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Messages - Damned

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Beacause retranslation will need to have a commitment from both myself and Sega Chief

It would make more sense to wait until he releases version 2.0 of New Threat.

Just wanted to drop by and say I am very appreciative for the 60 FPS mod. Hopefully all of the bugs regarding it can be worked out in due time.

Also, what exactly is this "audio mod" you are working on? Is it something to replace the music in the game with custom tracks (Bitsymphony makes god tier remixes and I would absolutely love the ability to use them in my game!)?

Support / Questions on FF IX Audio Mods
« on: 2018-07-15 20:24:08 »
I recently downloaded two audio mods for FF IX.

1. This one restores the enemy death and PS1 SFX.

2. This one alters the way the game processes audio so it sounds better.

I want to use both of them, but have run into a problem. Both modify SdLib.dll. Is there some tool I could potentially use to "merge" both of the modded SdLib.dll files together? Are these two mods compatible with each other?

Also, I was wondering if anyone could please look into the following issue with the audio in FFIX. I posted about it before, but here it is again...

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.

I would really, really, REALLY be appreciative to anyone who could fix this issue, and would even be willing to donate money to anyone who could get it fixed.

Well at least I'll try to do the FFVIII one since that seems, according to the other topic, easy enough to do. But could you do me a favor Covarr? Can you see if a PM I sent to 5way is in his Inbox? I was told that it was successfully sent, yet it is not in my Sent box at all. I don't want to spam the guy.

Would this be difficult for someone who has never modded these games before to do? If no one else wants to do it, I could always take a crack at it myself. But I figured if it was easy to do, then maybe someone would be a really cool guy and help a fellow fan out.

Final Fantasy VII

Apparently, in the original Black Label version of FF VII, the script contained more swear words in it than the later releases, including the PC release, did. I would like to request a mod that reverts the swear words that were censored in later releases.

Final Fantasy VIII

I realize already there is a topic below me that requests this, but it has not been posted in for a couple of months. Given this, I believe the OP gave up on the mod.

I would like a mod that reverts the censorship to GeroGero's 3d model, GeroGero's Triple Triad card, and the blood in Ultemecia's castle.

Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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.

Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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.

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!

Apparently the Steam version did not fix this bug. Anyone out there in Qhimm land willing to do so?

Support / Re: [FF9 PC] Re-mastered music
« on: 2016-04-22 18:59:44 »
Would someone be willing to do a OST rip replacement for IX similar to what DLPB did for VII and VIII?

Releases / Re: [FF7PC-98/Steam] Anxious Heart (A04 FINAL)
« on: 2016-04-22 03:33:12 »
Thanks for the reply. Out of curiosity, at what bitrate are the vanilla OGGs for this and VIII encoded at?

Releases / Re: [FF7PC-98/Steam] Anxious Heart (A04 FINAL)
« on: 2016-04-21 21:12:12 »
I had a question about the official audio patch that restored the PS1 quality audio for the Steam version. Is the official patch's audio better quality than this one?


I was wondering if anyone would be willing to make a 60FPS mod for VIII, similarly to how DLPB made one for VII.

moved from the roses and wine thread due to off topic - EQ2Alyza

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 04:09:16 »
Getting it compatible with Reunion's relocalisation seems to be the big thing, and there's challenges to that but it's not impossible. It's looking though like it'll need to be done the hard way in which case the best thing for that is to wait until both mods are complete before attempting it.

Understood. I agree it would be best to wait until your last version of New Threat. Beacause is huge, and I would imagine it would be a headache making it work constantly every time you update your own mod.

Another question about the WEAPON mod.

How extensive of an update to the enemies are we talking about here?

1. Increasing their stats?
2. Minor tweaks to their AI?
3. Complete overhaul of their AI?

Understood. Would you at least consider releasing the 60 FPS Battles Mod as a separate mod so I could use that at least with New Threat?

Well, if that is what you say is the case, then I believe you. I'm not an expert at all in how faithful graphics enhancement works, but I'm certainly a fan.

After taking a look of some of the screenshots of the Steam version, it seems like SE already did a pretty good job of upscaling the graphics and FMVs. About the only complaint I have is the battle backgrounds are a bit too blurry, but I came across this mod...

Apparently it does a better job upscaling the battle backgrounds then SE did. I'll probably just use that, combined with the Linear Filtering option to make a respectable looking enhancement to the graphics (New Threat already replaced the character models in the game).

About the only other tweaks I would like to see to your mod are the following...

-If possible, try to solve the few issues the 60 FPS Battles mod has.

