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 - dclem

Pages: 1 2 3 4 5 6 [7]
151
Oh Jesus here we go again huh?
I just gave you a nice advice. If you don't care that's you problem.

there ain't no "here we go again". its a simple leave me alone don't talk to me.

If that makes you happier...
http://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=20#c133258593400587717

You're lucky though, I found the file where you can determine which music plays for which battle a few days ago. It's the files "BtlEncountBgmMetaData.txt" and "WldBtlEncountBgmMetaData.txt" that are in the resources.assets.
For each field, there's a list of the ID of the battles that are used in this field and the ID of the music that plays for it. If a battle is not preset, the music doesn't change. I didn't test anything though, just guesses.

And yes, I'm not at home and I have less time than usual for FF9 related things.

okay, so i'm blind af. totally did not see that. I'm sorry i did ask about the music just said it as "battle theme".
and it was still unclear to you to...
but good to hear you found its location at the start. i'll see what i can do.

152
will you please leave me alone? i didn't ask for your words.

153
Okay, if you're certain I asked you this question the first time, PLEASE link me where I said that, cause I can't find it.
But I know of a fact I did not ask such before; just lying so you don't have to help me with your tool?
The "help tab" doesn't tell me in anyway how or what each function (in this case: MUSIC) is and what it does. So who else am I to turn to when no help is given?
If I had such a tool, I would help anyone who had a question how to do something with it, regardless of what kind of "beef" I may have with them.
I ain't asking you nothing more than a simple question, which for you, would take like, what? Few seconds to answer? Given you are the master of Final Fantasy IX's script. The only person in the world who literary knows how everything works in the game.

154
Tirlititi, please answer my question, I've searched, scanned every possible function list, can't find it.

155


i can't


156
no...?
that was about adding a timer and random battles to Alexandria disc 3- after Beatrix and Steiner montage fights.
I don't remember asking about music until now.

157
Now if someone else asks a question, you'll hope right on it.

158
what is the script command to change which music plays during a battle? I've searched endlessly, and can't find a code.

160
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-18 01:46:51 »
Yeah, I can't believe Square Enix allowed them to even release such shoddy work; if anything.

161
Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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.

162
Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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


163
Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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.

164
Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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!

165
Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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]
AKB2   °                    0   €?¹   | €ÿ            ðA                   À                                      @@                      @@                      @@                      @@                            @ D¬s  Ü.                           €?  €?  €?  €?                        OggS                 Tøå8vorbis    D¬      ðO     ¸OggS                 Ê™ã-vorbis   Xiph.Org libVorbis I 20090709    OggS                 »u¾^ÿÿÿÿÿÿÿÿÿÿÿÿÿ‘vorbis&BCV   €"LĀАU     ¬7–{Ƚ÷Þ{¨G{ˆ½÷Þ{ã¬GÐzˆ¹÷Þ{î½§{˽÷Þs 4d   €)šràBê½÷æQ*ǽ÷…‰0”…=•ÚZë!“ÜBê=ç
Y   @!„RH!…RH!…RH)¥˜bŠ)¦˜bÊ)§sÌ1Ç ƒ:褓PB )¤PJ*©¤”RJ-ÖZsî½ÝsïAø „B!„B!„BBCV    B!dB!„RH!¦˜bÊ)§€ÐU    €    I‘˱ÍÑÍñÏ%Q%Ñ2-ÓR5S3=UTEÕTUWU]]wmÕvmÕ–m×VmÕvmÕVmY¶mÛ¶mÛ¶mÛ¶mÛ¶mÛ¶m 4d    #9’#)’")’ã8’„†¬ d    (Šã8ŽäHŽ%i’fy–g‰š¨™šè©ž
„†¬        àxŠçxŽgy’çxŽgyš§iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦i@hÈ* @ @ÇqÇqÇqGr$
Y È   @R$Çr,Gs4Çs<GtDÇtLÉ”Tɵ\ 
Y        @,ES<Ç“<Ï5ÏÓ4ÍMQ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MSÐU    !f–j€3a 4d €   ¡C 
Y    ˆ¡ä šÐšóÍ9šå ©›ÓÁ‰T›'¹©˜›sÎ9çœlÎãœsÎ)ʙŠ™ÐšsÎI š¥ ™ÐšsÎy›­©ÒšsÎçœÆaœsÎiÒš©ÙX›sÎYК樹›sΉ”›'µ¹T›sÎ9çœsÎ9çœsΩ^œÎÁ9áœsΉڛk¹ ]œsÎùdœîÍ áœsÎ9çœsÎ9çœsÎ BCV @  aØƝ‚ }Žb!¦!“t“ 1È)¤ŽFJ©ƒPR'¥t‚АU     „RH!…RH!…RH!†bˆ!§œr
*¨¤’Š*Ê(³Ì2Ë,³Ì2ˬÃÎ:ë°ÃC 1´ÒJ,5ÕVcµæžs®9Hk¥µÖZ+¥”RJ)¥ 4d   @ dA…RH!†˜rÊ)§ ‚

