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Messages - snouz

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couldnt get the Scaled UI installer to work on 2 different rigs. Windows 8.1 and Windows 10. it creates a Memoria.ini file and does nothing. cycles for a few seconds. even with all safe guards disabled. tried compatibility modes. nothing. there is a manual option but the part about editing the INI is confusing. : (

The ini should be something like that:

Under [Graphics], add
ScaledBattleUI = 1

StreamingAssets="C:\Program Files\Moguri Mod\StreamingAssets"

Then put tehmightyassets in C:\Program Files\Moguri Mod\StreamingAssets and run the patcher from the game directory.

But that's be nice for him to describe the install problems you had with the non-manual version:

I have just installed moguri 8.0 on the game in drive D: without any problems. I didn't even know it was an issue, is it really?
Mmmh... I'm still in the dark about this, I cannot reproduce the problem, and don't have access to zePilot's installer code.
Patching C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\resources.assets
Patching C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\sharedassets2.assets
Unexpected error has occurred.
System.Exception: bad checksum
   at Fossil.Delta.Apply(Byte[] origin, Byte[] delta)
   at Memoria.Patcher.Program.PatchFile(GZipStream input, Int64 uncompressedSize, DateTime writeTimeUtc, ConsoleProgressHandler progressHandler, String[] outputPaths)
   at Memoria.Patcher.Program.ExtractFiles(GameLocationInfo gameLocation, GZipStream input, BinaryReader br, Int64& leftSize, ConsoleProgressHandler progressHandler)
   at Memoria.Patcher.Program.Run(String[] args)
   at Memoria.Patcher.Program.Main(String[] args)

I get this error every time I try to install the mod, does anyone know how to fix this?
Does launching the installer as administator solves it?

funny you should mention that, i argued with zepilot a few years ago on steam forums about this, i NEVER got it to work on anything but a C: drive, (installer doesnt detect the game, so had to type the path of the game, and even when you did that it just didnt work)
Took me a number of bug reports to nail the bug to that, since people's description of a problem is often lacking in details and loose in precision, but now with the bug pinpointed, zePilot will hopefully be able to correct it. You confirm that it's the GAME that needs to be installed on C:/ ? there's no problem when the MOD is installed elsewhere, correct?

Just letting everyone know that TehMighty just released an update to his Scaled Battle UI mod to work with Moguri 8. I'm happy to report this update installed first time with know issues. He has also implemented a feature that let's the user move the UI in battle to a custom position to eliminate issues at different resolutions. Simply press "U" while in battle to move the right side. Press "U" again to move the left side.

I did this and it worked. I closed my game, restarted and the positions were saved. Finally this UI is fixed and we can enjoy a beautiful FFIX with the original battle UI!! Happy freaking day!

He just contacted me about it, I just updated the website to announce compatibility : ) I didn't know about the new feature, that's great! I'll test that right now!

Hey everyone, I updated the website to help people with install problems. -> ini configurable options (yes we put 24 fps by accident, it should be 15 for normal battle speed.

Also, you should not have any issue if: you have your game on C:/ and launch the mod as administrator.

ALSO, I've opened a TRELLO for myself for work on 8.1

Hi! Does anyone know about this?
Translation should include a file called p0data7, you need to replace that file in the \Program Files\Moguri Mod\StreamingAssets folder, and not the game folder.

During installation, disabled the orchestra soundtrack option. As a result, there is no music in the game. Reinstalled with the option, the music appeared. But psx music does not work. In Moguri 7 everything worked.
And one more question, what does the (battle field enhancements) option change?
Is MusicVolume = 100 in Memoria.ini?
Battlefields enhancements upscales battle textures in the background.

This is for mod creators.
With Hades Workshop, open your mod. In "Environment" > "Fields", for each field > "edit script", and each field has its functions, the first one is always Main_init, and second one is often Main_reinit (for when you get out of battle)
Some field names appear several times, so I indicated the number if that's the case.

BUGS OF THE PC version
The two chests appearing in front of objects is due to the Steam version having slightly shifted chests compared to PSX

Spoiler: Fixed in the latest version • show

Gulug/Well 1
In Main_Init and Main_Reinit, at the start of the function:
    SetTilePositionEx( 23, 0, 0, 4000 )

In Gargan Roo/Passage 1
Main_Init and Main_Reinit
    SetTilePositionEx( 2, 0, 0, 150 )
    SetTilePositionEx( 2, 0, 0, 70 )

In Dali/Production Area 2
In Main_Init and Main_Reinit, at the start of the function:
    SetTilePositionEx( 27, 0, 0, -100 )

These two bugs were present in the PSX version and were likely an oversight from the developers

Crystal World 1
In Main_Init and Main_Reinit, at the start of the function:
    SetTilePositionEx( 8, 0, 0, 3000 )
    SetTilePositionEx( 10, 0, 0, -600 )
    SetTilePositionEx( 11, 0, 0, -600 )
    SetTilePositionEx( 12, 0, 0, 2000 )

This fix will need a bit shortening of the top bit of the path, because it makes the path appear in front of the giant boulder. It also makes the magic glow on the right appear on top of the boulder as well.

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

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

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

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

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

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

This will re-arrange depth of doors so that no bit gets in front of characters and that they don't appear in front of the texture, while putting the closed doors layers in front of the open one.

hi. i think you forgot add in readme, or ini config for memoria in archive, with TileSize = 64

Did you install Memoria before using Moguri? If so, your Memoria.ini file was not overwritten, and this setting stayed the same.
EDIT: Oh you mean in BETA 5? ah yes forgot about that. Fortunately, the final version is out and installs it correctly.

