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Topics - snouz

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1
EDIT 2024: this is now outdated, as all of this is now part of Memoria directly.


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
Change:
    SetTilePositionEx( 2, 0, 0, 150 )
To:
    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 )
    SetTilePositionEx( 23, 0, 0, 100 )




BUGS OF THE PSX version
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
replace:
    ShowTile( 2, 0 )
    SetObjectLogicalSize( 14, 20, 30 )
    InitWalk(  )
    Walk( -1983, 2306 )
    InitWalk(  )

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


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



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.

2
I think it's better to make another thread for the discussion I'm having with @Lykon (Steam chat is not permanent, main thread is full of other discussions and other people might want to contribute)

There are 2 video types:
-MBG, used as background to 3d objects
-FMV, simple videos

MASTER PLAN
1) test upscaled 60fps in the game (check for speed in the game, vanilla and Memoria)
2a) try to get source videos
2b) or use downscaled images to 320x224 nearest
3) If there's artifact like dithering, there's an ESRGAN model to undither.
4) Upscaling possibilities: srmd-ncnn-vulkan / ESRGAN / other?
5) if possible, blend the background in the video and color correct
6) Use DAIN to add frame interpolation
7) TEST



OBSERVATIONS
-MBGs above 15fps make 3D models glitch, but FMVs look fine. It might be fixable if we find the right code. Lykon found a relevant part in HW in CIL Code > Raw Code > MBG
-vids are tretched by the game, so we can keep original PSX x4 resolution (320x224 x4 = 1280x896) instead of 1280x960 in the steam version
-videos raised to 60fps look weird (too much guessing by DAIN, and contrasts too much with the original game)

INVENTORY
FMV000
FMV001
FMV002
FMV003
FMV004
FMV005
FMV006A
FMV006B
FMV008
FMV0011
FMV0012
FMV0013
FMV0014
FMV0016
FMV0017
FMV0019
FMV0021
FMV0023
FMV0024
FMV0027
FMV0029
FMV0031
FMV0032
FMV0033
FMV0034
FMV0035
FMV0036
FMV0038
FMV0039
FMV0040
FMV0042
FMV0045
FMV0046
FMV0052
FMV0053
FMV0055A
FMV0055B
FMV0055C
FMV0055D
FMV0056
FMV0059
FMV0060

mbg101 | Field100 (end)
mbg102 | Field209 (middle)
mbg103 | Field254 (start)
mbg105 | (none)
mbg106 | Field1001 (end)
mbg107 | (none)
mbg108 | Field1464 (start & end)
mbg109 | Field1554 (start & end)
mbg110 | (none)
mbg111 | Field2007 (end)
mbg112 | Field2255 (start)
mbg113 | Field2715 (start)
mbg114 | Field2752 (middle)
mbg115 | Field2929 ()
mbg116 | (none)
mbg117 | (none)
mbg118 | Field2905 (start & end)
mbg119 | (none)

3


NOW INCLUDED IN MOGURI BETA V2

It's yet another download from me (promise I'll put everything in one big download for the next version)

NEW 2020-04-25 - UI Stuff BETA V2 (fixed)
(outdated) 2020-04-24 - UI Stuff BETA V1

This one is a number of UI changes (no, not the battle UI)

<--- old

<--- old

<--- old



<--- old



Borders around portraits:


- I made the grey bars black.

- I also fixed the misplaced points on both maps.

 - Map points and stuff are sharper



4


NOW INCLUDED IN MOGURI BETA V2

Releasing some HD textures for scene items, NPC and creatures. Some were left alone so to avoid visual glitches.

NEW 2020-04-23 - HD NPC & Monsters v2
(outdated) 2020-04-14 - HD NPC & Monsters v1

Just put the content (p0data4.bin) in \FINAL FANTASY IX\streamingAssets\ (save the original p0data4.bin first)

This will eventually be part of Moguri.

5


NOW INCLUDED IN MOGURI BETA V2

Releasing some HD battle backgrounds with hand-cut transparency (and without animation bugs).

NEW 2020-04-26 - HD Battle Backgrounds v2
(outdated) 2020-04-14 - HD Battle Backgrounds v1

Just put the content (p0data2.bin) in \FINAL FANTASY IX\streamingAssets\ (save the original p0data2.bin first)

Credit: zePilot (for his script that introduced me to ESRGAN, and his model that I re-used), Tirlititi for Hades Workshop

This will eventually be part of Moguri.

6


D O W N L O A D

THE UPDATE HAS NOW GONE LIVE OFFICIALLY

Spoiler: outdated • show
NEW 2020-05-23 - MOGURI 8 BETA V5 changelog -> Make a shortcut of the file to your drive then go into your drive, find the shortcut there and click "make a copy"
(outdated) 2020-05-11 - MOGURI 8 BETA V4 changelog
(outdated) 2020-05-04 - MOGURI 8 BETA V3 changelog
(outdated) 2020-04-28 - MOGURI 8 BETA V2 changelog
(outdated) 2020-04-23 - MOGURI 8 BETA V1



I N S T A L L _ G U I D E

IF YOU DON'T HAVE MOGURI INSTALLED
1) Extract and replace the files in the .zip to SteamLibrary\steamapps\common\FINAL FANTASY IX\

IF YOU HAVE MOGURI INSTALLED (not required!)
1) If you installed it before 2020-04-2, uninstall and re-install Moguri again (SquareEnix pushed a Steam update that temporarily broke the game and Moguri)
2) Extract the content of StreamingAssets in \Program Files (x86)\Moguri Mod\StreamingAssets\
3) Extract \x64\FF9_Data\resources.assets & \x64\FF9_Data\sharedassets2.assets to SteamLibrary\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\
   but DON'T replace Assembly-CSharp.dll

To check you have the right version, here's how the first frame should look


Spoiler: UNINSTALLING • show

1) In steam, right click the game, go to "properties...", go to the LOCAL FILES tab, click VERIFY INTEGRITY OF GAME FILES. This will re-download the original files, but your saves are still intact.