Y      ð$ÏÑÑÑÑÏñQ%Q%Ñ2-S3=UTUWvmY—uÛ·…]Øuß×}ß׍_†eY–eY–eY–eY–eY–e BCV     B!„RH!…”bŒ1ÇœƒNB ÐU    €    GqǑɑ$K²$MÒ,Íò4Oó4ÑEQ4MS]ÑuÓeS6]Ó5eÓUeÕveÙ¶e[·}Y¶}ß÷}ß÷}ß÷}ß÷}ß×u 4d    #9’")’"9ŽãH’„†¬ d    (Žâ8Ž#I’$Y’&y–g‰š©™žé©¢
„†¬         hЧ˜Š§ˆŠçˆŽ(‰–i‰šª¹¢lʮ뺮뺮뺮뺮뺮뺮뺮뺮뺮뺮뺮ëº@hÈ* @ @Gr$Gr$ER$Er$
Y È   À1CR$Dz,Mó4Oó4Ñ=Ñ3=UtE
Y        À K±ÍÑ$QR-ÕR5ÕR-UT=UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUÕ4MÓ4Ð•   
:ø{ɘĒ{hŒB zë˜sŽzÍŒ"Èqì3ˆy •#y™Dˆq 4dE   ƒCÌ!眤NR䜣ÒQjœs”:J¥kʵ£TbKµ6Î9J¥ŒRʵ´ÚQJµ¦   p  °

Y D !¥RH)æœr)¥œcÎ!¦”sÊ9圃ÒI©œsÒ9)‘RÊ9åœrÎIéœTÎ9)„    ,„BCV q Çñ<IÓDQÒ4QôLÑu=Ñt]IÓLSEUÕDQUMWµmÑTe[Ò4ÓÔDQU5QTUQ5mÙTUÛöLÓ–M×ÕmQUu[¶maxmÛ÷=Ó´mQUmÝt][wmÙ÷e[׍GÓLSEWÕDQuMWÕmSum]E×UW–EÕ•eW–u_•eÝ×DÑuEÕ”]Que[•]ßveY÷M×õuU–…_•eá·u]nß7žQUu_•]ßWeÙnÝ6~Û÷…gÒ4ÓÔDÑU5ÑT]ÓUuÝt]ÛÖDÑuEWµeÑT]Ù•mßW]Ùö5Qt]ÑUeYtUYVeÙ÷]YöuQU}[•eßW]Ù÷m߆ÙÖ}át]]WeÙVYö}ÛוåÖuáøLÓ¶M×ÕuÓu}ßöug™u]øE×õ}U–}cµe_ø…ß©ûÆñŒªªëªí
¿*˰ »óܾ/”uÛømÝgܾñãüÆ‘kÛÂ1ë¶sܾ®,¿ó3~eXz¦iÛ¦ëúºéº¾/ëº1ܾ¯UÕ×U[6†Õ•…ã~ãØ}á8F×õ}U–}cµeaØ}ßx~axž×¶áö}ÊlëF|Ÿò̺íûÆrû:çwŽÎð   p  0¡ ²" ˆ `r1!R B!¥BJc2ç¤dÌI ¥¤JI-b B昔Ì9)¡”–B)-…Z ¥ÄJi­µVkj-ÖJk¡”C)-¦ÖjL­Õ1!sNJ朔RJk¡”Ö2ç¨tRê ¤”Rj±¤c圔 :*„”J*1•”b ©ÄVRе¤Tck±åcΡ”K*±•”bm1åcÌ9b B朔Ì9)¡”ÖJI-VÎIé ¤”9(©¤c))ÅÌ9I„”:è(•”bL-ÅJ‰­¤Tc)©ÅcÎ-ÅXCI-–”b-)ÅØb̹Ŗ[¡µJŒ¡”[Œ9·Öj
¥ÄXRе¤TcŒµöcΡ”K*5–”bm5öÚb¬9µ–kj±æcϵåÖkν§ÖjM±åÚbÌ=æd͹Bk¡”C)1¶Öjm1æJ‰­¤Tc))ÖcÎ-ÖÚC)1–”b-)ÕcÌ9ÖØkj-×cϩŚkÎÁǘcO-ÖcÌ=Å–k͹÷š[  8  ˜P