-I understand you have no interest in other mods. However, I REALLY have to stress how much it sucks that New Threat is not compatible with your work. I do not know if you have taken a look at that mod, but I think anyone will agree that is does a fantastic job at updating the gameplay. It almost feels like I'm playing an official remake by SE, and I'd like to think that part of an official remake would include a brand new, accurate translation (See the FF IV-VI Advance ports). Your re-translation and 60 FPS mods would go together with New Threat like bread and butter.

If it would take a commission to get you to consider making a compatibility patch, then I would be more than happy to pay. I am serious about my love and passion for this game. I would only ask that you wait until the final version of New Threat comes out.

-A mod that remasters the SFX of the original. One was already started over here...

But it was sadly never finished. You seem to be a big fan of faithful enhacement of original assets, such as myself. You also clearly have a lot of dedication to finishing daunting tasks like re-translating an entire PS1 game, so I feel this project would be a perfect fit for you. Again, if a commission is what it would take, I am willing to discuss terms.

I wanted to possibly make the game look completely identical to the Steam "new mode" graphics + Linear Filtering option and use this mod to replace the battle backgrounds (I hear they are too blurry).

I would like to know what settings I would need to use in the OpenGl tab to achieve the above.


Do you plan on going further with the "Model Enhancement" part of The Reunion and doing other types of graphics? I like how you are trying to enhance the quality of the graphics, whilst still staying faithful to the original art style.

SuperDonkeyjack, unfortunately, New Threat is not compatible with this mod. I tried it last night. I asked the author of New Threat if he would consider making it compatible with this one. Hopefully he will.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-25 15:31:30 »
I thought the only SFX mod was the one I linked to. May I ask for a link to these other ones?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-25 15:04:13 »
I took a look at that "Anxious Heart" and it appears that it only offers SOME remixed tracks, not all. Not to mention, it doesn't touch sound effects either. Lastly, I'm not sure how exactly I would swap them, as from what limited research I have done, apparently the tracks need to be edited manually to loop properly. The most I have ever played around with audio software is converting tracks from one format to another using Foobar2000. I have no idea how to do anything beyond that. Thinking back on what I said, I do agree programming a menu would probably not be worth it, perhaps the arranged tracks SFX could be offered the same way that optional world model mod could be, with already properly formatted files to just drop into the music folder.

In the worst case scenario, I could always ask Bitsymphony to make properly edited files to drop into my music folder. He is such a nice guy (For one he actually PMs you back when you PM him on Youtube, truly a rarity!) I'm sure he would be willing to if I ask him.

I'm also serious about my monetary contribution if that is what it would take. Just thought I would restate that.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-25 06:30:14 »
Got to see a couple of videos of this mod by GarlandtheGreat on Youtube. I must say I am very impressed by this and would like to recommend a few improvements to truly make this the ultimate conversion mod.

1. I'm sure everyone on this site is aware of the original translation's rather mediocre quality. The Reunion mod fixes this, however it is sadly not compatible with your mod. I would suggest, whenever you make your last version of this mod, to ensure that it is 100% compatible with The Reunion (At least the translation part). This would fix a major flaw in the original game and make this mod just that much more enjoyable.

2. Since your mod already spruces up the graphics a tad (Which you said was the original goal of this mod via altering palettes correct?), how about the sound effects as well? There is already a sound effects project going on that, sadly, seems to have been abandoned, but perhaps you, or someone else who is an audio expert, could continue the project...

3. The chest in the attic in Kalm that says something along the lines of "Locked...can't open it". I believe originally it was planned to have a Golem Summon Materia inside the chest, but the sidequest got cut. If the chest isn't already being used, perhaps a sidequest could be added that gives a key to open that chest and obtain the materia as a reward.

4. Perhaps in the new game plus, you could add back the Master Magic / Summon / Command materia, just so the Materia Overlord (Just about the only achievement where any amount of effort is needed.) could be acquired? Perhaps another suggestion would be to add in custom made achievements and a cool reward could be obtained once all of them are completed.

At the very least, please consider points 1 and 2. To prove to you how passionate I am about FFVII, and about how serious I am with wanting to see the re-translation + remastered SFX in this game, I am willing to donate a considerable amount of money via your donate link if that is what it would take.

Please at the very least respond back to my post even if you don't wish to incorporate any of what I said above. If anyone else has any thoughts they would like to share on my ideas, by all means, feel free to do so.

EDIT: Altered my suggestions after researching the Steam version and how to mod music a bit.

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