria/issues/24
Title: Re: [FF9]2016 release
Post by: dclem 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.
Title: Re: [FF9]2016 release
Post by: Albeoris 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 ;)
Title: Re: [FF9]2016 release
Post by: dclem 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...
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-04-30 11:00:33
<add key="backgroundImagePath" value="emr\emr.jpg" />

-_-
Title: Re: [FF9]2016 release
Post by: dclem 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>
Title: Re: [FF9]2016 release
Post by: Albeoris 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
Title: Re: [FF9]2016 release
Post by: dclem 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.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-05-01 00:30:50
Hm. Try this version:
https://yadi.sk/d/I7n1J4wm3HW6bi

<add key="backgroundImagePath" value="emr\emr.jpg" />
Title: Re: [FF9]2016 release
Post by: dclem 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.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-01 03:51:59
Sound mod, both versions are done.

https://www.youtube.com/watch?v=twVEO-vVJKA

Now you wait.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-01 07:47:04
I knew it was some bug!  8)
Working now.
Get a font compatible with Hades W and this mod is complete.

Wait, what mod is this? A font mod, or the sound effect mod?
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-01 18:45:46
Memoria update:

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.

Ok. :)

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

The sound effect mod is done.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-01 19:59:45
Memoria update:

The sound effect mod is done.

Oh! So we just wait for the download to be up, gotcha.  Fantastic work :D
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-02 15:47:23
Memoria update:

The sound effect mod is done.

I assume we just wait for a download link to be generated?
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-03 19:45:56
there will be no sound mod release.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-03 21:48:50
*removed*
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-03 22:00:13
And by 'people' you mean yourself?
cause last time I checked, you were the only person who cared.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-03 22:00:51
Well maybe you never should've even teased it in the first place, if all you were going to do was withhold it from release; don't make promises you can't keep.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-03 22:06:42
'chicken' huh.
boy, bye.
come back when there's prove more than 1 person (yourself) actually cared about what I was doing.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-03 22:07:59
*Removed post*
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-03 22:12:50
From the start I was never doing this for anyone but myself. Did you not catch on from the beginning? All the videos I posted, showed new custom sfxs, not sfxs from FFIX. It was obvious then, and my last video, clearly shows the menu sounds weren't from FFIX.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-03 22:13:24
From the start I was never doing this for anyone but myself. Did you not catch on from the beginning? All the videos I posted, showed new custom sfxs, not sfxs from FFIX. It was obvious then, and my last video, clearly shows the menu sounds weren't from FFIX.

There's not and never will be a sound mod release, now go latch onto that other guy.


Oh....what other guy? I didn't know there were two people working on sound effects.  You mean Meru and Froggoso?
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-03 22:16:08
the background mod i was referring to.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-03 22:17:03
the background mod...
tsk...
boy, bye.

What the deuce are you talking about? I thought there was someone working on restoring the SFX as well, not the mod per se?
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-05-05 16:07:20
From the start I was never doing this for anyone but myself. Did you not catch on from the beginning? All the videos I posted, showed new custom sfxs, not sfxs from FFIX. It was obvious then, and my last video, clearly shows the menu sounds weren't from FFIX.

Did I miss something?
http://forums.qhimm.com/index.php?topic=14315.msg249852#msg249852

That really sounded different.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-05 16:21:09
Did I miss something?
http://forums.qhimm.com/index.php?topic=14315.msg249852#msg249852

That really sounded different.

IDK what's going on, let me look....

Edit: Wait a minute... hold on, gonna PM you.
Title: Re: [FF9]2016 release
Post by: Kaldarasha on 2017-05-05 17:26:52
@the_randomizer85
Things are as they are, moding is always for personal sake. If you share your work than it might be that you need social appreciation, but if you don't than it's possible that you only need the satisfaction that you can change the game. Either way, you are doing it for yourself.
I also wouldn't waste my time with finding out what is going on in that matter. Try to use Memoria to replace the sound files and ask DLPB how he has done the ripping of the sound from FF7 (as he pointed out the psx changes the sound in real time). This helps you more than going into a senseless discussion with ... well, just leave it.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-05 17:31:04
@the_randomizer85
Things are as they are, moding is always for personal sake. If you share your work than it might be that you need social appreciation, but if you don't than it's possible that you only need the satisfaction that you can change the game. Either way, you are doing it for yourself.
I also wouldn't waste my time with finding out what is going on in that matter. Try to use Memoria to replace the sound files and ask DLPB how he has done the ripping of the sound from FF7 (as he pointed out the psx changes the sound in real time). This helps you more than going into a senseless discussion with ... well, just leave it.

