is this going to work with non steam versions of the game and any idea on an ETA on the download?
Would you care to take some time to snag and upload some screenshots when you get a chance?Sure, I'll add some soon.
Great news!!I need to discuss this with ZePilot, but this is a huge endeavor, so I guess it would be 8.0
So, would it be a 7.0.2 release or a 8.0 release?
I've worked a bit to try and improve some FMVs (especially those 18 ones that blend with scenes or have 3d characters in them), and it's going well so far.
(https://i.imgur.com/qguP4AC.jpg)
I extracted the images from the videos with ffmpeg, divided resolution by 4 (to their original size: 320x240) using nearest interpolation, then passed in ESRGAN (first in anti-dithering, then using zePilot's model), and managed to re-inject a video in the game using the same codec/format. This will allow me to color correct some videos.
That looks really good, this mod is gonna be amazing once it's done! I know zepilot mentioned at one point he wanted to get the PSX hud back into the steam version, you know anything about that? That would be the perfect version if possible! Thanks!Last thing he mentioned I think is that the last version is not open source. I've heard say people say it's still buggy. If someone does it well, I'd love it.
It's great! Can I also increase the frequency of FPS? It is a pity no one remakes FMV's for Final Fantasy VIII Remastered, they are there in very terrible quality.There are techniques for interpolation, but I have yet to make it work and still have to test if the game would even accept a double speed video (if it's tied or not to the framerate of the game).
Can you fix it? This error continues with PS One. Black Waltz No. 3 uses "Fira", but the animation "Fire" is played.It's not in my scope, and not really the subject of this thread (and pretty minor?)
There are techniques for interpolation, but I have yet to make it work and still have to test if the game would even accept a double speed video (if it's tied or not to the framerate of the game).
So not a priority right now. First, I finish the initial project.
It seems that in Memoria.ini you can set the video speed.
[Graphics]
Enabled=1
BattleFPS=15
MovieFPS=15
BattleSwirlFrames=115
Just one question, will your mod need the moguri mod to be installed first, or will it include everything, including the upscaled world map textures?Hi, I would like all of this to be part of Moguri. It's an evolution of Moguri.
Hi, I would like all of this to be part of Moguri. It's an evolution of Moguri.
Little update: I reached the open world part with the boat, so I will now work on all those bonus scenes, and maybe correct a few textures on the world map, and probably try to improve on the grass texture. But since I'm playing the game legit in parallel, Chocobo quest's got me for a while.
Anyway, I'm 75% done on the masks work.
Amazing work man!!!Thanks for the report, yes I still need to fix some things, like rocky beaches animations, and I only now see those as I just arrived at the 3rd disk in my parallel playthrough, just got the boat and the blue chocobo.
I've downloaded your world map retexture and went around during different moments in game, I couldn't find anything wrong for the first 3 CDs, the only two little things were one waterfall hole in Daguerrero entrance in low res (CD4 only) and the black mages village wood still in low res (CD4 only) also the 4 sand whirls where you enter desert palace have decentered sand animation (Only before Kuja Palace plot CD3).
P.S.: I dunno if I should have posted this here or in your other thread and if you already fixed them or they can't be fixed but still I love your work keep it on ;D
Any updates snouz? I'll settle for some more screenshots of your impeccable work! :mrgreen:
Cheers!
That looks awesome! The hologram is so clean! Any progress on the fmv's, the interpolation? You think it's possible?
Thanks!
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Do you plan to release your mod once all background masks are done or only when it's 100% complete (Including videos and place names)?
Yes, but I think that can be released afterwards, I need to focus on the important stuff first. Also, the programs and techniques continue to evolve for videos, so I'll do that last.
Please upload a couple of screenshots. I want to drool. :-o :roll:
Hi Snouz, did you fix this crazy candlestick?Yes! in fact, all problems with battle backgrounds I think. There were crazy candles, floating beaches etc. It was a problem with animated textures in battle. I had to downscale them.
Hi Snouz, is it possible to fix this graphic bug?Sorry but those are effects bugs, I have no control over that. I guess they abandoned these animations in the porting to Unity? idk
https://youtu.be/rZA02v56OSs?t=81 at 1:21
and this one
https://youtu.be/rZA02v56OSs?t=152 2:32
99%!There's still a few things to go through: text, testing, a few corrections here and there, but yes I'm pretty close. I'm open if someone wants to beta test already though.
Maybe this week-end we will be able to play Final Fantasy IX with snouz assets... Finally!
will the background be in 4k ?If we take an example of a screen that doesn't move (no scrolling), it's 1280x896. So ~896p? It's still twice the steam version and 4x the PSX one.
I would be very happy to beta test this. I actually just my annual play-through :D+, I would also like to take part in testing, for me this is happiness!
I'm happy to sink days into that
+, I would also like to take part in testing, for me this is happiness!Same! Would love that too.
Hype is real! This will be amazing! Any news on the HUD? It's so freaking big, I want the PSX one. Are there any working mods for that?
Cheers!
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Does moguri upscale the filtered PC re-release backgrounds or are the original PS1 backgrounds used and upscaled and then replace the PC backgrounds?Original PS1 backgrounds are used and upscaled via AI, and replace the PC backgrounds.
I've been refreshing this page everydaaaaaaaay, jesus. Can't wait <3Literally!!
I've been refreshing this page everydaaaaaaaay, jesus. Can't wait <3
Does moguri upscale the filtered PC re-release backgrounds or are the original PS1 backgrounds used and upscaled and then replace the PC backgrounds?The PC version only used the original BG, badly filtered. So it makes sense to use the original instead. Plus, there's an AI model that removes dithering. So yeah, the original is used.
My understanding is that Ze Pilot intended to include a reworked battle UI in a future update of Moguri, and though this is intended to be the next update of the mod I'm not sure whether the UI is being updated as well since there hasn't been any mention of it.Yeah I don't know of a mod that can be integrated out of the box, but I'd love it.
No other UI mod appears to be compatible with Moguri for now, unfortunately.
Did they fix the start of battle crash I wonder.. hmmm. Probably not to be fair.No release note, but my guess is that they simply pushed an update by accident, so it probably doesn't actually do anything.
Keep it up though. I can't wait for this.
Almost makes me hopefully someone at square-enix is actually working on their forgotten ports
Square Enix update policies are a thing not understandable by mere mortals. Like that FF3 patch they pushed out of nowhere or randomly removing Denuvo from Octopath Traveler while leaving it on all their other games.The worst case being FFXV Steam version which is unplayable now because of an update linked to Steamworks, while the Origin and Windows Store versions work just fine. I can't play FFXV with my Steam version and don't want to spend 60 euros for the complete Origin version. What a shame...
As for the scene backgrounds, I still have to correct some things, and I have trouble contacting zePilot. I need to contact him because this part is partially based on his work. We'll then proceed to put everything together in Moguri in one central download.
Ok I'm almost done with a number of aspect of the update.Twitter
What I'll do is create a new thread for each aspect with a download:
-creatures/items/npc
-some minor ui stuff
-battle backgrounds
+ updating worldmap textures
Each thread will serve to collect feedback.
As for the scene backgrounds, I still have to correct some things, and I have trouble contacting zePilot. I need to contact him because this part is partially based on his work. We'll then proceed to put everything together in Moguri in one central download.
You can try a hacky fix like that until the modder(s) of Memoria fixes the problem [of the SFX being misplaced in widescreen mode]:
1) Download the tool dnSpy,
2) Open the Assembly-CSharp.dll using that tool,
3) Search for the class "SFXMesh" and its method "End", then right-click -> Edit Method,
4) Replace the 5 first lines of the method by these (the first and last lines being replaced should be the same as the lines replacing them):Code: [Select]this.mesh.Clear();
5) "Compile" then "File -> Save Module".
int[] array = new int[this.ibOffset];
Buffer.BlockCopy(this.ibIndex, 0, array, 0, this.ibOffset << 2);
Vector3[] meshvert = this.vbPos;
for (int k = 0; k<this.vbOffset; ++k)
meshvert[k].x = meshvert[k].x + 50f;
this.mesh.vertices = meshvert;
this.mesh.colors32 = this.vbCol;
Maybe the SFX will still be shifted a bit in-game. If that's the case, use a different number than "50f" in the code above (use a number higher to shift to the right of the screen and lower to shift to the left).
