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Messages - dclem

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Support / Re: FF9 Sound Mod official thread
« on: 2017-06-20 13:43:26 »
There is nothing here, point blank.
No if ands or buts. I am done.
I have had enough of this.

Support / Re: AKAO converter for sound effects - FFIX
« on: 2017-06-20 12:50:35 »
There is no counterpart, these are two different systems; you seen it above. These IDs don't counterpart to the ones in steam~mostly because they aren't from the PSX; they're all new samples made to "sound" like PSX made by Silicon, which they did a lousy job obviously in the process. That's what it is.

*You can't listen to one sfx in the steam version and even comprehend what it is, and what it's used for, unless you place all of corresponding sfxs together that are linked.
Sadly, there isn't a user friendly table that that shows which spells + environmental etc. sfxs is linked with which ID and when it's played. Just a bunch of numbers found out the hard way. And a long way; the only way I figured it out in the end.
I had to create my own table to identify and keep track of which sfxs is which in the steam version. And there is a lot of unused sounds; I dunno why Silicon Studios had so many unused sounds, some of them appear to be repeats of some environmental and spell sfxs they were gonna use in the final release, but didn't; then of course there are the reflect magic's "vrrrrm" and chocobo's "crunchy" beak as well; they didn't know how to trigger to play properly in the game they were porting, so, yeah, a complete catastrophe lies deep within the sounds of FFIX PC.

Support / Re: AKAO converter for sound effects - FFIX
« on: 2017-06-19 23:38:24 »
I was just updating that thread, too.
You're on there too?

I use both Memoria and HW to fix the sounds here.
Memoria was first to have importable sounds compatibility (more stable still)
HW came second - and is more user friendly!
But both work great together.
>>What's this about 'download'??
I've already ripped all the sounds FFIX psx, I told you that already.

ripped. just like 12 and 4.
yet the ids before were inadequate.
missing "vrrrm" sound for reflected magic; spell animations id are linked to the sound ids missing.
same with chocobo's "crunchy" beak on forest grass sfx and choco's 'kweh!' when used Gysahl Green on the world map to call him.
the ids in steam are torn up; as they have a bunch of unused sounds stuffed in there as well, which makes it harder to identify which is actually used legitimately in game; starting with all the weapons sfxs.
They include some swings with some slashes. played alternatively; versus psx where it's a single playback one swing for miss, one slash for hit.
ID-72930 for Steiner's sword slash~psx if I remember right.
And for some longer spell animation like "Holy" the script forces a Sound Res pitch here because of the slower battle FPS happening when this spell is played; it's slower than the psx.
Spells just like Holy are:
All Quina's blue magic (dunny why, but it is)
Freya's jump+ jump spear:
[Trance-Start] and [Trance-End] these ones also had an extra sound for [Trance-End] need to be removed when replace with psx, or the [Trance-Start] sfx will play twice on the [Trance-End].
All the summons and Amarant's Chakra.
For these hefty amount of sfxs, I thought maybe game engine was pitching; but it seems like the script was instead; there was a file in resources.assets that handled some of those, I forgot the name; I'll see when i get back to the library.
These will ignore the Sdlib.dll sampling rate regardless.
It would be easier if a list of ids to go off of, but it's more having a good listening ear; and audio program to identify Silicon's garbled up sfxs embedded in FFIX PC.
It is ridiculous.

And it's not just needing to listen to sounds; (you couldn't do that anyways) more like: placement of 3 or more for sounds linked with same ID to reveal the sfx played in game.
Sound IDs: 2000180.akb.bytes
Sound IDs: 2000181.akb.bytes
Sound IDs: 2000182.akb.bytes
Sound IDs: 2000183.akb.bytes
Sound IDs: 2000184.akb.bytes
Sound IDs: 2000185.akb.bytes
Sound IDs: 2000186.akb.bytes
Sound IDs: 2000187.akb.bytes
Sound IDs: 2000188.akb.bytes
These are linked.

Sound IDs start with: 2000190.akb.bytes and so on.

All of these make up the sfx: "Flare".

in PSX:

Sound ID: 430354 is "Flare".

Those IDs PSX weren't matching with steam's akb IDs.
To get the some of these specific sfxs like "Flare" and some Airship sfxs/ and the trolley car of the PSX sounds to play correctly in game, you must separate it the same way it is originally.
I didn't think I'd have to do that! But not doing that only made it play off key.
Luckily not all sounds are like this, but a lot are, and it's ridiculous, I know. It makes no sense it's done this way, but this is what Silicon did when they recreated their botched sounds. So their sounds would play right.

