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Messages - snouz

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51
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.

52
I agree with Brokenpope on 30fps. Looks definitely better than the original 15, but 60fps looks uncanny.

53
I've moved discussion about FMVs to http://forums.qhimm.com/index.php?topic=19950.0 if you want to take part!

54
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)

55
If there are C# programmers here, there are some bugs in Memoria that I think Albeoris would like some help with.
https://github.com/Albeoris/Memoria/issues

56
@Lykon Would you add me on steam or something? Video upscaling was my next project after bug fixing, especially those 16 where there are 3D objects (those that usually transition from a background). I managed to get a decent result, but I put it aside to do the main mod.
I'd be all up for us collaborating on that! I'm downloading your last link.

@Nuraya it's fixed in v4

@Doom Oyster I've never tried Reshade, but I will. I never noticed a color difference with the PSX version though.

57
While testing I noticed the moon has a square outline around its image during the Odin summon animation.  I have a screenshot below:
Unfortunately, nobody has figured out how to edit eidolon and other battle animations. There's an interesting deep dive into the subject by tirlititi here$



So I finished replaying the game in fast forward to help inventoring all the screens that should not be widescreen for memoria, and I found a lot of bugs and parts that can be improved. So I now have a directory full of new bug screenshots. Diving into it!

58
Hello!

I'm so sorry if this is not the proper thread, and for the noob question. FF9 is my favorite game from childhood, and I replay it once every few years. I just discovered this modding, "re-mastering" effort and have not been so excited for something in a long time. As someone who doesn't know much about this stuff: how do I go from not having the game, to installing and modding and playing through with these re-done beautiful backgrounds?

I have a MacBook Pro, so I'm not sure if that affects my ability to be able to download the game. If so, and if the rest of the process is simple enough for a bozo like me to go through, I would be willing to go out and buy a PC just for this purpose.

Would love any insight or suggestions you may have.

Hope everyone is staying safe and sane out there in these strange and challenging times.

Warm regards,

-Justin
Hi, you can install a double boot with Windows using integrated software bootcamp. Google is your friend for that.

59
Are the soundfix files already inside the moguri mod or are they gonna be in them in the future ?
There are a number of sound fixes included, but the replacement of sounds with those from PSX is not happening. Except if someone finds it important enough to redo it (can't ear the difference myself).

60
Amazing work as always!

About the sound fix, does it require coding changes to resources.assets or the assembly? asking cause i haven't seen p0data61-63, which is where audio files are stored
Thanks!
There sound fix is one file to replace in resources.assets
https://drive.google.com/open?id=1-YWtUp48EMY3eOOzSOlCUWoOStgavwdf



I've created a comparison album with my fixes from the Steam & PSX version.
https://imgur.com/a/JZiJKXZ

61
Fixed. :3

Marvelous!
I can confirm it works correctly now, and I could confirm the fix for the place names.

NEW 2020-05-11 - MOGURI 8 BETA V4

Changelog
Backgrounds:
-Problems fixed / improvements : https://imgur.com/a/eiORBXN
-Selection of 116 backgrounds to suffer no compression (to prevent artifacts on some shadings) -> that's why download is 3Go
-Hardcoded fix for prison doors (PSX bug)
Worldmap:
-Upscaled characters and ships (except chocobos)
-Moving water (repolished)
Sound:
-Added monster death sounds fix by Tirlititi



I've sent the files to zePilot, so this will soon be packaged with Memoria and the installer as part as the official 8.0 update.

62
During my last FF9 run i saved in a different slot every time i had the chance. Do you think it'd be useful to you for testing purposes? if so i can upload it.
That's nice of you but I did exactly the same as I progressed !

63
Thanks snouz! Just tried and it works flawlessly except for one case: when frogcid goes out of the minigame and the party regroups, the doors will appear in front of the leading character when the goes near them. Obviously the issue is fixed by exiting and re-entering the room, but to fix that scene as well:

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 )

Ah thanks! I'm trusting you on this one and adding the fix. I've completely redone this field visually (regenerated, fixed here and there), it's been a difficult one, but I think it's almost perfect now.