Note that if the SFX gets fixed with the widescreen mode, it will then bug with the non-widescreen mode.
Thanks for the other threads containing the releases. Everything looks amazing so far. Any ETA window on the scene backgrounds though? just curious. Thanks a Bunch~! Cheers.
Where did you download? How did you try the improvements? О_о
I created 3 threads.
http://forums.qhimm.com/index.php?topic=19737.0
http://forums.qhimm.com/index.php?topic=19736.0
http://forums.qhimm.com/index.php?topic=19178.0
I've been working on the wordmap textures for the last few days, now that it's out of the way, I'm doing the backgrounds full time.
I created 3 threads.
http://forums.qhimm.com/index.php?topic=19737.0
http://forums.qhimm.com/index.php?topic=19736.0
http://forums.qhimm.com/index.php?topic=19178.0
I've been working on the wordmap textures for the last few days, now that it's out of the way, I'm doing the backgrounds full time.
Any news about beta progress or release of the backgroungs?I've got 55 screenshots of bugs left to treat, then I'll package a beta!
I've got 55 screenshots of bugs left to treat, then I'll package a beta!You're a machine snouz!
I created 3 threads.
http://forums.qhimm.com/index.php?topic=19737.0
http://forums.qhimm.com/index.php?topic=19736.0
http://forums.qhimm.com/index.php?topic=19178.0
I've been working on the wordmap textures for the last few days, now that it's out of the way, I'm doing the backgrounds full time.
Thank you so much for this !Assembly-CSharp.dll is the file that, modified, allows for HD backgrounds.
First thing I notice is that when I use the file Assembly-CSharp.dll, your updates are applied but the side borders are back : https://drive.google.com/file/d/18NHPeTo07ObjUzeg6TRoY7fuGJq78Wak/view
If I use the one from Moguri, your updates are not applied but I can play the game 16:9
Is it intended ? Is it a bug ?
Well... I must have done something wrong then.The file included in Moguri is linking to podata files present in his own folder, which should somewhere like C:\program_files\Moguri Mod" or something like that.
Pasting the new files over the ones in the game folder where Moguri was installed didn't activate them without your new "Assembly-CSharp.dll'.
I'll look into it, do some tests, and come back with news about this.
The file included in Moguri is linking to podata files present in his own folder, which should somewhere like C:\program_files\Moguri Mod" or something like that.
So you can use Moguri's Assembly-CSharp.dll, and replace the podata files in C:\program_files\Moguri Mod\SharedAssets\
Just installed in a copied folder so i could check alongside Moguri Mod.
Amazing work snouz, they all look gorgeous and i can see the overall improvement. BGs heavy in details have less artifacts and and more defined.
Here's the screenshots i took btw
Moguri Mod: https://imgur.com/a/JXrvU3M
Moguri Rework: https://imgur.com/a/N2tDlBg
Oo, can't wait to try this, but I'm confused, do I need to install the "old" moguri mod first to get this working?No need, it's a simple file swap (save the files first)
Thanks snouz!
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Well... I must have done something wrong then.
Pasting the new files over the ones in the game folder where Moguri was installed didn't activate them without your new "Assembly-CSharp.dll'.
I'll look into it, do some tests, and come back with news about this.
Would this mod be compatible with moguri rework snouz?
https://www.nexusmods.com/finalfantasy9/mods/11?tab=files
There's a checkbox when installing it asking if your're using moguri.
Are you using the same file structure as moguri?
Thanks!
It should still be compatible.
What you need to do:
-Install normal moguri
-Only replace StreamingAssets files in the moguri install folder (program_files\Moguri mod\)
-install the ui mod.
I was unaware that there was a recent update to make it work with memoria. Does this mod work out of the box or do you need to tweak things? I've sent a steam friend request to discuss.
It should still be compatible.
What you need to do:
-Install normal moguri
-Only replace StreamingAssets files in the moguri install folder (program_files\Moguri mod\)
-install the ui mod.
I was unaware that there was a recent update to make it work with memoria. Does this mod work out of the box or do you need to tweak things? I've sent a steam friend request to discuss.
I just checked it out and it works out of the box (kinda). It introduces and has a few issues though, namely:
- It disables widescreen by default, requiring one to edit the memoria.ini file and re-enable it
- Battle animations are vastly sped up as a result of the mod increasing battle animations to 30fps. This also needs to be manually edited in memoria back down to 15fps
- The battle UI is quite tiny and is not properly scaled to the rest of the screen. I'm playing at 1080p so I can't imagine that being an issue. Don't see any option to edit the UI size in memoria either
- Cursor tends to disappear occasionally in menus, most evidently when given the option to overwrite an existing save. The mod creator says they're aware of this and are looking for a fix
- Biggest issue for me is that it introduces a severe delay between screen transitions that appears to last anywhere between 3-10 seconds. This is affecting screen transitions, and both entering and exiting battles. I've tried this with both the original Moguri, your rework, and the Scaled UI mod and can confirm that this delay is only appearing after installing the Scaled UI mod.
Another user on Nexus is also reporting what appears to be a game-breaking bug in the fight against the Plant Brain after installing the mod but I haven't checked that out to confirm as of yet
So yeah, I wouldn't personally recommend using the Scaled UI mod right now unless you or ZePilOt are able to have it implemented with Moguri in a stable state.
Garnet is baked in background in one scene and it looks quite bad. I think you could replace her with a better picture of her from a screenshot. She is lying there so maybe from a screenshot from battle when she is unconscious?
Here is the scene with the baked Garnet: https://i.imgur.com/OhYftnR.jpg
Here is a screenshot with laying Garnet: https://i.imgur.com/YZTMcmu.jpg
Assembly-CSharp.dll is the file that, modified, allows for HD backgrounds.
If you already have Moguri installed, you can ignore Assembly-CSharp.dll and replace the "p0data" files in the Moguri install folder.
So far I can tell that the NPC V2 zip has a typo in the compressed folder, so it won't replace the intended file. I mention this because someone less attentive might not catch that. :PArgh, I'll fix that!
@snouz, you really have to do a FAQ / Install guide in the OP for people like me. >.<Will do. I'll also make one big file, it'll be easier.
I found some baked people but they are very small and I am not sure if you can fix it.These were the scenes I was referring to. Someone with Noesis and Hades workshop knowledge might be able to help. Else, I'll try later.
https://i.imgur.com/5JrMkc8.png
https://i.imgur.com/53oeBgR.png
https://i.imgur.com/vW2n1wR.png
The grass in marches has odd black border. Can you do something with it?Couldn't find that texture in any file :( I can just work on the main one and its transparency. I could try to cover it up as much as possible with the high res one, but that's just patching things up...
https://i.imgur.com/M569LnR.png
Bugged text - https://i.imgur.com/FQGgwdD.pngNoted.
A mapEh! You found a typo in the original game!
https://i.imgur.com/r9r2Vad.png
Eh! You found a typo in the original game!
Either way, it is called Lindblum in EN version so you can fix it IMHO.
Eh! You found a typo in the original game!
Quite demanding, huh? And in the text in the screenshots you sound more like a (bad) boss telling what to do rather than nicely suggesting improvements.
It's not like that. This is a beta test and there is no room for formalities. I believe Snouz understand that. It is in every beta tests like that. It's better to dedicate the time playing nad looking for bugs than to dedicate it to writing tons of formal text.
A lot of people wanted Snout released a beta version of this mod but most of them are just playing and not paying attention to the possible bugs. It is not very enjoyable to play like beta tester and you should be like for people like me. I do it for everyone. So please keep quite.
Hey i think i found a possible bug. It's in the bar in Alexandria, a floating goblet.Wow very strange. What is the moment exactly? (game start? before meeting puck?) In my save there's a patron there, and he's drinking an imaginary glass, while the actual glass is floating there too.
https://imgur.com/a/IgdiMC2 (https://imgur.com/a/IgdiMC2)
Anyway, I found something else you might want to retouch, @snouz:Yup, need to fix that one, it's a complicated one.Spoiler: show
...snouz have no obligations whatsoever!....