Well, it's true. FFIX is never going to have proper sound effects, and programming isn't my forte though, the game breaks up sound effects, has weird timing, weird offsets and the AKB header, etc. Someone else would have to do it.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-05 21:39:32
Try to use Memoria to replace the sound files and ask DLPB how he has done the ripping of the sound from FF7 (as he pointed out the psx changes the sound in real time).

Yeah, it's all smooth and easy, 'till you find out about the time intervals.
Simply replacing a spell like: "Holy" sfx will not do And there's many many more. That one spell had to be broken into four parts to work properly in game. Not to mention the battle's slower FPS makes the timing of the original PSX sfx to play at the spell length. Only Memoria Mod with fixing the battle FPS could solve that problem. Holy seems to be the only spell that's animation was slower than the psx.
The part se200177 (whichever one it was) I had to leave the reserved "blank" sound at the start of audio then let it play at the end. To get it match closely and accurately as possible.

The sound mod is going along with the mod I'm doing. So if you can handle some new custom sfxs including the menu sounds.
...It could be released. I'm sure you'd pick a major bug fix over a few custom sfxs used.

Or not. If you still want to hate the fact the sound will have some custom sounds in it; then of course it will not be released.
Title: Re: [FF9]2016 release
Post by: metalsonic88 on 2017-05-11 17:40:39
And by 'people' you mean yourself?
cause last time I checked, you were the only person who cared.

Hi, me. I cared.

I bought FF9 on Steam because I loved the game when it first came out and wanted to experience it again with better graphics and the game boosters. When I tried playing it though it turned out the port was lazy and plagued with bugs. I've lurked, following the work done on this site off and on for months and was overjoyed that someone (you) had actually gone through and fixed the sound effects one by one. This was one of the biggest complaints I had with the port, second only to the garbage analog controls. To hear that you are not releasing what you have done is a devastating blow.

I made an account specifically to implore you, please release the sound effects as a stand-alone package. I would much prefer that if you have it all the sounds would be from FF9, but if there are some from FF12 in there as well I can live with it.

If you are unwilling or unable to do this please could you show me, step by step, how you went through and fixed just 1 of the sound effects so that I can do so on my own with the rest of them.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-11 18:40:28
Hi, me. I cared.

I bought FF9 on Steam because I loved the game when it first came out and wanted to experience it again with better graphics and the game boosters. When I tried playing it though it turned out the port was lazy and plagued with bugs. I've lurked, following the work done on this site off and on for months and was overjoyed that someone (you) had actually gone through and fixed the sound effects one by one. This was one of the biggest complaints I had with the port, second only to the garbage analog controls. To hear that you are not releasing what you have done is a devastating blow.

I made an account specifically to implore you, please release the sound effects as a stand-alone package. I would much prefer that if you have it all the sounds would be from FF9, but if there are some from FF12 in there as well I can live with it.

If you are unwilling or unable to do this please could you show me, step by step, how you went through and fixed just 1 of the sound effects so that I can do so on my own with the rest of them.

Don't worry about it, he has since spoken to me and he will release the mod. Be patient.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-11 22:57:24
.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-14 12:18:32
.
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-14 15:10:34
Freaking awesome work, man  8)
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-15 22:58:32
 .
Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-16 00:27:21
*Removed posted for reasons*
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-16 03:18:48
you don't understand, he played with my dyslexia; shouting at me because i made a mistake with a battle function. Gets mad whenever i ask a simple question. I',
the mod fell into the wrong hands of a bipolar/dyslexic



Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-16 03:38:10
*Removed post for reasons*
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-16 04:35:27
i
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-05-16 13:48:27
So the hell what others do? That shouldn't matter what some jerk does.  Thanks for nothing, there are people who about this mod and now you're gonna bail once again?
Edit: I'll just PM the loser and give him a piece of my mind.

You know that tirlititi is the guy who made Hades Workshop right...? You really PM'ed him because dclem is stating something?
You know that dclem is going around shouting nonesense and then reverting back (and no, I'm not attacking his illness).

I don't know why dclem is behaving that way. I'm working with tirlititi for the last 3-4 months on my Backgrounds and he's so a nice guy.
Even if Ii ask him stupid question 3 times in a row he's not bitching at me.

Is the mod in a working state and do you want to release it? If the answer is yes, I don't understand why bitching against tirlititi will be making things better...

Title: Re: [FF9]2016 release
Post by: the_randomizer85 on 2017-05-16 15:14:17
You know that tirlititi is the guy who made Hades Workshop right...? You really PM'ed him because dclem is stating something?
You know that dclem is going around shouting nonesense and then reverting back (and no, I'm not attacking his illness).