Now, the PSX did random pitching itself too with some sounds starting with footsteps.
Had a series:
Sound IDs: 2713 "Concrete" footsteps 1 pitch 1
Sound IDs: 2715 "Concrete" footsteps 1 pitch 2
Sound IDs: 2724 "Concrete" footsteps normal
Sound IDs: 2737 "Concrete" footsteps 1 pitch 3
But it isn't botched.
*With the sound mod, there are two of them, the one with custom ones and one for vanilla version (without custom sfxs). That will come after I finish my first one.

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-18 11:56:43 »
*New teaser available.
It's different this time.

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-18 07:15:33 »
Thank you.  :)

Quick side question:
Has anyone ever wanted Marcus to be part of the team permanently?
I'll start a poll lasting, whenever time to end it; to those who ever wanted Marcus as a permanent character.

Much like Beatrix there is a scenario where you go to him and choose to have him in the party or not. Only difference is he'll be switchable at any time when you first meet him at this specific point.
It won't be too early in the game, I'll say that much.

I think I see some of the requirements for model importing in game.
with tis settings:

only got one weapon import with crashing but,
still not working fully; tried replace characters with mine and game still crashes...  :-\
Only close I got was with replacing "Eiko"; the model was there, but it was textureless.
Modify message

Support / FF9 Sound Mod official thread - Models
« on: 2017-06-18 03:30:56 »

Okay I think I see some of the requirements for model importing in game.
I replaced Freya's "Dragon's Hair" weapon with Abel's lance from FFXII
I exported that weapon model as:

Version underneath but not above:


Still not working fully; tried replace characters with mine and game still crashes...  :-\
Only close I got was with replacing "Eiko"; the model was there, but it was textureless.

General Discussion / Re: What is Final Fantasy about?
« on: 2017-06-17 22:43:55 »
I knew it! Wait 'till i tell Deniece I swear!

General Discussion / Re: What is Final Fantasy about?
« on: 2017-06-17 19:22:56 »
I like Final Fantasy XII.  :)

General Discussion / Re: What is Final Fantasy about?
« on: 2017-06-16 22:58:15 »
So Chrono Trigger isn't a Final Fantasy game after all?

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-16 12:11:59 »

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-16 10:23:51 »
<New Teaser available; some more sounds + Nyx Ulric recruitment.>

  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-15 03:21:49 »
LOT: (Little off topic) but...
See now,

this proves that if SE was to do the porting of FF9...
it would've had no sound issues.

FFXII, ALL their sfxs are kept from the original, no botched sounds!
I compared my ripped ones from ps2 to various heard in just that video; SOLID 1:1.
How foreboding!

General Discussion / Re: What is Final Fantasy about?
« on: 2017-06-14 21:08:40 »
From a wiki:

Final Fantasy is a science fiction and fantasy media franchise created by Hironobu Sakaguchi, and developed and owned by Square Enix. The franchise centers on a series of fantasy and science fantasy role-playing video games

After switching over to the Famicom, there was a time when I wasn't happy with anything I was creating. I thought of retiring from the game industry and I created Final Fantasy as my final project. That's why the title includes the word 'final' but for me, the title 'Final Fantasy' reflects my emotional state at the time and the feeling that time had stopped. They say that technologically, it's good to keep going, and each time, we give it our all and expend our skills and energy until we can go no further; this is what I consider to be the 'final fantasy'.
—Hironobu Sakaguchi

From a player's perspective:
Final Fantasy is a paradise blessed to get into.  :)
It's always been immerse for me; constant engagement from start to finish, never short, never dull.
I've only played Chrono Trigger/FFIV/FFIV The After Years/IX and XII, but what I've known so far it's always been amazing.
FFIX was my first love and when I realized what I wanted to do in the future.

And he's right, each Final Fantasy always has it's unique story line and characters, and intertwines some things, like character from previous FF, some enemies etc.
One thing I've noticed from FF too is, it's usually one of those (almost) fairy tale like ending where the story ends with a "happily ever after". Then again having only played 5 out of the series I could be wrong.

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-13 20:15:10 »
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?

Not minor, some.
One change that won't make sense in the vanilla version is the racket attack sfx. It's been changed to bows now.
I only managed to replace one racket model with a bow from FFXII and found Eiko's racket attack animation, set to changed with the bow animation by Ashe from FFXII.
That's one example.