.
I didn't write that he MUST but that he CAN. It is a big difference. It was not an order and I don't think it was rude. It was my opinion that it would not be against anything if he changed that. I wrote it because one could think that it would not be legit to change it since the purpose of this mod is only enhancing graphics and it shouldn't change anything.
I don't have time and mood to talk to you, sorry. This is the last post I wrote to you. BTW Thanks for discouraging people to help with developing this great mod.
Forests:These damn lines in battle backgrounds... I'm trying to get rid of it but it's infructuous so far. I'll check if there something special with this one specifically.
https://i.imgur.com/v0VF0dA.png
https://i.imgur.com/V2iIIOI.png
Effect when Garnet is attacking:
https://i.imgur.com/4sDTtA3.png
BTW how are made the backgrounds with animated objects? Are the animated objects gifs, movies or just lots of images that repeats?It's images that repeat
So please keep quite.
If you really have to argue, please not here.
Hey there, I saw your post on reddit and will try to help betatesting with my playthrough.I think you've got the wrong version. You've probably installed Moguri first. What you need to do is put the beta files in the Moguri install folder instead (somewhere in /program files/Moguri Mod) and ignore the AssemblyCSharp dll file. (just replace the bin files in StreamingAssets)
In the early parts of the game I've found some leaves that look good but when you walk beneath them they look disturbing, there you go:
https://imgur.com/a/Q9LYb6r (I think nobody saw them)
(Btw you did a really nice job, thank you!)
I think you've got the wrong version. You've probably installed Moguri first. What you need to do is put the beta files in the Moguri install folder instead (somewhere in /program files/Moguri Mod) and ignore the AssemblyCSharp dll file. (just replace the bin files in StreamingAssets)
Anyone else having trouble installing all of these? I just get a blank black screen without sound after the initial credits
Dammit. I guess the website stocks them in the cache or something. It works here.
Anyway, here's one I know works.
https://imgsli.com/MTUyMjE
https://imgsli.com/MTUyMjI
https://imgsli.com/MTUyMjQ
https://imgsli.com/MTUyMjM
https://imgsli.com/MTUyMjA
Edit: just the clouds in the picture https://imgsli.com/MTUyMjA seems to have less details.I'm using a waifu2x render with full denoise for skies, as I think it's creating a nice depth. What's your opinion?
Hello, I've found a very saturated shadow in Dali, did I install something wrong again or is it a bug?Ah I think I understand where I went wrong. Does everybody have this same shadow?
https://gyazo.com/21ade21000cd00d90b80d647422f858f
Haven't had any issues with snouz's files and Moguri installed on the Steam version of the game. How are you installing the files, and which (if any) other mods are you using?
Think I figured out part of where I messed up, figured this would replace moguri so I was just copying over files to a fresh install. My question now is how to go about installing this and the rest of snouz's mods. Do I just copy them into the game directory or overwrite moguris files in my program files folder? Or a mix of both?
I'm using a waifu2x render with full denoise for skies, as I think it's creating a nice depth. What's your opinion?
Found another one:Good catch, I forgot about this one.
https://imgur.com/a/TNqsYKa
Captured in Beta V1, but as far as I can see, it's not showing up in any of the changelog albums.
Hello, you have to have the original version of moguri and install this or just install this mod in the clean game?You don't need Moguri. I've included an install guide if you do and if you don't.
Is it possible to modify the game to take 8-bit transparency textures instead of the 1-bit that it normally uses?Not that I know of, but that would be awesome.
I guess this is good news snouz? :) what does that actually mean for the graphics? :oI wish I knew this before, but it's very good news for graphics. First, all those screens with scrolling skies will look better. Example:
I've found a few bugs so far (the title screen is fixed with the updated files, thanks!)
https://imgur.com/a/ZwwLDiQ
Wow, the test of 8-bit transparency looks so good. It's crazy to realize that so good mood like this will be even much better. :-)
I also use SMAA antialiasing in ReShade for characters because they are quite toothy. Maybe it would be worth to include also ReShade with a special preset in the mod. Optionally of course. I don't understand the settings so I just activated it and it looks much better.
Comparison: https://i.imgur.com/YLoUtlX.png
Also thanks for the mod V2! :)
You're playing with moguri, but without the beta.I am, and I have put the beta files in there like you stated in the install file.
Please replace files in /program files/Moguri Mod/ and not the final fantasy IX install folder. I've put an install guide.
I am, and I have put the beta files in there like you stated in the install file.
Thanks everyone for the support !
I've now included a small screenshot in the OP to recognize if you have correctly installed my version.
ZePilot has given me access to the official website, and I have updated it a bit.
I've included a changelog for the update (both here and on the website)
And I'm currently preparing comparison screenshots.
Also preparing V3!
Keep reporting errors, I'm correcting them as I go
Also, yes, I've had a bit more time recently, as my day job involves working with cinemas in Europe...
Pls add Scale UI Battle :DAs stated earlier in this thread, the mod for that is not bug free and we probably won't add it to this version.
Absolutely incredible work!! Thank you so much for revitalizing my favorite game of all time. I have been holding out my next playthrough (it's been over 5 years) in anticipation of this mod :).Tirlititi has retired from modding FFIX, but when this update officially hits, I'll talk to him and I'm sure we can arrange a compatible version! It's just a question of combining assets.
My one question is, will 8.0 be compatibile with Alternate Fantasy? I know that is NOT your mod and the beta lists that it is not supported, but I figured I would ask.
By the way, the font available there (https://steamcommunity.com/app/377840/discussions/0/1626286205693788155/) by Teaito is way more faithful to the PSX font than what is (or at least was until recently) proposed by the Moguri mod.
what will i miss if i dont install moguri v7.0.1 thru installer ? i mean what is the difference ?
Fixed : almost all visual glitches
Redrawing of all layer edges (all 11000+)
Cleaner / sharper graphics
Better & cleaner lighting (all 1400+)
Background animations better integrated
Recreated all places names with original fonts
Manually redrawn some parts (some partially based on portfolio images by Wesley Cann & Behrooz Roozbeh)
Seamless scrolling skies & backgrounds, removed 'staircase' edges
HD worldmap (manually redone, seamless and faithful)
HD NPC / monsters / background objects
HD battlefields with redrawn edges and seamless skies
Recreated maps, start menu, game over, portrait edges
Apart from the re-orchestrated soundtrack (which I'm personally not a fan of), nothing. Snouz's mod as it currently exists replaces everything that Moguri does (HD backgrounds, but even better) and more (UI stuff, world map textures, HD NPCs and monsters, etc).
Per the first page:
I'll look into reshade or other ways to activate AA. I personally activate it in Nvidia settings, but it'd be cool if it's included!
I think if we don't install 7.0.1 we don't have access to 16:9 or the right font. On my side, I didn't install 7.0.1 and I don't have the memoria.ini file that allows me to make these modifications.
So is it possible to get Moguri Beta V2 to run with alternate Fantasy?
I read through some pages here, but couldn't find a definite answer...
Tirlititi has retired from modding FFIX, but when this update officially hits, I'll talk to him and I'm sure we can arrange a compatible version! It's just a question of combining assets.
So is it possible to get Moguri Beta V2 to run with alternate Fantasy?
I read through some pages here, but couldn't find a definite answer...
Snouz: how much is it still the original Moguri mod? I think it would be better if you renamed it. It is quite confusing now since the original Moguri is not so good as this and if you reworked everything. There is no need for it to be called Moguri.In fact, the next update of Moguri's mod is the snouz update. This is why this topic is now renamed Moguri Mod update 8.0.
Snouz: how much is it still the original Moguri mod? I think it would be better if you renamed it. It is quite confusing now since the original Moguri is not so good as this and if you reworked everything. There is no need for it to be called Moguri.
Palatino Linotype Bold Italic fontHow did you add this font in Memoria? Thanks!
Anyway, I'm very proud to say I figured out, with the help of Tirlititi himself, how to fix a bug introduced in the steam version. The rope and bucket animation in Gulug was broken as it only displayed BEHIND the base layer. By adding code, I managed to fix it!
https://i.imgur.com/1WMNY7d.jpg
Sorry I haven't responded yet, thanks for the offer! I'll look into reshade and your stream. I'm focusing on the few bugs I still have right now to upload v3!