I installed 8.0 and unchecked "Use custom font (PSX)", but I got the PS1 font anyway.
I had to make it "UseGarnetFont=0" in the Memoria file which fixed it.

Idk if anyone else is having this issue, but the installer may not adjust for it.

Thanks for the mod. :)
Could you tell me if you installed on top of an existing 7.0.1 install? If yes, what was your setting when you had 7.0.1?

@Paiers You can raise the issue on

@Neodoris nobody contacted me no :(

@EVERYONE, I've created a thread on REDDIT, go upvote it!

The update is officially live on the website (download through MODDB) !


Can someone explain to me how the loop fix works, please ?
By that I mean what does each file it replaces actually does.

The reason I am asking this is that both assets file of the loop fix are also overriden by the beta so I am guessing the loop fix might create a conflict.
As for assemblyCShard.dll whenever I replace it, it breaks the controls. Like Djidane moves on his own on the world map.
I have only replaced files that I am sure were not conflicting with the rest however this doesn't fix the Reflect SFX.

Assuming that it's where that fix is made, I wonder if there is a way for me to decompile the assemblyCSharp.dll, make the required modifications and recompile it.
Thanks a lot for the help :)

AssemblyCSharp.dll is the most essential file, it should never be replaced. But the source for it in memoria's case is open:
If you have fixes to contribute, go ahead!

BTW, the mod with the installer should be up tomorrow.

IF YOU HAVE INSTALLED BETA v5, this is essentially the same thing, so no need to re-download that!

Aslo, when it releases, I'm counting on you to try and talk about it on forums, discords etc. that I might not be aware of!

There's no oglop in that scene. That's an illusion created by the sound.
PSX version:

It's normal that a lot of backgrounds are forced narrow screen, because they would appear glitchy on 16/9 with characters apprearing on bars etc. I personally created the list of excluded fields.

If someone with coding knowledge wants to have a go at making more scenes compatible with widescreen, here's the ticket:

Memoria is an open project!

Finally got everything working :D If I find anything i'll be sure to post it.

as an aside, I noticed in the installation read me that it says Alternate Fantasy will be compatible "Soon". If it's not too pushy to soon is soon?

A week? A month? 3 months? just so I know if I should hold out on a complete play through or not :P
Depends on Tirlititi. I'll assist him if needed, but as I understand it, he's in the middle a busy life right now.

I'm unable to download it because too many people have downloaded it? apparently?

I don't know how google drives work, but yeah, seems it's reached it's limit.

AAAH come on : (
I'll do a separate archive and put it on mega.

D-pad problem on github:
If you have more info to contribute, go ahead. I could not reproduce the problem on both xbox controllers. The nexus ticket talks about a PS4 controller, is this your case?

@Doom Oyster about the pause cooldown, did you install JUST the beta? with the included latest memoria? The double pause issue is something I experienced a lot with the base game and should be fixed by the latest memoria version.

BTW about controller layout, does it display playstation icons when playing with a ps controller? What does it show?
Also, when talking about controller, please tell your model : )

Other issues noted

Ah sorry I was unaware of the limit (upload is not limited), I'll do some cleanup on google drive and replace the link.
EDIT: 45 min left for the upload

NEW 2020-05-23 - MOGURI 8 BETA V5

-Included latest Memoria by ALBEORIS and a new install process
-Included 30fps FMVs by LYKON (using DAIN and other techniques)
-Included MBG (video backgrounds) color matched and fluid
-Included faithful PSX font by TEAITO
-These minor visual problems were fixed:

I've given the same link to zePilot, just waiting for him to package it in one big installer! (zePilot's pretty busy)

So my question is: Do you have a rough ETA for version 8.0? Like Q/2/3/4 2020 or maybe even next year ?
It's days away!

About the sound fix, see the discussion above, if someone wants to fix these issues without copy pasting the work of dclem, that'd be great. But I'm better off not touching that persons work.

There was some great progress today!
-Memoria fixes for widescreen, which is completely stable and working (no more animation offset or scene glitches, or character in front of black)
-Memoria was modified to accept 30 fps videos
-Lykon has transformed 22 FMV (so far) to 30 FPS using mainly a deep learning algorhythm called DAIN
-I found the way to add Teaito's faithful font to the game through Memoria
-I fixed video transitions with video editing
-plenty of small fixes

zePilot is waiting a bit that Lykon and I finish everything, then update 8 it is!

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

Thank you for your work.
It's not a compatible issue, it's a memoria bug issue. You can follow here I've given a list of exclusions to Albeoris, but I'm waiting for him to fix the widescreen function.

snouz, does the beta contain the orchestra tracks music upgrade? Just Curious if its available to people who just hard copied the beta over their install of the game.
Nope, but you can find that by installing Moguri 7, it's a file called \StreamingAssets\p0data61 that contains the music.
I did not change it and Tbh I don't use it and asked zePilot if he would consider changing the name to "alternate" orchestral music, because I find "Enhanced" pretty misleading (when I was a new user, I thought it'd be faithful to the original, but it's completely re-imagined)

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

It doesn't, you can download the latest memoria version there:
His widescreen fix doesn't work yet and if you see bugs with it, report them and I'll give the message.

Nice one. Can't we simply do
Code: [Select]
GetCinematicFrame / 2
Lykon, could you do a simple resampling in 30fps of all MBG so that I can try each of them and make the list of those that'll be able to up-frame and those that'll have to stay 15fps.

I agree with Brokenpope on 30fps. Looks definitely better than the original 15, but 60fps looks uncanny.

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