BTW Al has fixed the crash of his latest Memoria version. Testing it right now. Then I'll work on water texture and worldmap objects, then I'll be ready for BETA V4.
EDIT: now the Memoria patcher runs but the game won't launch.

64
I only have one question, I wanted to install the latest version of memoria along with Moguri 8 Beta, is this possible? if yes I would really appreciate you could tell me how.
Last version doesn't work right now, your best bet if you want memoria would be to install moguri 7 and follow the instruction in the install guide I provided.

I started today a new game of FFIX with your mod and I have found one bug where the characters end up behind the fence that's part of the background. It's the (kind of useless) location right when you get out of the Evil Forest and when you don't go straight to Ice Caverns:
https://imgur.com/IXmc9sN
Ah good eye! I forgot to revert back the change from a depth test. I was trying to fix the chest going in front of the post. Fixed.

@Caledor, I managed to fix another depth bug from PSX: the gates in the desert palace that are half closed, half open.
It's a bit more tricky:

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 )

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.

65
Thanks all for the file. Thanks to Doom Oyster, I got my hand on a fix for missing monster death sounds by Tirliliti, who kindly accepted I include it. I will avoid using the parts of the "sound fix" by /u/dclem2 that are not already fixed by Tirlititi and Memoria, as dclem2 apparently doesn't want to be part of this community, but if someone wants to recreate the missing parts...

So when the Rework goes out of beta it won't work on stock FF9 like now? It'll require the Memoria engine like the Moguri Mod?
Well my goal is to build on top of the existing project. The final update (combined and compiled by zePilot when all of this is done) will include Memoria.
BTW, Albeoris told me he just published a new Memoria version, and he fixed, between other things:
-the problem I reported of english only place names --> now I'll have to do a proper upscale of german, italian and spanish!
-crashes on battles !

About the moving water:
I've done a test with adding a plain color at 60% opacity at tile borders, but that's worse: https://i.imgur.com/lLTfxtS.jpg
I'll try adding noise instead and try to find the best balance.

About blurry backgrounds, I'll have to test with Memoria, as I think the rendering changes a bit.
The scenes with bach is surprising. I haven't tested it in widescreen. Is it fixed when you switch to not-widescreen?

EDIT: the Memoria update from this morning is crashing on startup. I've reported it and waiting for a fix.

66
There is a Assembly-CSharp.dll for "Music loop bug" on the post from ZePilot about Moguri Mod on Steam. Maybe it's linked ?
https://steamcommunity.com/app/377840/discussions/0/1741105805743188237
zePilot submitted the fix in June to Memoria, gave the link in July for the Moguri file with the fix, then Albeoris added the fix to the main Memoria in September. The next update will use the last Memoria build, so it'll be included.

67
No one to answer my question?

Should the assembly file be replaced?

Is it normal that some backgrounds are blurred more than in the old version?

If you have Moguri installed and beta 3 on top, don't replace assemblycsharp, only bin files in the moguri folder, and assets file in FFIX folder. There's an install guide. answered above
If some backgrounds are more blurred, you should screenshot them (I recommend geenshot and imgur for hosting) and I'll try to improve on the render. For some, I combined several renders and tried to achieve the best result, so it's possible. Also, I've slightly blurred some parts to achieve a better depth (like skies). I'm encouraging everyone to nitpick and send screenshots. This is a beta, it'll help.

68
I'm trying to understand the whole "sound fix mod" situation. After a bit of investigation with google and wayback machine, here's what I gathered.