Snouz, i was wondering... for fixes to original game issues like those to backgrounds could you post the code or release a separate hws patch?The fix to the crystal world 1 field and Golug well will be in p0data7. I'm planning to fix a few others like some chests going in front of foreground objects etc.
I for one would be VERY interested in adding those fixes to my own mod without overwriting files. well at least unless those fixes end up in p0data11-19, since we're overwriting them anyway.
The one in crystal world will require a little bit of texture change to not look weird though.Isn't the texture change included in your mod? within p0data11-19?
Isn't the texture change included in your mod? within p0data11-19?It will be when I post the version with all theses fixes.
It will be when I post the version with all theses fixes.
Yeah, i'm mostly interested in changes outside those files (11-19) cause i'll totally be copypasting yours when they come out, but p0data7 contains other changes from my own mod so i need to manually add your changes ;)
Anyway, outstanding work as always.
Figured it out :);D when I passed, I wondered for a long time what was painted there xD
So both fixes from above:
In Gargan Roo/Passage 1
Main_Init
Main_Reinit
Change:
SetTilePositionEx( 2, 0, 0, 150 )
To:
SetTilePositionEx( 2, 0, 0, 70 )
In Dali/Production Area 2
Main_Init
Main_Reinit
Add at the beginning of the function:
SetTilePositionEx( 27, 0, 0, -100 )
On another subject:
(https://i.imgur.com/06jlvZN.jpg)(https://i.imgur.com/82j61qX.jpg)
@Enridonn Screenshots fixed!
For the language thing, it's a Memoria bug. Without Moguri/memoria and only the beta, you'll have your own language. I've only properly upscaled English and French until the problem is fixed in Memoria.
@ericdepositar I don't know, probably. Does it happen with the whole game?
Right now, I'm working on baked people. I found a tool to view models in the PSX game:
(https://i.imgur.com/D34HmOq.png)
its fixed now. its because i changed the font that it happened
(https://i.imgur.com/hQocwwQ.png)(https://i.imgur.com/Cts0UkI.png)(https://i.imgur.com/ZKj5NiX.png)
Salut Snouz ! Comment vas-tu ?Ca va merci : )
J'ai une petite question, pour le retraitement des décors de jeux, qu'est ce que tu as utilisé ? et ça t'a pris combien de temps ? Tu penses qu'il serait possible de trouver une façon/un outil normalisée pour retravailler les décors, je pense à Final Fantasy 7 et Jusete, JMP qui se sont lancés dans un parcours du combattant pour recréer tous les décors de FF7.
Autre question, si je devais me relancer une partie de FF9, tu me conseillerais d'installer là V.1 ou la beta V.2 ou d'attendre la V.3 ?
En te remerciant !
I found a clean way to fix this one...
I was thinking way to much about it.
If I only install Moguri 7 there is pixelated font.
if I install Moguri 7 with Beta V2 font is standard-normal and pretty much cant change it, there is small spectrum like Comic Sans or whatever. Is it normal behaviour? First time playing.
[Font]
Enabled = 0
Names = "Arial", "Times Bold"
Remaining problems: https://imgur.com/a/enhszeO (some are subtle)I have not followed your work for a long time. You have a good progress! :)
I have not followed your work for a long time. You have a good progress! :)
Do you load these backs by importing from PSD to Memoria or using your own mechanism?
We fixed such problems. Black lines are corrected by padding. The width of the padding depends on the resolution of the texture (we tested on 8K textures, if I remember correctly).
At what the game not just doubling the extreme pixels, but uses a cunning borrowing of pixels from neighboring layers.
As far as I remember, we solved these problems, import from PSD should work correctly. But we checked only in Alexandria, perhaps. Other locations will have similar problems.
Ok Snouz i imported both the field script changes you posted in p0data2.bin (thanks again) and your UI upgrades to resources and sharedassets2.
I'm assuming there won't be more changes to those three files (if not please tell me), so i wanted to ask:
do you mind if I release my modded resources and sharedassets2 with your files already in, to ease mod installation? I'd obviously be crediting you every file and i'll recommend this mod anyway with a link, so people can grab the upscaled background and world map textures, since those files don't conflict with my own.
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.
If you'd like to discuss Memoria, the mods and stuff, we could talk through steam?Sure. :)
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!
how would you feel about animated water on the world map?
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.
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:
Unfortunately, making it an option is not an option, as you can't change individual files inside p0data3.
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.
I already wrote that UnityEX can do this. I play with your Moguri beta 8 v3, Alternate Fantasy 5.0 and Scaled Battle UI. Everything works.
Hi SnouzCan you share the sound fix? I've been looking for it but can't find it anywhere?
Congrats for the mod, it's looking really great.
I have 1 question. I have the sound fix v2.1 and v2.2 but they replace the resources.assets and assemblysharp files. Are you planning to include this fixes in the mod? or upload a modification of this files to make the mods compatible?. If not, do you know what sould i do to have this sound fixes in my game. I ask you because i couldn't find the sound fix mod page to ask.
Thank you very much
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?
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 (https://www.nexusmods.com/finalfantasy9/mods/14) - all other links link there. No luck with wayback machine.
Their reddit profile is u/dclem2 and they're still active (https://www.reddit.com/r/FinalFantasyIX/comments/bgamwe/final_fantasy_ix_pc_complete_sounds_fix/)
Still a post on Qhimm as Incinerator (Guest) (http://forums.qhimm.com/index.php?topic=18801.0)
Deleted posts on forum eyesonff (http://home.eyesonff.com/search.php?searchid=9476102) (wayback machine original post (https://web.archive.org/web/20190927085906/http://home.eyesonff.com/showthread.php/172631-Final-Fantasy-IX-PC-SFX-amp-Missing-Enemy-Death-Sounds-Fix))
Apparently, the AssemblyCSharp part of it (https://github.com/Albeoris/Memoria/commit/e6fc72561d3fd4721881f528aedfd9d0d4e2f672) 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?
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?
I think you did the same mistake as myself and others.
From the first post :
IF YOU HAVE MOGURI INSTALLED (not required!)
1) If you installed it before 2020-04-2, uninstall and re-install Moguri again (SquareEnix pushed a Steam update that temporarily broke the game and Moguri)
2) Extract the content of StreamingAssets in \Program Files (x86)\Moguri Mod\StreamingAssets\
3) Extract \x64\FF9_Data\resources.assets & \x64\FF9_Data\sharedassets2.assets to SteamLibrary\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\
but DON'T replace Assembly-CSharp.dll
If you have moguri mod already, you have to replace de files in the Moguri mod folder, and not the game folder. And you don't have to touch the Assembly-CSharp.dll .
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
There is a Assembly-CSharp.dll for "Music loop bug" on the post from ZePilot about Moguri Mod on Steam. Maybe it's linked ?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.
https://steamcommunity.com/app/377840/discussions/0/1741105805743188237
Hi SnouzCould you please upload sound fix 2.2?
Congrats for the mod, it's looking really great.
I have 1 question. I have the sound fix v2.1 and v2.2 but they replace the resources.assets and assemblysharp files. Are you planning to include this fixes in the mod? or upload a modification of this files to make the mods compatible?. If not, do you know what sould i do to have this sound fixes in my game. I ask you because i couldn't find the sound fix mod page to ask.
Thank you very much
Thanks snouz for your amazing work. Looking forward for its completion.
Can you share the sound fix? I've been looking for it but can't find it anywhere?
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 (https://www.nexusmods.com/finalfantasy9/mods/14) - all other links link there. No luck with wayback machine.
Their reddit profile is u/dclem2 and they're still active (https://www.reddit.com/r/FinalFantasyIX/comments/bgamwe/final_fantasy_ix_pc_complete_sounds_fix/)
Still a post on Qhimm as Incinerator (Guest) (http://forums.qhimm.com/index.php?topic=18801.0)
Deleted posts on forum eyesonff (http://home.eyesonff.com/search.php?searchid=9476102) (wayback machine original post (https://web.archive.org/web/20190927085906/http://home.eyesonff.com/showthread.php/172631-Final-Fantasy-IX-PC-SFX-amp-Missing-Enemy-Death-Sounds-Fix))
Apparently, the AssemblyCSharp part of it (https://github.com/Albeoris/Memoria/commit/e6fc72561d3fd4721881f528aedfd9d0d4e2f672) 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?
https://drive.google.com/open?id=12Ubq7hnD8t3_FMb4nUw_AOlRAAa2eNQCCheers mate. Thanks for uploading the sound fix files.