Then what do you suggest we do? Let things cool off and lay low for a while?  Yes, I'm still interested, and I hope to see this entire mod (model, text, background, etc) to completion, that's all.  I wasn't trying to jump to conclusions, it just sounds like something bad was going to happen, sorry.

I'm not heated up about anything or one, i need to think it over and get that 1 fact understood by... you guys.
My doubts shrouded me as when someone tried to use this in the vanilla version and they hear that racket attack isn't the loud "whoosh", be wondering, "what in the world".
I won't forgot about the sound mod; when there's a fix to like the reflected magic sfxs, I'll be updating, then afterwards I will have a standalone version 111 for the vanilla version, you know? No custom ones.

Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-13 07:23:45 »
can't believe i misread "ex" employee.
oh well. least they didn't complete give out.

Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-13 06:16:34 »
I'm not saying anything out of spite, I'm a professional 3D Artist myself, I've been in the industry nearly 10 years, currently working in Japan with some ex-square enix employees, I've worked on projects with them, they work well, but even they wouldn't dive into something like this without a lot of wages because its a lot of work.

Couldn't have said it better; take it from someone with DEEP experience.
I've only been doing it for 4!

you work with some Square enix employees, yes? Is it possible to let them know about how badly Silicon Studios destroyed our beloved FF9 with hordes of bugs, and they have yet to give a care to fix any of them? Just wondering, like, if Square even noticed this.
Yet they paid more attention to FFXII Zodiac age remaster; which is amazing don't get me wrong, but it's sad they kinda let FF9 go under the rug.

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-13 06:05:58 »
*before post not relevant.

One of the main reason I have my doubts is the 1 fact not understood; this sound mod is not a standalone and doesn't make sense being used with the vanilla version of the game.
Hearing that now, tell me, you still interested?
Use this on the vanilla version and will be saying; "why does this chunck sound like this?"

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-13 03:16:57 »
I said that wrong; the sound mod IS part of the overall mod. not apart.
before post not relevant.

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-12 22:18:38 »
before post not relevant.

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-12 19:10:16 »
before post not relevant.

Support / Re: FF9 Sound Mod official thread
« on: 2017-06-12 14:24:50 »

Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-12 14:08:06 »
^ Yaasss!
That's the reality here!

Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-12 13:17:06 »
Mirror = Clone.

That's what I see here.  ::)
The cause:
James believes he's a 16 year old tailed human Genome from Terra with a raging testosterone.
Steiner believes he's a middle-aged man sworn to protect the princess of Alexandria, and ponders of spending the rest of his life in servitude.
Jennifer believes she is a 16 year old princess heir to the throne of Alexandria. She's actually not new to the royal life. She was born and raised in Dalkia.
Kevin believes he's a strange glutton gourmand who's ultimate goal in life is to eat everything, frogs, and become the greatest gourmand.
Freya believes she's a dragon knight from 'Burmecia' in tragic love with a talking dragon named 'Fratley'.
Deniece believes she's a six year old girl orphaned from the loss of a grandfather and parents, last survivor of late ancestors and an extreme moogle lover.
Zach who?
Oh... Zach the arrogant one...

*See avatar for expression*

Archive / Re: Final Fantasy IX-2 (Complete)
« on: 2017-06-12 12:52:29 »
Yes...  ??? the Final Fantasy 9 we all know is... "kiddy"...?
I don't think it's kiddy at ALL.
We still love it, though.
17 years of love I'll say.

Everything DanTsukasa and Fraggoso say is 100% true.

With all that energy is best left making your own game with your own characters and your own story line; like I do.
FF9's plot and story is perfect the way it is.

*Reading that above, seeing the complete change of characters, is trying to rewrite FF9, so it wouldn't even be FF9 anymore.
Starting with Zidane, if he loses all interest in Dagger... omg, GAMEBREAK. What happens when he chases her in the Prima Vista and is taking by her beauty, and again in Evil Forest as he reminiscence about meeting her, and how she makes him feel; getting the drive to rescue her, not JUST to get her to Lindblum like ordered, but because, he likes her deeply.
Then the iconic You're Not Alone disc 3 scene...
And finding out he's Garland "Angel of death" meant to kill. Remove the roots, remains but a tree without a trace.

What is being said here is not Final Fantasy IX.
Ooo! Saw the new Quina, a muted animal who just follows the party?
How critical Quina is to the game, though; getting them to the road to the outer continent. FF9 Quina is golden. What use is a character that has no vital purpose other than to run around senselessly?

Long story short. Be best to turn this into:

your own game with your own characters and your own story line; like I do.

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