Y D „(Å„!Æœ“РĘsR*ÆœƒJŘsJÊœƒPJJ™sJI)”’JJ­…RJJ©µ 
  lДX А• @* €Áq,ËóDQ5eÙ±$ÏEÓTUÛv,ËóDÑ4UÕ¶-ÏEÓTU×ÕuËóDÑTUÕuuÝEÕTUוeß÷DÑ4UÕueÙ÷MÓtUוeÛö}Ó4U×ueY¶}auUוeÛÖmcXU×ueÙ¶m]9nÝÖuá†a˜Úºîû¾/ ÇðL À €
lXá¤h,°Ð• @  a B!… BH!…”BH)%  `À  À„2PhÈJ     ÄZk­µÖZb©µÖZk­µ†Jk­µÖZk­µÖZk­µÖZk­µÖZk­µÖZk­µÖZk­µ”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ) èWá àÿ`Ãê'Ec…†¬   c”b :é$¤Ô0å„RRI¥•F1ç ”’RJ­UÎIH¥¥ÖZ‹±rNJI)µ[Œ„”Zj-Æcì ¤”Zk1Æc(¥¥c¬1ÖZCI©µcŒ5×ZRj-ÆZk­¹÷’R‹1Æ\kî¹—Öb¬µæœsÎ=µc­5çÜsð©µcε÷Þ{P­ÅXk®9á{ Ü
  6ΰ’tV8\hÈJ  $ €@ˆ1ÆœsB!DJ1æœsB!„H)ÆœsB!„1æœsB¡”R2ÆœsB%”PJæœsB¡”RJÉœsB!”RJ)tB¡”RJ)¥sB¡”RJ)¥„B(¥”RJ)¥”B¥”RJ)¥”B¥”RJ)¥”RB¡”RJ)¥¤RJ¡”RJ)¥”RJ !”RJ)¥”RJ)¡„RJ)¥”RJ)%”PJ)¥”RJ*¥  pà  `dTY„&\x

Y     ÎZl)FF1ç †È Ä †
)Åœµ )ƒ¦L)„”•Î1†ˆ“[   @ @ d(0  R @a¡C„£ÀÀ¸¸´ Bd†HD,‰ Õ@Q1 ,.0ä@†ÆFÚÅtà‚.î:B‚Äâ
HÀÁ 7<ñ†'Üà¢R    p    ÇÑG‡ÇHˆÈII     à À ÀaDD4ÇÑáñ"2BR                 OggS Ü.             ˆN)Ê  !! !$!y## |qzwzˆ       Ä‚áÇÈ?jmîîà  ÀaטÜtù±a—hW¯ HÔ–Á÷‰Ëa÷?='€  €s9L’.S[ž.ì¦6Åœ¢ëïWÝ+^d     ¦H Ãß{¯7j󥾫7 ì–é÷ÉËa{ûI$    º÷0©5S0"¿9íT
¤¦Ã_#Š+6    €üÒë 3=؝ä(Ö¬Y½ Ô–ÉOÆ—ktÜÙO$    þkò$ëã~Ž•Ïˆç&¬–é¯Q¯ý¹»=€  €ÜÇšTº´6³"©ƒc ì–Áçñßt?2    ¤÷jekþu’ t‚¥çQÔ’l < €é€›´UÍÙôtÇý¦ãøÿz,öh ìšõ¿¦Ÿ¹DÃßu ¸ H   øó;Ž#W%7z¾ëªbšÖà%`ÔÉe Ð[K‰… ,=   ð´Îƒ%i÷†ÆÆW~dKcêÄqüÕ@¾þìåsvØÿ¶¢Ñ.Çc?4úbÃU».¦žhç£ XS‰ ?I×ÈÞiOÕ#¦FÄS ™ b§äþΝ|,òš$›ÀÙîdÁ 6êeà ¡ äÉÊ
 °aÆb†^A1  €§bÞAÒ Þ°m2n§dÑJºlìÇ6^vø¦1s65{í§ oÍ•'Œ¬aZ“ž£²8\OÃPpjVm¤
“!M=-÷"^.¢ñÕ ¢#«Öóf‚·ry%[³.K¸róÐM   %sû%žàNF‚  Ô,cl’þ°?ù)Ÿ²é•*bß—®>ÌŽùÇèåZ     C€ƒVɯsÔ8j.v±‹]Ø k­GÜ–Á‰Ëaÿ–“ H   Hã8M~mís\¥23ºú•ô]ŠäžV €$Äµh´n…  ØI¦H“„/nè/MD@+ÞÔ–ƒâñóïRxzwWÉo[Ûë]9¢ÔKŒ4í.Jˆ¦`nЇ!7 H™jº{
† Ûc’áŠ^M2äBÚî¦gÏ–VBÌH¯ªôÃT’A~®ì‚
2÷5!ÜÉü-ä–¶ ‰ÑGB  j1f±éalw$¬÷ŒIš1:mùdaûžž€ÈT¶1/ºMƒÂ
sy”žÊ¨ßêz+†DF‡0
ÄPÀI¶§°AA΀6âîQØEÞ¨ª5Ü»‘ ~–Ü?J@2ÑH ° p „Ä…N £¥   T¬ €—)%^˜•‹Ø+X,ŽøÐ+7xãÀ(Oí†kv®ù3µIØåñ¸Å<såo²h»é@r£³tMl^ÀÇ0qL¡*ÍNLÌÎ
’Œ°8c}@—Q̸´+qf- ^ ®â‚ ˆ*wMk¨TûòËr"dЉ1F¦   £ïL#éÓŒ™£‡.Ížæ4³ê‘ÊŸÓ]‚Œf›Gv>ŒQnPi“ì¾4ΡàaÎ˜Ä äŽ%Ÿ²EÁ\ì$Wƒ(Íб.ÙŽ–·#˜ÉŒ¡{K. ¾
vø"\$™ûû£Bƒ¯ óVÕtJ»@$“…¬1(  ð§Ž£¥YŽôˆç°‹Èi{šå5¬7Ô'§Á”©HS™ƒ„Ì„7¦ö{"ÄRõÔÅ@ÈC®(d›AÈ©ä*“lAåÇ ‰ÒâÌÎnD³3,Á^·`~ žðA`wU:œZG°AÔhtâ‹ÅKh4£( €{f³×GWµ…Èßu„ cêçُhË¢;'¶
£¬K¹þD¹pp1¢p Nˆf;‡Û&
Ó bv–"
ØÊ…ü±·z¼=Ú]CFHQuÀ™3 ^{ëÿ+ÃnÜ`žçùþÕIì<=’îeËaf €'ßyQ_Žñ˜¤ÿªÛì#úþ_‚ÿ§Ü©î½‹~×Âg‘eÝÖ‰£º²ýƒ4 û’ÑHuuu5iæå¼E¬}]ZÍíÿ,òeK°Q4úpÝ šDöWpõ gn?ÊPRÃÛÞÉx$              

