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Messages - Fraggoso

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101
Okay I'll give it a try. Thanks again!
Hopefully nothing will blow up on my end. ;P

102
Maki that's wonderful!
How can I test it on my end? xD

Thanks and keep me posted on the repacker! :D

103
Good words mcindus.
Thanks again for also guiding me through some nasty drawbacks I had.

Everyone remember if you're in a pinch and think you can't finish a mod because you lost motivation, the community in particular don't really like the idea of the mod etc... first and foremost you're doing it for yourself.

If you share it with the community, no matter if you only have one download, it was well worth it (at least in my opinion).

104
Support / Re: AKAO converter for sound effects - FFIX
« on: 2017-06-20 09:49:56 »
Like I said, I'm trying a different approach so we know exactly what ID from the PSX is the counterpart in Steam.
@Kaldarasha The tool can't be used to play the AKAO files. It scans the disc and finds butched sound effects. At least they don't sound that great *lol*

@Dclem Thanks for the information (and also the notch that I couldn't listen to sounds anyway...) I guess?

@DLPB Did you used the debug room for it or did you program your own sound test for it?
If yes, did you knew exactly what AKAO file was playing so you knew what sound effect in the steam version needs to be replaced or is the data structure and filename identical between the two?

105
Support / Re: AKAO converter for sound effects - FFIX
« on: 2017-06-19 22:23:56 »
That's the thing. If I do that I could just download the sound effects.
Sadly I need a way to work with the akao files directly as they have the index I need to link them to the steam sounds.
There's really no way to extract the sfx from them entirely with all effects?

I don't want to go the way dclem approached his sound mod as he had to listen to 3k files of sound. :/
If that's not possible than I'll give up as I sadly don't have the time for it. :/

It would they show up in sound test... I've to speak to tirlititi. :)

106
Support / Re: AKAO converter for sound effects - FFIX
« on: 2017-06-19 21:50:19 »
As of now I would only test if it's that easy, yes.
I just need someone to teach me how I can get the akao files into their respective listening formats. I'm by no means a sound expert though. Is it hard to use mednafen?

107
Support / Re: AKAO converter for sound effects - FFIX
« on: 2017-06-19 21:23:21 »
Thank you both.
@DLPB Do you think this would work for FFIX as well?

108
Hi Meru, are you still working on tweaking things like masks?
Did you find a good solution?

I stuck to my solution, upsizing the psx with the Sinc (Lanczos 3) algorithm and using my scripts to get the mask a little thinner.
If you want to hop on a chat so we can brainstorm on improving, I would definitely love to do so.

Let me know!

109
Support / AKAO converter for sound effects - FFIX
« on: 2017-06-19 14:41:05 »
I'm trying to deepdive into the FFIX sound system (only the soundeffects not the music) as it could be rather easy to then switch out the sound effects from the Steamversion by custom made ones or the original from PSX. They're stored as AKAO on the images in the PSX Version and are stored as akb.bytes in Steam.

Maybe someone out there is smart enough or has more insight then me on AKAO files (and yeah start laughing as mine is almost at 0 ^^).
I want to know if there's a possible solution for converting AKAO files into finished wav/mp3/ogg.
There's a sequencer for the music but not for the soundeffects and I GUESS that everything is packed directly in the AKAO file itself rather than using an external sequencer from the PSX itself.

I could open them with this little tool: https://github.com/vgmtrans/vgmtrans/releases and see that there're two samples stored in the file and I was also able to convert the two samples into wav's samples. And it also displays information like Sample Offset, Loop Point etc...
What is missing, when I convert the samples, obviously are all the information around this two samples. What sample is played when and what effect needs to be applied.

Here's an example from the PSX Version: https://www.dropbox.com/s/ouy4h5xjl9gut58/0.zip?dl=0
The file contains two files and a folder.
The 0 is the AKAO File and the akb.bytes is the steam version (just drag and drop into VLC, it plays without problems).
The Folder contains the two samples that I've extracted from the AKAO file.