I don't know why dclem is behaving that way. I'm working with tirlititi for the last 3-4 months on my Backgrounds and he's so a nice guy.
Even if Ii ask him stupid question 3 times in a row he's not buttercuping at me.

Is the mod in a working state and do you want to release it? If the answer is yes, I don't understand why buttercuping against tirlititi will be making things better...



PMed him back, I didn't see both sides of the story, I must admit but my point still stands that sound effects will be forever broken, and yes, graphics mods are a nice thing and long overdue to fix up/alter. But the music and sound, well, they're integral to the game experience, and if they're never getting fixed, the game is just too painful to listen to thanks to Silicon Studios doing a lousy job; it's pretty evident that SFX is never getting fixed now.
Title: Re: [FF9]2016 release
Post by: Covarr on 2017-05-16 15:26:51
The drama ends now. I don't want to see another word about this unless:

1. It's dclem changing his mind about releasing his mod.
2. Someone else decides to work on or release a new SFX mod.

dclem, if you're not releasing something, just go ahead and don't release it. If you do decide to release it, go ahead and release it. But leave the reasons why, or who's been giving you trouble, or any of that, all out of this.

the_randomizer85, don't nag. If he releases it, so be it. If he doesn't, so be it. It's his mod, it's his decision to make. And especially don't go giving another member a hard time in an effort to get this released.

I don't care who said what to whom or why. Drama has no place on this board. ~Covarr
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-05-16 16:27:00
After my next project, upsized Textures, I'll take a look into the sound effects as well. Give me some time.
Just because someone isn't willing to release anything it shouldn't be hold by the whole community, right?
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-16 16:33:55
*link moved.
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-05-16 16:57:20
Background Mod released! :D

https://1drv.ms/u/s!AuiCrYsY4i_FhBJ6bWIImohYov5P
https://mega.nz/#!UNIVyI6L!vZuUrit2MQa5KvhwmH6L9gXc8wMQBJT7CoP-ZI8rkCI

Installguide:

- Backup in your FFIX install directoy under "StreamingAssets" the bin files p0data11 till p0data19.
- Backup in x64\FF9_Data\Managed the Assembly-CSharp.dll file.
- Download the 7z and unpack it directly into you Final Fantasy IX install directory where "StreamingAssets" and "x64" sit.

Play! :D

If you don't want to use it anymore just copy over the old bin files as well as well as the Assembly-CSharp.dll.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-16 17:09:14
First, why isnt this in your background mod thread?
Second, looks like this isn't compatible with HW just like Memoria font
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-05-16 17:48:45
I did post it there as well.
And I don't know what you mean regarding compatibility with hw. This mod was made with HW.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-16 18:19:31
Oh, okay.
So i can open HW and my mod with this AssemblyCSharp file...
Title: Re: [FF9]2016 release
Post by: Fraggoso on 2017-05-16 18:35:41
As long as the csharp is from HW yes.
Title: Re: [FF9]2016 release
Post by: dclem on 2017-05-16 19:36:34
okay then, now that this is released. (amazing work, of course) i'm wrapping up my mod.
finished my models, thank god.
once a model importer and a manual comes available with HW part 2 of the sound mod.
Title: Re: [FF9]2016 release
Post by: squarealex on 2017-07-12 12:23:38
Hello
Who do you build a background mods ? Because I don't like the render you use, is too like Oil painting and loss a lot of details with noise reducer.
Title: Re: [FF9]2016 release
Post by: Albeoris on 2017-12-16 15:50:37
Right now the Memoria is available on the Nexus Mods!
https://rd.nexusmods.com/finalfantasyix/mods/3
Title: Re: [FF9]2016 release
Post by: Linkerang on 2018-09-04 18:01:41
Hi guys! Look, I'm pretty interested in this mod. I wanted to ask if, when you gotta fight the Guardians of Terra, in this mod you can actually face all of them, one after the other, or not. I'll be more specific: in the original, at disc 3, you could only face the Earth Guardian with Zidane and Quina; the other where defeated offscreen. OK, it's true you actually face them later in Memoria, but they are in an alternate form there. You never manage to fight the originals. (The fights would be Steiner & Vivi VS Air Guardian, Freya & Amarant VS Fire Guardian, and Dagger & Eiko VS Water Guardian). Anyone knows something?
Title: Re: [FF9]2016 release
Post by: Marcelo20XX on 2018-12-13 15:12:30
I am getting a soft freeze after the cinematic where Zidane is left to save Kuja at Iifa Tree using Albeoris Memoria, is this happening to anyone else?