Here it is. :)
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.Maybe it will help with something
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 (https://www.nexusmods.com/finalfantasy9/mods/14) - all other links link there. No luck with wayback machine.
Their reddit profile is u/dclem2 and they're still active (https://www.reddit.com/r/FinalFantasyIX/comments/bgamwe/final_fantasy_ix_pc_complete_sounds_fix/)
Still a post on Qhimm as Incinerator (Guest) (http://forums.qhimm.com/index.php?topic=18801.0)
Deleted posts on forum eyesonff (http://home.eyesonff.com/search.php?searchid=9476102) (wayback machine original post (https://web.archive.org/web/20190927085906/http://home.eyesonff.com/showthread.php/172631-Final-Fantasy-IX-PC-SFX-amp-Missing-Enemy-Death-Sounds-Fix))
Apparently, the AssemblyCSharp part of it (https://github.com/Albeoris/Memoria/commit/e6fc72561d3fd4721881f528aedfd9d0d4e2f672) 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?
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.
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.
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...
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 (https://github.com/Albeoris/Memoria/releases), 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?
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: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.
https://imgur.com/IXmc9sN
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 )
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 !
EDIT: now the Memoria patcher runs but the game won't launch.
Fixed. :3
Amazing work as always!Thanks!
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
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).
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 (http://forums.qhimm.com/index.php?topic=19699.0)$
I have the double character name issue you describing in your first post.
Also in certain scenes when characters speak with eachother some letters are missing.
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!Awesome! Are you considering changing "camera distance" ie zooming in to make scenes work in widescreen? Has anyone looked into changing the calculation for where effects are displayed in battle so they calculate correctly for different aspect ratios? (Tirlititi's post on page 5 of this thread but in the assembly csharp file in memoria)
Edit: https://imgur.com/a/2bbMQHD?fbclid=IwAR1g_pEyjkBWyLdFaNaZuyOu-Uju_FY3EzoEQ4H144rJYwi8McGc57Y3lU4I really like this version but on my screen the desaturation maybe goes too far and Dagger is missing all definition on her lower eyelid.
This is a version that Caledor furthed modified from the one I posted above. He also fixed Gidan and corrected the saturation from my version.
The Gysahl Greens: https://imgur.com/8BErm6e, https://imgur.com/O8XSQEHI agree. That's mainly why I didn't use this version in my game and I just used the first one where I edited just the mouth and the chin (plus Amarant).
I really like this version but on my screen the desaturation maybe goes too far and Dagger is missing all definition on her lower eyelid.
^^ On a related note, I was going to ask about this: The developer's conversion from the psx to steam gave the original steam version an odd color space where everything is de-contrasted (darkness levels 0-16 don't exist, everything is 16 - 255). And the color balance is off. To correct this in sweetFX reshade:Are you talking about video specifically or the game in general? Because there is a huge color difference between video backgrounds (mbg***.bytes videos) and the corresponding swap to static backgrounds in cutscenes. The difference is even more clear because of the (good) work on backgroud upscaling (but it not really because of colors).
#define Levels_black_point 16 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
#define Levels_white_point 255 //[0 to 255] The new white point. Everything brighter than this becomes completely white.
#define RGB_Lift float3(1.000, 1.000, 0.950) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.045, 1.020, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.045, 1.020, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
Is the rework trying to correct for the color space or keep it the way it was (necessitating reshade)?
@Lykon Would you add me on steam or something?Sent
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 love that and I'm curious about your test result. Yesterday I wasn't really able to fine tune the algorithm as much as I wanted (maybe my workflow was not optimal given the fact that those 16 videos are already upscaled using a really noisy bicubic).
I'd be all up for us collaborating on that! I'm downloading your last link.
Sorry for posting twice in a row, but as far as I can tell this version of Moguri doesn't have memoria built in, right? I couldn't find memoria.ini anywhere without installing memoria separetely, I am asking so that I don't have 2 memorias installed/running for no reason.It doesn't, you can download the latest memoria version there: https://github.com/Albeoris/Memoria/releases.
Thanks!
snouz, does the beta contain the orchestra tracks music upgrade? Just Curious if its available to people who just hard copied the beta over their install of the game.Nope, but you can find that by installing Moguri 7, it's a file called \StreamingAssets\p0data61 that contains the music.
Widescreen kinda randomly works for me, like in the open world it works but not when I enter towns etc. So I guess it's better to wait for an update to your moguri or Memoria? Since I assume it's a compatibility issue between them.It's not a compatible issue, it's a memoria bug issue. You can follow here https://github.com/Albeoris/Memoria/issues. I've given a list of exclusions to Albeoris, but I'm waiting for him to fix the widescreen function.
Thank you for your work.
While playing through V4 I noticed some sound issues, some of which have strayed from the original PS1 version of FFIXWhat you ask is in FF9 PC Complete Sounds Fix 2.2. Here is the README:
1.) In battle Reflect used to have it's own distinct sound effect when a spell would "bounce" off the character back to the other side of the battlefield. In the steam version (as well as the HD console re-release ports) the sound of the spell that was cast plays when its reflected and then a second time when it actually happens. I.E. if Vivi has auto-reflect and casts Flare on himself. Flare sound effect will play during the reflect animation (instead of the old reflect sound from PS1) and then the Flare sound effect will play again immediately as it hits the opponent.
So my question is: Do you have a rough ETA for version 8.0? Like Q/2/3/4 2020 or maybe even next year ?It's days away!
It's days away!
It's days away!In fact, even if its work is not included in Moguri mod, it seems easy to add to one's game: "Replace files: p0data62.bin & p0data63.bin into the StreamingAssets\ folder".
About the sound fix, see the discussion above, if someone wants to fix these issues without copy pasting the work of dclem, that'd be great. But I'm better off not touching that persons work.
In fact, even if its work is not included in Moguri mod, it seems easy to add to one's game: "Replace files: p0data62.bin & p0data63.bin into the StreamingAssets\ folder".
Unfortunately I've tried that with the files that were provided in the response sent to be but it didn't work. Tried uninstalling and reinstalling the game, current version of moguri, and mixing and matching the provided update files with vanilla ffix, moguri, and V4 beta on here but couldn't get the final boss battle music to play properly. Again could be something dumb I'm doing with my setup, but that's what's happening for me. Maybe someone will find a fix later down the line after moguri 8 is fully released, and if I find something I'll def post it here if I'm not the only one encountering the problem.In fact, I only said that the sound fix mod was useful for the reflection sfx, I did not know if it could be useful for your other sound problem. If we are lucky, someone will fix it in further updates.
On another note I can't believe version 8 is coming so soon with all the things Snouz listed I'm so excited to install it!
I'm sure this is not the right place to ask..but I have no where else to go..It seems that these issues have already been reported. There is a high chance they will be solved in the next update.
I've been trying to get the latest Memoria mod working with this... mostly for the Wide Screen and Analog Support, but in these few things I have noticed:
1: It seems like 50% of the screens are not wide screen? I am at the start with Vivi and some of them are wide while others aren't.
2: After installing Memoria Mod, my D-Pad no longer works. I understand this is because "Analog" gets implemented, as the stick does feel better now, but then I can't use the D-Pad for menus
I had thought that by simply copying the files for the 8.0 V4 over, it was automatically fixing the Analog issue, but I guess not? that's something that Memoria fixes? though it disables my D-pad as mentioned.
3: Lastly, in the BGM looping problem already implemented with 8.0 V4? or do I need to replace those files myself? I have them, just wondering.
Thank you for all of your work on this project! I just wanted to echo the same question asked by someone a little bit back, is there a new ETA for this project? Snouz said it was days away so I just wanted to check to see if anything had changed. Can't stress enough how much I'm looking forward to this, thanks!Also hoping it's soon. My wife and I are holding out on our playthrough until this releases.