And here's my replacement sfx:

Code: [Select]
AKB2   °                    0   €?¹   | €ÿ            ðA                   À                                      @@                      @@                      @@                      @@                            @ D¬s  Ü.                           €?  €?  €?  €?                        OggS         5)      u÷žvorbis    D¬      €»      ¸OggS          5)     v gÅ;ÿÿÿÿÿÿÿÿÿÿÿÿÿ2vorbis+   Xiph.Org libVorbis I 20120203 (Omnipresent)    vorbisBCV   cT)F™RÒJ‰s”1F™b’J‰¥„BHsS©9לk¬¹µ „SP)™RŽRic)™RKI%t:'c[IÁÖ˜k‹A¶„
šRL)Ä”RŠBSŒ)Å”RJB%t:æSŽJ(A¸œs«µ––c‹©t’Jç$dLBH)…’J¥SNBH5–ÖR)sRRjAè „B¶ „
‚АU   À@²
 P  СЄ†¬ 2   (Žâ(Ž#9’cI²
     ÀpI‘ɱ$KÒ,KÓDQU}Õ6UUöu]×u]×u 4d   @H§™¥  d
Y     F(ÂBCV    b(9ˆ&´æ|sŽƒf9h*Åætp"ÕæIn*ææœsÎ9'›sÆ8çœsŠrf1h&´æœsƒf)h&´æœsžÄæAkª´æœsÆ9§ƒqFçœsš´æAj6Öæœs´¦9j.Åæœs"åæIm.ÕæœsÎ9çœsÎ9çœsª§spN8çœs¢öæZnBçœs>§{sB8çœsÎ9çœsÎ9çœs‚АU    A6†q§ HŸ£EˆiȤÝ£Ã$h r
©G££‘Rê ”TÆI) 4d    !„RH!…RH!…Rˆ!†bÈ)§œ‚
*©¤¢Š2Ê,³Ì2Ë,³Ì2ë°³Î:ì0ÄC ­´KMµÕXc­¹çœkÒZi­µÖJ)¥”RJ)
Y €  dAF!…Rˆ!¦œrÊ)¨ BCV €     <ÉsDGtDGtDGtDGtDÇs<G”DI”DI´LËÔLOUÕ•][ÖeÝömavÝ÷uß÷uã×…aY–eY–eY–eY–eY–eY‚АU    €B!…RH!¥cÌ1ç “PB 4d       ÀQÅq$Gr$É’,I“4K³<ÍÓ<MôDQMÓTEWtEÝ´EÙ”M×tMÙtUYµ]Y¶mÙÖm_–mß÷}ß÷}ß÷}ß÷}ß÷u
Y H  èHޤHФHŽã8’$¡!«     (Š£8ŽãH’$I–¤IžåY¢fj¦gzª¨¡!«  @       (šâ)¦â)¢â9¢#J¢eZ¢¦j®(›²ëº®ëº®ëº®ëº®ëº®ëº®ëº®ëº®ëº®ëº®ëº®ëº.²
   БÉ‘I‘I‘ÉBCV 2   p ǐɱ,KÓ<ÍÓ<MôDOôLO]ÑBCV €       0$ÃR,Gs4I”TKµTMµTKUOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU5MÓ4M 4d%   ÀbÁå !%%åÞ“ž1&!µ^!‘’Þ1ƒž2¢ rÞBãƒ
Y D  Æ ÇsÈ9G©“9ç¨t”祎Rg)ŘbÍ(•ØR¬sŽRG­£”b,-v”R©Æ    ,„BCV Q  „1H)¤bŒ9§œCŒ)ç˜s†1æsŽ9ç tR*çœtNJÄsŽ9§œsR:'•sNJ'¡  €  € ¡Ð@œ €A’<Oò4Q”4OESt]Q4]×ò<ÕôLSU=ÑTUSUmÙTUY–<Ï4=ÓTUÏ4UÕTUY6UU–EUÕmÓuuÛtUÝ–mÛ÷][vQUmÝT]Û7U×ö]Ùö}YÖucò<UõLÓu=ÓteÕum[u]]÷LS–MוeÓumÛ•e]weÙ÷5Ót]ÓUeÙt]ÙveW·]Yö}Óu…ß•e_WeYv]÷…[וåt]ÝWeW7VYö}[×…áÖua™<OU=Ót]Ï4]Wu]_W]×Ö5Ó”eÓumÙT]YveÙ÷]WÖuÏ4eÙt]Û6]W–]Yö}W–uÝt]_WeYøUWöuYוáÖmá7]×÷UYö…W–uáÖua¹u]>Uõ}Sv…áteß×…ßYn]8–Ñu}a•máXeY9~áX–Ý÷•et]_XmÙVY†_øåö}ãxu]nÝç̺ï Çï¤ûÊÓÕmc™}ÝYf_wŽá:¿ð㩪¯›®+ §, ¿íëÆ³û¾²Œ®ëûª, ¿*Û±ë¾óü¾°,£ìúÂj˰ڶ1ܾn,¿pËkëÊ1ë¾Q¶u|_x