On the music part I tried using a psf psf file from the battle, and it could also be loaded by vgmtrans. It had the same 36  samples in it and with the help of tirlititi we could match that to the specific index/music from the steam version. So, in theory, there would be no guessing what will go into what file (as of now). The psf also contained the whole sequence.

I HOPE (!!) there's maybe a way to extract the whole sound effect in a finished state somehow from the AKAO files.
The Thread could also go into tools, but as I ask specifically around the AKAO file I'm good with either subforums. =)

110
I don't get why you would need multiple GPU's to run it...

111
Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-19 09:13:17 »
I don't know why people are still writing in here.
He explained that he would not work on this. I say close.

And the problem about sarcasm is, like DanTsukasa said, that it really doesn't work in written form.

112
It's good to see that it's so open. ;)
I really only need the texture files as of now but maybe that can open up the modding to the game as a whole.
The battle UI for instance could really need an overhaul. :)

113
First and formost you can do batch conversion with it.
You also have more options to choose. There's also a mode which takes a little longer to upsize but the quality gain is sometime worth it.

114
Are you really using the online waifu page?
I hope not. ;)

Use this instead:
https://github.com/lltcggie/waifu2x-caffe/releases

If you want to hop on a quick chat regarding upsizing fields let me know. I'm eager to know things I maybe didn't do to improve that on my FFIX release.
And maybe I can help you out as well. :)

115
Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-14 20:02:24 »
The game isn't running in DX12. ;)
So think some backgrounds would be even easier to draw nstead of rendering them.

FFIX has some fields where ups along looks incredible (scene with hard egdes and buildings). Flora and Fauna doesn't look so good.

And we're talking backgrounds because this would eat up the most time and you would need to redo them if you insist on swapping out models. That's the biggest grudge I've personally with the FTVII models. The backgrounds don't look good with them in it as they seem to be bizarre proportioned.

116
Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-14 08:19:32 »
He already said that he's not working on this "Mod".
It was only wishful thinking.

117
WIP / Re: Final Fantasy 9 camera
« on: 2017-06-13 10:25:49 »
The psx backgrounds are exactly 50% smaller.
The room you see above is not 320x240 but 480x320 instead.

118
Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-13 10:24:35 »
Okay... I'm out.
That even more childish then everything else I heard.

119
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-13 07:36:17 »
Did you changed that much in the sound department, or why doesn't it make sense to use in vanilla?
From what you wrote earlier, only minor sfx has been swapped in your favor?

120
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-13 02:11:00 »
Oh I had an idea it was you. ;)
Well I doesn't care at last how many Karma strikes I get.

121
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-12 14:51:09 »
What happened? O_o

122
WIP / Re: Final Fantasy 9 camera
« on: 2017-06-12 14:07:24 »
Did you asked the team behind the new field scenes from FFVII how they're doing it?

123
Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-12 14:04:57 »
I don't think maturity is a bad thing, if you can redesign the character models and alter the dialouge a lot could be done to make the story and look of the game more mature. If it's possible to cut out portions of the code/cutscenes to get rid of certain sequences you could in theory make the game less kiddy. Tons of work for sure but I don't think we're talking years, more like months if you've got a team of people working on it. But it's not a realistic mod because of the modding tools that are yet to be created by programmers.

Believe me, it'll take years not months.
Unless of course everyone has 12 hours a day 6-7 days per week to work on this full time.

You're asking to completely change FFIX as it's. That'll take serious time and engineering knowledge as well.

124
Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-12 12:26:13 »
Do you want to accomplish that all by yourself? I suppose you're not a programmer and rely on other people to program tools for that needs?
This will be quite a life task, I guarantee that. All the models, texturework and animations needs to be done. All the backgrounds needs to be redesigned to fit the new models as well.
Dclem outlines the sound "problem" right now. So be sure to dive into 10.000 sounds file to see/hear what is what.

On the other Hand I'm not that touched by the new Party. Sounds very very generic to me.
Why not make a new game with something like RPG Maker (if you want to go 2D) or something like Unity/UE if you want to do it in 3D?

125
You need to open the launcher not the bin files.

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