Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Caledor

Pages: [1] 2 3 4 5 6 ... 9
1
IMPORTANT UPDATE:

  • Removed AIO installer compatible with SYWV5
  • Added Full IRO (translation + texture)
  • Added separate Italian Texture RAR (for modders)

For those who were using the Italian AIO installer compatible with SYWV5, I recommend moving to 7th heaven + IROs. I listed the IROs from Satsuki you need to install in the first post. Let me know if there's any kind of problem with instructions or the files.

2
Ciao Raiu, being this an international forum better stick to english.

Probably an update from Satsuki changed something again and that broke compatibility with my own patch. I guess I can't keep chasing that though, so i plan to switch to 7th Heaven for those that want to mix mods in a controlled environment, and i'll release my textures separately for those that want to mix mods manually.

ITA: è probabilmente un problema di compatibilità venuto fuori dopo l'aggiornamento della mod di Satsuki. Non posso continuare a inseguire ogni cambiamento del genere però, così conto di passare su 7th heaven. Rilascerò pure un zip contenente le texture separate, in caso qualcuno volesse unire le mod manualmente

3
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-05-25 22:54:29 »
Out of curiosity, did you work on the images themselves or did you rearrange the pieces via hex editing?

4
I just tested and it worked for me, except that there is a problem with the image. Maybe you did a mistake in the folder names, or maybe you didn't add the mod's name properly in Memoria.ini?

Anyway, Caledor, in-game, the chocographs are all white because there is no alpha channel in your .png and parts that should be transparent are white instead. I am pretty sure that the problem is the same when importing the texture through AssetBundleExtractor.

I uploaded by mistake one with a white background that i needed for another purpose, but i noticed that soon and uploaded another version. Apparently i also needed to refresh the link, which is what i did now.

BTW thanks everyone, glad you are all liking it.

5
Quote
By the way, there's only an "english" version of that image. The chocobo abilities are in english even in the other languages and they always have been.

Correct. On that note, I thought i might as well upload the high res Atlas I customized for my personal use, with chocobo ability names in Italian. Link added to the original post.

6
FF9 High Res Chocographs


Chocographs remade from scratch by taking actual screenshots in FF9 Steam modded with Moguri Mod 8.2.

Image slider for comparison: https://imgsli.com/NTM5MTY

Download Link:
https://mega.nz/file/itNGlTyb#3X0318RvI0zVv2fhpRDeKnSTIs3mjRylD6UFNOrvjRs

Same, but customized with Italian names for chocobo abilities:
https://mega.nz/file/H4MUTZRD#eAQlGNtzFr6cV7kqNgubpA57CYsQCNngaaOmjUA636U

Installation:
To use one of those images you need AssetBundleExtractor. Download it, open resources.assets with it from your "FF9\x64\FF9_Data" folder (or x86 if you're using a 32 bit pc). Find the file "Chocograph Atlas", with Texture2D Type (NOT Material). Hit Plugins, Edit, Load the image you downloaded and then Ok.

Now DON'T press Ok again or it'll close without saving. Go File instead, press save. You'll be prompted to save "sharedassets2.assets". Save it anywhere but the FF9 folder (cause you can't save it there) then close AssetBundleExtractor and replace the current sharedassets2.assets in the FF9 Folder with the new one.

Credits:
Snouz for the outstanding Moguri Mod
http://forums.qhimm.com/index.php?topic=19225.0

7
I don't think i'll be able to do some first hand testing since i don't have a psx version anymore (steam is just better in every aspect) but i can definitively lend a ear if paky wishes so.

8
My 2 cents as a fellow (Italian) ff9 modder.

Could this be related to the disalignment of some dialogues between languages?
I honestly dunno how much AF alters dialogue but maybe I could help in some way

9
I just forgot to update the iro descriptor in a rush, it should be totally fine.

10
No you need to redownload from here just like you did the first time. Remove the current one from the library and reimport

11
For 7th Heaven users i'm just uploading a new version of the IRO as i type, cause it's the safest solution. I'll update the iro again when the issue it's fixed.

The temp iro is up

12
Hi Onizuka, I've confirmed the bug, which likely involves all the "Multi-" materia. I'll have to work on a fix for this.

EDIT: Found the culprit, as i suspected it's the custom function i wrote to change the ability names for these materia.

For everyone with direct access to the hext files here's a temporary fix: find my all.txt file.

Line 1481 of the file should read "30B803 = 5E 84 20 00". Comment the line so it won't be loaded by the game by adding a # before it, like so:

"#30B803 = 5E 84 20 00"



13
1. Yes, I'm following the progress that's being made

2. Probably yes since those are mostly gameplay related files. scene.bin has all enemy-related text though, as you probably already know.

14
Hours from 99 up to 999 will be displayed correctly in the menu. I just tested it.

The important part is not adding any UI mod on top of this one (aside from something very simple like avatars only).

15
Hi Onizuka, I honestly don't remember that point specifically because i might have inherited it from DLPB's R05 but using another UI mod on top of my own it's bound to cause conflicts because both will try to alter the same regions in the executable.

16
IRO pack updated with minigame textures, released an AIO installer compatible with satsuki's SYWV5 one. Both links are on the first page

17
yep

18
After playing a bit with 5.20 yesterday and upgrading to 5.23 today, the Control Panel returns an IO Error upon saving ("can't create a file that already exists", but it didn't tell which).

19
Ciao ZeroShift, per ITA è stato già tutto rilasciato sulla mia pagina FB CaledorIT insieme alla correzione della traduzione del 9

20
Releases / Re: Aavock UI 1:1Remastered
« on: 2020-12-13 20:10:02 »
Outstanding work, Aavock, and thanks for your efforts!

I was wondering... are you gonna release the psd/gimp source themselves for the translation or just the french pngs? Asking cause, just like CaptRobau, i'm also interested in translating your textures (mainly minigame) for my Italian retranslation.

21
Releases / Re: [FF7PC] ZomiPlayFont UI
« on: 2020-12-03 19:51:32 »
Hi Panteleimon

Before everything else, amazing job with this font. I'm the author of the italian localization that usb ported to Reunion and i'm trying to make my original release compatible with mods as well. Would you mind if i bundle with my mod a customized version of your font? Obviously with full credit for your work.

EDIT: Just found out that you haven't logged in since June, hope you're well. I released the Iro containing an customized version of your font for the time being, which i repacked for you here: https://drive.google.com/file/d/1hfT6_conKM3Ln4kgFq78UZ6l8wO7qzkX.

I mainly fixed some alignment and spacing issues i spotted, some of which might have been caused by my customized window.bin, which is also included in the pack in case you want to test. Let me know when you read this.

22
Beautiful, thanks!

Do you happen to have a list of issues you needed to address for 8.2 due to the different file structure?

23
I just thought it was worth to showcase what was the result after that change, i'm going through them one by one. As for Lykon I just sent him a msg with a link here.

PS: i couldn't spot the difference in Dali Windmill and Iifa Tree/Roots 1, even though for the second i think i got what should happen: It's about the background below the elevator platform during the zoom in?

24
Before/After Iifa Tree fix for reference (once again, amazing job)



Will edit post later with other comparisons once i test them ingame

25
Didn't we just get ff9 through xbox gamepass? IIRC that version had the battle UI resized as well, which is what has been patched with today's steam update. Other than that i completely understand the frustration though.

Out of curiosity, what tools are outdated? Memoria? HW?

Pages: [1] 2 3 4 5 6 ... 9