Ãótu]yf]ÇöutãG8~Ê  € € Ê@¡!+€8 $‰¢dY¢(Y–(Š¦èº¢hº®¤i¦©ižiZšgš¦iª²)š®,išiZžfšš§™¦hš®kš¦¬Š¦)˦jʲiš²ìº²m»®lÛ¢iʲiš²lš¦,»²«Û®ì꺤Y¦©yžijžgš¦jʲiš®«yžjzžhªž(ªªjªª­ªª,[žgššè©¦'Šªjª¦­šª*˦ªÚ²iª¶lªªm»ªìú²mëºiª²mª¦-›ªjÛ®ìê²,Ûº/išijžgššç™¦iš²lšª+[ž§šž(ªªæ‰¦jªª,›¦ªÊ–癪'Šªê‰žkšª*˦jÚªiš¶lªª-›¦*Ë®mû¾ëʲnªªl›ªjë¦jʲl˾ïʪ)˦ªÚ²iª²-Û²ï˲¬û¢iʲiª²mªª.˲m³lûºhš²mª¦-›ª*Û²-ûº,ÛºïÊ®o«ª¬ë²-ûºîú®pëº0¼²lûª¬úº+Ûºoë2Ûö}DÓ”eS5mÛTUYveÙöeÛö}Ñ4m[UU[6MÕ¶eYö}Y¶ma4MÙ6UUÖMÕ´mY–ma¶eáveÙ·e[öuוu_×}ã×eÝæº²í˲­ûª«ú¶îûÂpë®ð
  p  0¡ ² ˆ  ŒaŒ1RÎ9¡QÊ9ç dÎA!•Ì9!”’9¡””2ç ”’R¡””Z !””Rk  8  Ø )±8@¡!+€T  ƒãX–癢jÚ²cIž'Šª©ª¶íH–牢iªªm[ž'Ц©ª®ëëšç‰¢iªªëêºhš¦©ª®ëºº.š¢©ªªëº²®›¦ªª®+»²ì릪ªªëÊ®,ûªº®+˲më°ª®ëʲlÛ¶oܺ®ë¾ïû‘­ëº.üÂ1 G à  @6¬ŽpR4XhÈJ   €0!ƒB!„RJ!¥”  0à  `B(4dE '  C)¤”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RH)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ©¤”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)•RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”R
 Šp z0¡ ² H  ŒQJ)Æœƒ1æcÐI()bÌ9Æ”’Rå„Ri-·Ê9!¤ÔRm™sRZ‹1æ3礤[Í9‡RR‹±æškVk®5çZZ«5לs͹´k®9לsË1לsÎ9çsÎ9çœsÎ à48 €ذ:ÂIÑX`¡!+€T  ¥sÎ9èRŒ9ç„"…sÎ9!TŒ9çtB¨sÌ9!„9ç„B!s:è „B„B¡”ÎA!„J(!„B!„:!„B!„B!„RJ!„B ¡”P  ` @€
«#œ²   €– R΄AŽA
AÊQ3
BL9Ñ™bNj3S9tjAÙ^2   €   À (øBˆ1  AˆÌ …U°À æÀD„D ˜ H»¸€.\ÐÅ]BB‚X@ 88á†'Þð„œ STê      à à  ""š«°¸ÀÈÐØàèð      ø  8>€ˆˆæ*,.02468:<        €€€     @   €€OggS Ü.      5)     AÚ▁pg]mz“…œ”X8ÄН'³*Ÿ ¢þíï½wŸš5«]ÜùWgfÍŠãŒ,Ѳ‘Ëñ=A”Uªû†¥Í”­¯¯ÛÏÛÛ¥RŒíîþFu@0³ÔµÍ½4ýâHŒV𦠚›ft³î”€ùs²ò
úSõçGÕšlŽä €¤HT_{>ÇsǾÿš|æ-n{ûêŽüÚ׫.ËÒÂbƹ6ˆÝì8}‘϶@Šàå_DFÕºòuÆÔò舿 ±ë$_„ëèu:þ?ÃïqmÐk<­ÜÒ(rÜ›ën5€xÀC¾¼nl³~ޱÍÛŽ0ÌA 5aUAX=&±œß³eÝÿŠo½vX*fp'ÍS`b§Žÿ¼îŠ»8\¼ìÝÇû)=&Ï`²œržM¾ý=OÈ—úÁ1­ðÊ¥ÔÀîRß¡€mèH P  þÜnúw( 7pu0ÃÉzIX¡BÏqîCÃ)®•Oq8V9rs6
µ:"_ˆŽ½¼½ôá½#Ö‹G½6¹Ÿry§‡o0ÃABt_w¿Ü×ǽ—ÝøZ×Tj@t
:`Àþüžâ¯˜# ýmàõ2G³ÁÝ €$* àKâ8‹ØíW{|úÿ®Ð›»H øÄ»3;G6±[Ýûút(TdåOÙX•ÙíøIds(Eû2O2Ðó îXÐ& >½ÞËŸ•š ÿv puÎØažç•KªPð@¯WÃù§ïßå×ÏUìñÙÕIOzý)թɆt¬þ¿»š«Y†Ê”K©†õ\pFÓLz©{&=QÛo^õçºô¹èØ¡àkiXÐu€Æ
hèÀþ|žÛæÁ`þ3\Ñ‘™rEšÇ’%¬
­×]îö~íêfŸïð,ê{79žSwN1»<źèKY2^Rº5]ñ÷Þ.}fßHêÏi.ú›îä.Ú eê—Ó÷ŸAG9;…ã¶Öõ
Éý¦ð0þà‰"ÐÚ  Úh,®ò ÁÀ³€Ó7
2Þ"  gI’èÝ5ÙÖžëóXæðm¿·©ãÄp[Õvãú6ßÿì&mP]†½³t.Ýd"¯"!2-䥍9ãÛ£›gCLQôÚ…«ÎS°­:&šZÀ2ÉJuꕎßHf…—\ÔÒÛ+ç…?·/哈ŒXp†³ÇêꙪJ ­Åi4À  M¾Ô/éB#ÿ̐@"®˜
©s)Ũë~>g¶²[·ô±×£g³jCOwº—™Ñ¼ÃyÞ¤ïÊÊ>ÕWãíÌçFßj»â©o ¦ó²¼²§Ñl–â^·sŸôÌÁZY?µÐ-ò<_®
 .ÊhRÛý<Æ„üËÐ>SͱëN$Ð Hž Ýæ1! =‡a7ßs÷žÍ6jô