NEW 2020-05-23 - MOGURI 8 BETA V5 (https://mega.nz/file/CfpnHQhK#H4LpTRZYpMcJi4-Y9k7oW0N7uH32PlAK2RUYyS4y-N4)
CHANGELOG
-Included latest Memoria by ALBEORIS and a new install process
-Included 30fps FMVs by LYKON (using DAIN and other techniques)
-Included MBG (video backgrounds) color matched and fluid
-Included faithful PSX font by TEAITO
-These minor visual problems were fixed: https://imgur.com/a/MWb78Td
I've given the same link to zePilot, just waiting for him to package it in one big installer! (zePilot's pretty busy)
I got 4.5Gb through before it stopped!! Devastating.
i think mega limit is 5gb for free users
Hello,
it is possible to make D-PAD work by deactivating the option:
"xbox configuration assistance"
in steam big picture:
parameter-> joystick parameters.
I posted the comment on nexus mod:
https://www.nexusmods.com/finalfantasy9/mods/11?tab=posts
For me it worked.
sorry for my english.
Great Work! I really appreciate it!
I have a request to you Snouz:
Can you make a sharedassets2.assets file with Playstation Button layout? You only should change icon_atlas and screen_button_attlas inside the sharedassets2.assets file.
I would be very grateful if you could do that because I don't want to mess around with your awesome work and as far as I can tell you have already improved these Textures inside the sharedassets2.
Thanks a lot!
@m_artn
Since you already got that far, there's only one step left if you wanna do it yourself. AssetBundleExtractor can dump and import textures in PNG format. All you need is a very basic image editor, paste the PS Buttons on Snouz's edited icon_atlas and screen_button_atlas and import those images back.
Usage of AssetBundleExtractor is described in more detail in the Tweaked menu portraits thread, here (http://forums.qhimm.com/index.php?topic=19964.0).
@m_artn
Since you already got that far, there's only one step left if you wanna do it yourself. AssetBundleExtractor can dump and import textures in PNG format. All you need is a very basic image editor, paste the PS Buttons on Snouz's edited icon_atlas and screen_button_atlas and import those images back.
Usage of AssetBundleExtractor is described in more detail in the Tweaked menu portraits thread, here (http://forums.qhimm.com/index.php?topic=19964.0).
[AnalogControl]
Enabled = 0
StickThreshold = 10 ; 0...100
MinimumSpeed = 5
D-pad problem on github:
https://github.com/Albeoris/Memoria/issues/110
If you have more info to contribute, go ahead. I could not reproduce the problem on both xbox controllers. The nexus ticket talks about a PS4 controller, is this your case?
@Doom Oyster about the pause cooldown, did you install JUST the beta? with the included latest memoria? The double pause issue is something I experienced a lot with the base game and should be fixed by the latest memoria version.
BTW about controller layout, does it display playstation icons when playing with a ps controller? What does it show?
Also, when talking about controller, please tell your model : )
Other issues noted
NEW LINK USING GOOGLE DRIVE
https://drive.google.com/open?id=1ilXY_-RHMwU5HJRJif8M2xeBhhX6A8qW
I'm unable to download it because too many people have downloaded it? apparently?
I don't know how google drives work, but yeah, seems it's reached it's limit.
AAAH come on : (
I'll do a separate archive and put it on mega.
Actually, anyone with a google account can clone the file to their own Google Drive and download that clone, bypassing that restriction
First make a shortcut of snouz's file to your drive then go into your drive, find the shortcut there and click "make a copy".
Finally got everything working :D If I find anything i'll be sure to post it.Depends on Tirlititi. I'll assist him if needed, but as I understand it, he's in the middle a busy life right now.
as an aside, I noticed in the installation read me that it says Alternate Fantasy will be compatible "Soon". If it's not too pushy to ask..how soon is soon?
A week? A month? 3 months? just so I know if I should hold out on a complete play through or not :P
Depends on Tirlititi. I'll assist him if needed, but as I understand it, he's in the middle a busy life right now.
The d-pad issue (which I've seen people comment may also affect shoulder buttons?) went away for me, when I configured the game's properties in Steam, disabling the Steam Overlay and forcing Per-Game Input Settings on. I also configured the input to rotate the overworld camera with the right stick, but that's just a personal preference.
The bug with FMVs also appearing in title screen video - each subsequent time it is more and more slower. And it seems to me that FMVs a little bit faster then before, but maybe I am wrong with that.
Also there is no oglop in Blank's hands at the start of the game:
The bug with FMVs also appearing in title screen video - each subsequent time it is more and more slower. And it seems to me that FMVs a little bit faster then before, but maybe I am wrong with that.
Video issue fixed in latest memoria. The oglop has never been there since PSX so must be added and coded from scratch, which might be tricky
Great to see such fast fixes, thanks for your work!
But I'm pretty sure that oglop is there in Steam version (or at least in previous Moguri builds), because I never played in PSX, but do remember oglop in Blank's hands.
SummitBreaker, have you tried the latest version (check the box in the launcher for check for updates)?
Hello,
Can someone explain to me how the loop fix works, please ?
By that I mean what does each file it replaces actually does.
The reason I am asking this is that both assets file of the loop fix are also overriden by the beta so I am guessing the loop fix might create a conflict.
As for assemblyCShard.dll whenever I replace it, it breaks the controls. Like Djidane moves on his own on the world map.
I have only replaced files that I am sure were not conflicting with the rest however this doesn't fix the Reflect SFX.
Assuming that it's where that fix is made, I wonder if there is a way for me to decompile the assemblyCSharp.dll, make the required modifications and recompile it.
Thanks a lot for the help :)
AssemblyCSharp.dll is the most essential file, it should never be replaced. But the source for it in memoria's case is open: https://github.com/Albeoris/Memoria
If you have fixes to contribute, go ahead!
Thanks Snouz, actually if I can I'll gladly do so :)In this topic, a way to edit the AssemblyCSharp.dll was described:
Could you provide me with the source code of the AssemblyCSharp.dll that was used in the sound fix, please ? This way I'll likely be able to identify where the fix was applied and apply it to the code that is used in memoria. If not I'll try with JustDecompile
I am using a Nintendo Switch Pro controller which is normally supported by steam and works perfectly fine with the vanilla game and with the old Memoria that came with Moguri mod v7.
The latest version of Memoria however seems to completely break the controller. When I launch the game with the controller already plugged in the A button is spammed automatically and if I plug it only after loading into the game only the A button and the left analog stick seem to work.
I tried disabling the “analog” part of Memoria.ini but it didn’t do anything.
Is this a known issue? Can anyone suggest a fix?
If nothing solves it I’ll go back to the older Memoria and try to use only the new assets like we did until v5. Thanks a lot to whoever offers advice!
In this topic, a way to edit the AssemblyCSharp.dll was described:
1) Download the tool dnSpy,
2) Open the Assembly-CSharp.dll using that tool,
3) Search for the class you want and its method, then right-click -> Edit Method
4) Save your new file.
I installed 8.0 and unchecked "Use custom font (PSX)", but I got the PS1 font anyway.Could you tell me if you installed on top of an existing 7.0.1 install? If yes, what was your setting when you had 7.0.1?
I had to make it "UseGarnetFont=0" in the Memoria file which fixed it.
Idk if anyone else is having this issue, but the installer may not adjust for it.
Thanks for the mod. :)
I did have no PSX font in 7, then I uninstalled FF9 via Steam and deleted everything in the folder. I didn't uninstall via a Moguri .exe so I don't know if that was a proper uninstall.
So I did a fresh installation of FF9, then a fresh installation of Moguri 8.0.
If no one else has this issue, then it's not a big deal as it's an easy fix.
Also I'm afraid to say that your field fixes are missing, Snouz: I checked both Desert Palace (the doors) and Crystal World.
@snouz
hi. i think you forgot add in readme, or ini config for memoria in archive, with TileSize = 64
https://i.imgur.com/fvPjN4j.jpg
https://i.imgur.com/YrzZ14A.png
Did you install Memoria before using Moguri? If so, your Memoria.ini file was not overwritten, and this setting stayed the same.