If i understand correctly, there's one mod that fixes some bugs (in AssemblyCSharp.dll), as well as replaces sounds with better/original ones (in p0data or resources files -> would be easy to combine)
But the author has allegedly caused some trouble here and there:
Banned from Nexus - all other links link there. No luck with wayback machine.
Their reddit profile is u/dclem2 and they're still active
Still a post on Qhimm as Incinerator (Guest)
Deleted posts on forum eyesonff (wayback machine original post)

Apparently, the AssemblyCSharp part of it was added to Memoria by zePilot and will thus be part of 8.0
But for the "replacing all sounds" part, I don't have my hand on it. I don't know if there's a way to convince the modder to allow us to download and add it to Moguri.

@ivanfuhr000 if you have the files, could you share it with us on google drive?

69
Yeah the pattern is not great, but I have very little control there, as the there are 4 different squares that can be in any order, any direction, mirrored, so any given border can be next to any other 32 other border.
The only 2 solutions:
1) making the border pretty uniform (partially what I did with desert patterns) but it creates an unnatural pattern.
2) adding a lot of noise, but that mainly works with noisy textures like grass or sand.

Unfortunately, making it an option is not an option, as you can't change individual files inside p0data3. But if there's a popular demand for static seas, I'll make an optional download or making it even more subtle.

70
Hmm i couldn't really tell the difference (disc 4). Can you also upload some before/after pictures?
I've just responded to a user on reddit, I'll post my reply here:

So how I did it, the water is already animated, it's got 6 frames for the little white spots. But the rests stays static. The original tiles are 32x32px, and I upscaled them x4 with Waifu2x. To add wiggling, like water like feature, I added 1% noise to the texture BEFORE I upscaled, so every frame is a tiny bit different. The effect is quite natural I think.

I've made a quick gif:
A before pic: https://i.imgur.com/Ylk0LGJ.jpg

To get this soft look, I upscaled twice: 1) waifu2x x2 with high softening 2) waifu x2 with max softening.

71
Could some people download this updated file https://drive.google.com/open?id=1YyOwu6Q_OvXcu2VAOeXl91IaBCQxbMSl with moving seas and redone water on the worldmap and tell me what they think?

72
I have a question, how would you feel about animated water on the world map? I've found a way to make great looking animated water, but it's a departure from the very static water of the original.

73
Thanks all for the warm support everyone !
Wondering if anyone has experience playing FF9 on a Mac, and using this mod? I have not yet tried to use an emulator in order to play the Steam version (as I noticed it sin't compatible with Mac), and I'm not the most tech savvy. It seems as if folks have success playing the normal Steam version, but wonder if it would create any issues with using this mod?
I know the best way, for all gaming on mac, is a double boot (with bootcamp) with windows. I know someone who tried some pc games with wine or something, but it's always full of bugs.

thats amazing! is there going to be a separate thread for that or will it just be carried over into the HD World and Main beta?
The files that are now "unlocked" are spread accross resources.assets, p0data3 and p0data4. I think I'll just put everything in the main (next) beta!

This is fantastic! Does this mod also fix the pc version's horrible mobile ui and make it more like the psx version? And if not, is it planned to or does it work with another mod that does?
There's one mod by TehMighty, but it's not without problems (see earlier this thread), so it won't be included right now. But who knows in the future!

74
@Enridonn
Thanks, coincidentally, I fixed the second screenshot today! next update.
Also the first one might be a sky I forgot to polish!

Check this out people!



Tirlititi having fount the way tu upscale map items, it opens the way for an fully upscaled map, and I think that's so beautiful I'm gonna cry.

75
I mixed the two up but yeah I wanted to ask for permission for the files i actually listed.

Those containing both your graphic enhanchments and my changes. Those are p0data2 (high res battle backgrounds and my changes) and resources and sharedassets2 for the UI improvements (again, in addition to my own changes).

Basically for conflicting files, so people don't have to do the mixing on their own and can come here, grab your files and install mine on top without further meddling.

I had plans to work on p0data2 again though. How will you combine the two? Take mine and integrate your files, or take yours and integrate my files? Because I plan to reimport some files with RGBA separately because the compression gets visible in some place. But that's an endeavor I'll take after correcting other bugs first.

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