€%4 ‡½‡¾Ûë ³Ö2=Åþ÷P±Å­Ñ©¡¹Ó†oºèz—LJ¾ÔJêNêC9_êÑøéQäÓ°ú=¿ õ$ÉÍ|×Ñô ȯTÆ/Ü
…ù=y±ZÏìÂïhúZ7kÅßPºb ˆ©Ü³“Ì”
§l…Ø›Q°O¼! ¸ sàëq¤¹ `¶Ù¥ô¿‚¥
‘~–®¿ãÝ]ñ.²Þšì„€Z$IÔ“Jž!Éþ"\-ûóŒç
5EóþM%Ì ?\û7’R¹wøçÏËùòòÛ,$¹SC^Ö†gîgPÑûò»Æg©ìàÿ‹.;wG¢«×oß;ßä‘ì—]eÃDÒ·£”é1gµÖj2•3¤¡z«¦áµ/áe°À«4Ùðb7µ1'ˆö?<¶ùQ$Yr•ت14ÑÖtå«V ñæ?²ôšþ¯ éLâÀ<Ùþ¸÷ã›QŸ¶èTŸ±òL7ÈÂsÖçÏú’&üÎqÍ{\.°Ò¶
±RÖïRÖ_ÇÖŸZñkÍ~[zÈýÙŽoŽ‚fhì<Ï,QU E\Û³…¶Œ1¿ž~üòâØ|{{]u]7s¦¦ƒÉd"Û\4W!hã£f{šÐrC;âLÖ
€í (€<
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?