EDIT: Oh you mean in BETA 5? ah yes forgot about that. Fortunately, the final version is out and installs it correctly.
Hi! Thanks for the amazing update! Moguri Mod is awesome! Congratulations to the developers and collaborators of this project!Hi! Does anyone know about this?
Now a question... I tried to use a translation for the game with Moguri Mod, but it didn't work. Is there any way to use translation with Moguri?
Hi! Does anyone know about this?Translation should include a file called p0data7, you need to replace that file in the \Program Files\Moguri Mod\StreamingAssets folder, and not the game folder.
Thanks!
During installation, disabled the orchestra soundtrack option. As a result, there is no music in the game. Reinstalled with the option, the music appeared. But psx music does not work. In Moguri 7 everything worked.Is MusicVolume = 100 in Memoria.ini?
And one more question, what does the (battle field enhancements) option change?
Is MusicVolume = 100 in Memoria.ini?I don't have this option in Memoria.ini
Official Steam release of the game
11Go on C:/ (for extraction) + 11Go on install disk
Note: you can install on top of a previous version
If you have a problem with permissions, launch with administrator rights
Are the battle animations too fast or is it just me? If so, how do I configure them in standard mode?
Obs.: I am not using accelerated mode. Normal mode is already very fast.
Thanks, this update is amazing!
Are the battle animations too fast or is it just me? If so, how do I configure them in standard mode?
Obs.: I am not using accelerated mode. Normal mode is already very fast.
Thanks, this update is amazing!
It's a shame SE is so lazy these days they couldn't change the Battle UI from the phone port. This mod is BEAUTIFUL and IX is my favorite FF in the series, yet I still can't play because of the stupid Battle UI. I just can't do it. It's hideous and I can't see strawberries. But I wanted to say thanks to everyone involved with this Mod. Maybe one day someone can fix that stupid Battle UI!
I feel you on this one. It's one of the main things stopping me from doing a proper play through. There is a battle scale UI mod out there but for the life of me I can't get it working with Moguri in any version or even the vanilla game. It's especially annoying because they patched the Ps4 version Battle UI but just left the phone crap on this version.
If we could just get the battle scale UI mod officially merged with this one, we'd have a perfect overhaul of the game here.
https://www.nexusmods.com/finalfantasy9/mods/11
could always message the author and see about making it compatible. he was active as of a couple weeks ago on this.
Open Memoria.ini in the game directory
[Graphics]
BattleFPS = 15 original fps
BattleSwirlFrames = 115 original fps curtains
Also, you should not have any issue if: you have your game on C:/ and launch the mod as administrator.
funny you should mention that, i argued with zepilot a few years ago on steam forums about this, i NEVER got it to work on anything but a C: drive, (installer doesnt detect the game, so had to type the path of the game, and even when you did that it just didnt work)Took me a number of bug reports to nail the bug to that, since people's description of a problem is often lacking in details and loose in precision, but now with the bug pinpointed, zePilot will hopefully be able to correct it. You confirm that it's the GAME that needs to be installed on C:/ ? there's no problem when the MOD is installed elsewhere, correct?
Just letting everyone know that TehMighty just released an update to his Scaled Battle UI mod to work with Moguri 8. I'm happy to report this update installed first time with know issues. He has also implemented a feature that let's the user move the UI in battle to a custom position to eliminate issues at different resolutions. Simply press "U" while in battle to move the right side. Press "U" again to move the left side.
I did this and it worked. I closed my game, restarted and the positions were saved. Finally this UI is fixed and we can enjoy a beautiful FFIX with the original battle UI!! Happy freaking day!
You confirm that it's the GAME that needs to be installed on C:/ ? there's no problem when the MOD is installed elsewhere, correct?
I tried to use the Scaled Battle UI mod, but with Moguri 8 Beta V5, and it seems to cause some issues....
Can anyone confirm whether the battle UI mod only works with the 8.0 release? That would be a bummer if that's the case, since it looks like the game HAS to be install on C: with that version of Moguri.
I have just installed moguri 8.0 on the game in drive D: without any problems. I didn't even know it was an issue, is it really?Mmmh... I'm still in the dark about this, I cannot reproduce the problem, and don't have access to zePilot's installer code.
Patching C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\resources.assetsDoes launching the installer as administator solves it?
Patching C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\sharedassets2.assets
Unexpected error has occurred.
---------------------------
System.Exception: bad checksum
at Fossil.Delta.Apply(Byte[] origin, Byte[] delta)
at Memoria.Patcher.Program.PatchFile(GZipStream input, Int64 uncompressedSize, DateTime writeTimeUtc, ConsoleProgressHandler progressHandler, String[] outputPaths)
at Memoria.Patcher.Program.ExtractFiles(GameLocationInfo gameLocation, GZipStream input, BinaryReader br, Int64& leftSize, ConsoleProgressHandler progressHandler)
at Memoria.Patcher.Program.Run(String[] args)
at Memoria.Patcher.Program.Main(String[] args)
I get this error every time I try to install the mod, does anyone know how to fix this?
couldnt get the Scaled UI installer to work on 2 different rigs. Windows 8.1 and Windows 10. it creates a Memoria.ini file and does nothing. cycles for a few seconds. even with all safe guards disabled. tried compatibility modes. nothing. there is a manual option but the part about editing the INI is confusing. : (
He just contacted me about it, I just updated the website to announce compatibility : ) I didn't know about the new feature, that's great! I'll test that right now!
It would be awesome if you could merge this battle UI mod into your installer either for 8.0 or for the future 8.1. This, combined with the option to have Alternate Fantasy included would make this mod truly the ultimate experience! :O
Also, you should not have any issue if: you have your game on C:/ and launch the mod as administrator.
You needed to first delete the Moguri Mod folder which is not in FFIX folder.
Had someone report the same bug recently, but they used a save from before installing 8.0It's an old save.
Is this a new game or an old save from 7.0.1?
It's an old save.
Do I need to start over or can I edit it?
Skickat från min SM-G973F via Tapatalk
It's better to start over, there was a lot of improvement in save handling in the last year on Memoria. You're really at the beginning of the game though.
Hey, snouz. The Install page on your site lists the following requirements:QuoteOfficial Steam release of the game
11Go on C:/ (for extraction) + 11Go on install disk
Note: you can install on top of a previous version
If you have a problem with permissions, launch with administrator rights
What is 11Go, exactly? This isn't mentioned anywhere (or, if it is, I completely missed it).
What is 11Go, exactly? This isn't mentioned anywhere (or, if it is, I completely missed it).
Any information you can provide on this? A lot of people were messaging so I completely understand this getting overlooked. :)
its a typo, he meant GB (gigabytes)
I thought GO is the french version of GB since 1 giabyte is 1 Gigaoctet over there
Hello! Please answer, is it possible to disable scaling through the game settings?Thought about it, there may be a way: right click on your desktop, display options, and set a 16:9 resolution to your monitor. Tell me if that worked !
The fact is that I have a 16:10 monitor and with the original resolution the wide format does not work in any way. Therefore, you have to play with a lower resolution of 16: 9, but in full screen mode, the game scales. You cannot turn off scaling through the video adapter. I would like to do this through the game settings, if possible?
Thought about it, there may be a way: right click on your desktop, display options, and set a 16:9 resolution to your monitor. Tell me if that worked !
I probably asked a little wrong question.I'm not sure what you want. Memoria's widescreen has been tested with 16/9, so if you want to use that in full screen without scaling, you should be able to set a smaller resolution in windows and it should add black bars on the side. I don't have any other solution for your specific request, and don't own a 16/10 monitor to test.
I would like the game to work in the given resolution, but not expand to full screen. You can play in windowed mode, but it’s not very, but in full-screen mode, the game is stretched.
Here is a picture, I want it to work like that.
https://imgur.com/a/uv82Z3T
And yet, I forgot, my monitor does not support 1600x900 mode.
I probably asked a little wrong question.If you have an Nvidia GPU, go to Nvidia Control Panel and go to this tab:
I would like the game to work in the given resolution, but not expand to full screen. You can play in windowed mode, but it’s not very, but in full-screen mode, the game is stretched.