Spoiler: CONTENT OF FILES • show

p0data2.bin - Battle backgrounds
p0data3.bin - Worldmap textures
p0data4.bin - NPC, monsters and background items
p0data11.bin to p0data19.bin - Main backgrounds
resources.assets & sharedassets2.assets - UI stuff (maps, title screen...)
Assembly-CSharp.dll - The patched file that allows for the augmented resolution of backgrounds. (The one here and the one in moguri are different)

Note: If you have uninstalled Moguri and/or Memoria and you have names like ZidaneZidane, ViviVivi, you can salvage your save with this tool: http://forums.qhimm.com/index.php?topic=11494.0
Note: Alternate Fantasy is not currently supported.


F E A T U R E S
  • Backgrounds
  • Fixed : almost all visual glitches
  • Redrawing of all layer edges (all 11000+)
  • Cleaner / sharper graphics (all 6000+)
  • Better & cleaner lighting (all 1400+)
  • Countless manual image doctoring
  • Manually redrawn some parts (some partially based on portfolio images by Wesley Cann & Behrooz Roozbeh)
  • Background animations better integrated
  • Several bugs from the Steam & PSX versions fixed
  • Recreated all places names with original fonts (for English and French, rest to follow)
  • Seamless scrolling skies & backgrounds, removed 'staircase' edges
  • Recreated baked in textures NPCs
  • Background objects
  • HD background 3D objects
  • HD NPC (with exceptions)
  • Worldmap
  • HD worldmap textures (upscaled and manually redone, mostly seamless and faithful)
  • Subtly moving seas
  • HD worlmap items (ships...) textures
  • Battles
  • HD monsters (with exceptions)
  • HD battlefields with redrawn edges (exceptions for animated textures)
  • Seamless skies (not 100% on point)
  • Fixed missing monster death sounds (credit: Tirlititi)
  • UI
  • Recreated faithful HD maps
  • Recreated Start menu and game over screens
  • Character portraits edges


OLD POST
Spoiler: show

2020-04-23 - Finally, here's a beta file of the backgrounds!
For those who chose to install it, please screenshot any problem or potential improvement, as major or minor it is.

If you can't post in this thread, you can contact me on reddit



Other parts of the mod available to download:
NPC & Monsters HD V2 DOWNLOAD
Battle Backgrounds HD V1 DOWNLOAD
Worldmap HD V2 DOWNLOAD
UI Stuff V1 DOWNLOAD


Maybe save the original files beforehand

-------------------------------------------------------------

Hi everyone,

I'm making a thread to track my progress with my reworking of Moguri since June 2019

◈ Finishing touches, corrections & testing ◈

◈ Backgrounds masks (redrawing by hand) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 678/678

◈ Blended/light layers upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 1479/1479

◈ Re-drawing of transparency for fight scenes textures ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 186/186

◈ Monster texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 124/124

◈ NPC texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 150/150

◈ Item on field texure upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 101/101

◈ Worldmap re-texture ◈
http://forums.qhimm.com/index.php?topic=19178.0
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100%

◈ Place names upscaling (when introduced to a new place) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 44/44




◈ (background) Videos improvement ◈
(⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ | 0/18) -> might try this in a next update

◈ Extra ◈
-Backgrounds were improved with various ESRGAN models
-Numerous visual corrections
-Upstairs of Dali's Windmill debugged / recreated
-Removed seams in scrolling sky/smoke/sand textures.
-re-created a lot of sky textures for fight scenes, making them seamless and beautiful: 64
-regenerated the battle textures to remove white outlines
-corrected a bug with animated textures in battle scenes
-Multiple other bugs ironed out

◈ Ideas for later ◈
-drawing shadows for some chests/items
-look if I can improve fluidity of the videos with AI video interpolation: https://github.com/sniklaus/pytorch-sepconv (can't make it work yet)
-upscale contextual FMVs?

SCREENSHOTS
Spoiler: show

Click to enlarge


7


NOW INCLUDED IN MOGURI BETA V2


Final version 0.2 is OUT !

NEW 2020-04-14 - HD Worldmap 0.2

(outdated) 2019-08-21 - HD Worldmap 0.1

Just put the content (p0data3.bin) in \FINAL FANTASY IX\streamingAssets\ (save the original p0data3.bin first)

Screenshot comparisons


I'm using various upscaling models for ESRGAN (manga109, zePilot's FF9 model, waifu2x...) as well as manual texturing.
Credit: zePilot (for his script that introduced me to ESRGAN), Fraggoso for all the help, Tirlititi for Hades Workshop

This will eventually be part of Moguri.



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