166
Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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?!

167
Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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.

168
Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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

169
I meant the steamfiles. Like p0data5.bin or something.

170
What files does the background mods replace?

171
Scripting and Reverse Engineering / Re: [FF9]2016 release
« 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.

172
Its Sharon DaSilva from Steam.
http://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=20

I actually just tried the "EnableMove()" command (placed right underneath the Random battle command) and Garnet was still locked up.
The random battle command can go anywhere in the MainInit section, right?

Okay, here's what I got in A.Castle/Hallway MainInit:
Now you can see what's missing.

Code: [Select]
Function Main_Init
    set VAR_GlobBool_159 = 0
    set VAR_GlobUInt8_17 = 255
    set VAR_GenBool_191 = 0
    if ( VAR_GenBool_184 == 1 ) {
        set General_FieldEntrance = 10000
    }
    set VAR_GenBool_184 = 0
    set VAR_GenInt16_9 = 65535
    if ( VAR_GenUInt8_13 == 9 ) {
    } else {
        if ( ( VAR_GenUInt8_13 == 2 ) && ( VAR_GenInt16_9 < 0 ) ) {
            set VAR_GenUInt8_13 = 9
        } else {
            if ( VAR_GenInt16_9 < 0 ) {
                set VAR_GenUInt8_13 = 0
            } else {
                set VAR_GenUInt8_13 = 1
            }
        }
    }
    set VAR_GenInt16_11 = 65535
    if ( VAR_GenUInt8_14 == 9 ) {
    } else {
        if ( ( VAR_GenUInt8_14 == 2 ) && ( VAR_GenInt16_11 < 0 ) ) {
            set VAR_GenUInt8_14 = 9
        } else {
            if ( VAR_GenInt16_11 < 0 ) {
                set VAR_GenUInt8_14 = 0
            } else {
                set VAR_GenUInt8_14 = 1
            }
        }
    }
    SetControlDirection( -10, 0 )
    SetRandomBattleFrequency( 150 )
    SetRandomBattles( 1, 915, 915, 915, 915 )
    InitCode( 1, 0 )
    InitCode( 2, 0 )
    SetDialogProgression( 0 )
    if ( General_ScenarioCounter < 8500 ) {
        if ( General_ScenarioCounter <= 7060 ) {
            set VAR_GlobInt16_30 = 308
        }
        if ( General_ScenarioCounter >= 7100 ) {
            set VAR_GlobInt16_30 = 5
        }
        if ( General_ScenarioCounter >= 8000 ) {
            set VAR_GlobInt16_30 = 305
        }
        if ( General_ScenarioCounter >= 8200 ) {
            set VAR_GlobInt16_30 = 306
        }
        switchex 4 ( VAR_GlobInt16_30 ) {
        case 308:
            set VAR_GlobUInt8_24 = 1
            InitObject( 14, 0 )
            InitObject( 31, 0 )
            InitObject( 13, 0 )
            MoveCamera( 166, 190, 1, 8 )
            break
        case 5:
            set VAR_GlobUInt8_24 = 0
            InitObject( 25, 0 )
            InitRegion( 17, 0 )
            InitRegion( 18, 0 )
            InitRegion( 19, 0 )
            InitCode( 24, 0 )
            break
        case 305:
            set VAR_GlobUInt8_24 = 10
            InitObject( 27, 0 )
            InitObject( 33, 0 )
            InitObject( 28, 0 )
            InitObject( 4, 0 )
            InitObject( 5, 0 )
            InitObject( 6, 0 )
            InitObject( 7, 0 )
            InitObject( 8, 0 )
            InitObject( 9, 0 )
            InitObject( 10, 0 )
            InitObject( 11, 0 )
            MoveCamera( 180, 180, 1, 8 )
            ShowTile( 14, 0 )
            ShowTile( 24, 0 )
            break
        case 306:
            set VAR_GlobUInt8_24 = 24
            InitObject( 27, 0 )
            ShowTile( 14, 0 )
            ShowTile( 24, 0 )
            InitRegion( 22, 0 )
            InitRegion( 23, 0 )
            InitRegion( 21, 0 )
            InitCode( 24, 0 )
            SetFieldCamera( 1 )
            SetControlDirection( -6, 0 )
            RunSPSCode( 0, 130, -1, 0, 0 )
            RunSPSCode( 1, 130, -1, 0, 0 )
            RunSPSCode( 2, 130, -1, 0, 0 )
            RunSPSCode( 3, 130, -1, 0, 0 )
            RunSPSCode( 4, 130, -1, 0, 0 )
            RunSPSCode( 5, 130, -1, 0, 0 )
            RunSPSCode( 6, 130, -1, 0, 0 )
            RunSPSCode( 7, 130, -1, 0, 0 )
            RunSoundCode( 1792, 124 )
            while ( SyncSounds != 0 ) {
                Wait( 1 )
            }
            RunSoundCode1( 16903, 124, 31 )
            RunSoundCode1( 16897, 124, 0 )
            set VAR_GenUInt8_8 = 25
            RunSoundCode2( 34305, 0, 180, VAR_GenUInt8_8 )
            set VAR_GlobBool_167 = 0
            break
        }
    } else {
        if ( General_ScenarioCounter < 8600 ) {
            set VAR_GlobUInt8_24 = 100
            set General_FieldEntrance = 309
            InitObject( 25, 0 )
            InitObject( 15, 0 )
            InitObject( 26, 0 )
            InitObject( 29, 0 )
            InitObject( 32, 0 )
            InitObject( 16, 0 )
            MoveCamera( 320, 224, 1, 8 )
            RunSoundCode( 0, 98 )
            while ( SyncSounds != 0 ) {
                Wait( 1 )
            }
            set VAR_GenUInt8_8 = 125
            RunSoundCode1( 16897, 98, VAR_GenUInt8_8 )
            set VAR_GlobBool_167 = 0
        } else {
            set VAR_GlobUInt8_24 = 0
            InitObject( 25, 0 )
            RunSoundCode( 0, 98 )
            while ( SyncSounds != 0 ) {
                Wait( 1 )
            }
            set VAR_GenUInt8_8 = 125
            RunSoundCode1( 16897, 98, VAR_GenUInt8_8 )
            set VAR_GlobBool_167 = 0
        }
        InitRegion( 20, 0 )
        InitRegion( 18, 0 )
        InitRegion( 19, 0 )
        InitCode( 24, 0 )
    }
    if ( General_ScenarioCounter >= 8000 ) {
        ShowTile( 14, 0 )
        ShowTile( 24, 0 )
    }
    if ( VAR_GlobBool_158 == 0 ) {
        0x27( 127 )
    } else {
        0x27( 255 )
    }
    Wait( 2 )
    Wait( 2 )
    if ( VAR_GenUInt8_13 == 9 ) {
        SetTextVariable( 2, 0 )
        WindowAsync( 6, 0, 56 )
        RaiseWindows(  )
        WaitWindow( 6 )
        set VAR_GenUInt8_13 = 0
    }
    if ( VAR_GenUInt8_14 == 9 ) {
        SetTextVariable( 2, 1 )
        WindowAsync( 6, 0, 56 )
        RaiseWindows(  )
        WaitWindow( 6 )
        set VAR_GenUInt8_14 = 0
    }
    set VAR_GlobBool_159 = 1
    if ( VAR_GlobBool_158 == 1 ) {
        set VAR_GlobBool_158 = 1
        if ( VAR_GlobBool_159 == 1 ) {
            if ( VAR_GlobBool_156 == 0 ) {
                EnableMove(  )
                0x27( 255 )
                if ( VAR_GlobBool_144 == 0 ) {
                    EnableMenu(  )
                }
            }
        }
    }
    if ( VAR_GlobUInt8_17 == 255 ) {
        set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
    }
    0xA9( 250 )
    FadeFilter( 7, 16, VAR_GlobUInt8_17, 0, 0, 0 )
    return
[/CODE}

173
Hi! I'm am trying to edit the Battle spots of enemies locations in the Environment section, but it doesn't seem like its working. does each battle spot correspond to each section of gaia and include dungeons? Can't tell, the text to the right only says: "Alexandria Castle, Hidden passage's lower level" on the steam version.
Also, can Hades workshop export model data along with battle scenes? Models like monsters, eidolons etc. on the psx version?

Pages: 1 2 3 4 5 6 [7]