Here is a picture, I want it to work like that.
https://imgur.com/a/uv82Z3T
And yet, I forgot, my monitor does not support 1600x900 mode.
I'm not sure what you want. Memoria's widescreen has been tested with 16/9, so if you want to use that in full screen without scaling, you should be able to set a smaller resolution in windows and it should add black bars on the side. I don't have any other solution for your specific request, and don't own a 16/10 monitor to test.
If you have an Nvidia GPU, go to Nvidia Control Panel and go to this tab:
https://i.imgur.com/KL6JvuU.png (https://i.imgur.com/KL6JvuU.png)
Check the last option, in english it should be "no scaling". Also change the "scaling with" option to "GPU".
wait, Go isn't understood internationally? It's the same value as GB (one octet = one byte = 8 bits)
That's why I didn't understand the question, I thought it was obvious.
I'll put GB if that's more internationally understood.
Please explain the meaning of these parameters. Thanks!Honestly I don't know all of them, I think Albeoris should comment these better in Memoria's documentation. In the next version, I'd like to have a more verbose Memoria.ini.
[Cheats]
Rotation = 0
Perspective = 0
SpeedMode = 1
SpeedFactor = 3
[Import]
Field = 0
[Battle]
NoAutoTrance = 0
AutoPotionOverhealLimit = 20 ; Maximum oveheal in percents, -1 to disable a new behaviour
[Hacks]
BattleSpeed = 2
For some reason, as you can see in the image i uploaded, i can't target the enemy copy. I move the cursor from one enemy to another, but the epitaf (stone monster) is always targetedProbably a problem with Scaled Battle UI.
https://imgur.com/a/im6xIuE
I probably asked a little wrong question.
I would like the game to work in the given resolution, but not expand to full screen. You can play in windowed mode, but it’s not very, but in full-screen mode, the game is stretched.
Here is a picture, I want it to work like that.
https://imgur.com/a/uv82Z3T
And yet, I forgot, my monitor does not support 1600x900 mode.
05.06.2020 05:54:44 |E| [SoundData] Sound not found: 102
05.06.2020 05:54:47 |E| [SoundData] Sound not found: 103
05.06.2020 05:54:52 |E| [SoundData] Sound not found: 326
05.06.2020 05:55:01 |E| [SoundData] Sound not found: 107
05.06.2020 05:55:05 |E| [SoundData] Sound not found: 100
05.06.2020 05:55:08 |E| [SoundData] Sound not found: 103
05.06.2020 05:55:12 |E| [SoundData] Sound not found: 102
05.06.2020 05:55:24 |E| [SoundData] Sound not found: 107
05.06.2020 05:55:42 |M| [GameLoopManager] RaiseQuitEvent
Had the checksum issue too, managed to fix it by NOT installing 30fps FMVs.
error:
(https://cdn.discordapp.com/attachments/632014336084410371/718061586123849758/unknown.png)
Sorry for bad cropping.
what is the difference between this mode and that of this page https://sites.google.com/view/moguri-mod/install which is the best because I do not see what brings your
Hello. I want to talk about a bug that is annoying to me and preventing me to play the pc version of this game (and also this beautiful mod). I know it's just a minor glitch but for me it's ruining the experience. This glitch is about the "ambience sounds" that you can hear in the background, for example the owl sounds in the evil forest, or the crowd sounds in Alexandria at the start of the game. The problem is that these sounds loop at every screen change. You can easily hear it in the evil forest, it always start with the same sound. In the psx version, these sounds continue between each screens. I hope I can make myself understood (I'm not English (french)).
No one is talking (or even seems to be aware of) about this glitch so I wanted to create an account just so it could maybe be fixed in the future.
Thanks and congratulation for the creator of this marvelous mod.
Was there anything else you did? Because aside from the first install I've also not been installing the 30fps FMVs but still having a problem. (Or the extra music, though that was the case for every install.)
So i just installed Mog mod 8.0.1, before that i had only the Memoria Mod and i modified the stealScript so I can steal with 100% accuracy all the time, but after installing the moguri mod i'm back to normal when i Steal, I guess mog only get some features from Memoria and doesn't look at the scripts? because i can only make the script work without the mog mod, i've tried to install everything like 5 times in diferent order but the result is still the same If i use Memoria Patch, Mog graphics won't work but the script does and if i install mog, the script stop working. I don't know if it's normal or not but tbh i hate the Stealing system in this game but if i can only make one work i'll go with mog and ignore stealing i guess
(i only put like 6 lines in the script if this helps)
I‘m playing with the DS4 and have no problems at all.
The D-Pad works fine out of the box.
I've the same problem :( I don't want to play this game until there is a solution...I want the complete FFIX experience lol
Please, any help?
after installing the mod the writing blocks that appear when the characters speak are of very poor quality and its necessarily comes from the mod because I had launched the game just before without the mod to make the difference before and after. can we solve this problem or should I uninstall the mod?
I was wondering if there is going to be a new update with fixes for all the main bug reports like the 15 fps bug etc. and some mistakes with the installer? Thanks and keep it up :mrgreen:Yes, Snouz is working on the moguri 8.1 update.
Supposedly, scaled UI mod is working now
it certainly does not work out of the box, you must have done some work beforehand/installed something that made it immediately work
Hi!
I finally finished the game! In fact, I almost finished ... the game closes right at the beginning of the last cinematic. How do I fix this?
I take this opportunity to say that I played from beginning to end with MoguriMod and it was just incredible! Congratulations!!
Would It be possible to release a patch to fix the cinematics before Moguri 8.1? Only that remains for me to finally see the end of the game!! I'm anxious!! And I want see It with Moguri!! Thanks!!Any chance of that happening? I haven't finished the game yet because of that and I would like to finish it with Moguri.
"FFS Square"?
You're acting like it's Square's fault or they deserve to be punished or criticized or something for updating their game, fixing bugs and whatnot. It's not their fault they don't support an unofficial fan mod. They should be applauded for actually caring about a port that came out years ago.
Anyway, I guess we should just wait until Moguri is compatible with this update.
For now, I deleted the game and reinstalled it vanilla.
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?
I just tried playing vanilla but I get the whole "ZidaneZidane" "ViviVivi" etc error
and my controller is completely borked and the controls don't make any sense. For example, left on the analog stick steers me right. Any idea how to fix this so I can play FF9 in the meantime?
Oh, I didn't notice you were a dev on this mod, I thought you were just another gamer, sorry, my bad. I don't come to the FF9 boards much. I understand your frustration better.
I just tried playing vanilla but I get the whole "ZidaneZidane" "ViviVivi" etc error, and my controller is completely borked and the controls don't make any sense. For example, left on the analog stick steers me right. Any idea how to fix this so I can play FF9 in the meantime? Did Moguri cause this?
It was frustration, because they changed the whole structure of files, which means our tools are now outdated. I won't just "wait until moguri is compatible", I'll have to find the way to make it compatible. Also, they release it without notice, which means it erased some files I was working on. Frustrated because V9 is almost done, and they had to wait 4 years to change minor things that were addressed in the mod or other mods.
@snouz Shhhesh that's annoying! Sorry to hear that man!
Isn't there a way to get the FFIX before the update to play your mod? I just update, and broke it. can't we find a guy that didn't update and get his version? ^^
I've passed all the updated files to ZePilot, he's packaging the update (8.2), we're discussing file structure. It shouldn't be too long now!Ohh! :) Thank you so much. I will be waiting impatiently. You're awesome
If you find a copy, please share it? I was looking also. I just got FF IX, and I found out about Moguri and there's no working version of it available.It's totally possible, I've posted some instructions on Reddit: https://www.reddit.com/r/FinalFantasyIX/comments/i4q5st/news_ff9_steam_got_updated_after_4y_consequences/g1ez22t/
I've passed all the updated files to ZePilot, he's packaging the update (8.2), we're discussing file structure. It shouldn't be too long now!Any idea on a possible date it will be released?
Beautiful, thanks!
Do you happen to have a list of issues you needed to address for 8.2 due to the different file structure?
Awesome update snouz! However I don't seem to doing any damage when entering a fight. I started a completely new save and when fighting Baku in the beginning I'm not doing any damage, neither is he, so the fight never ends.That does not do that for me. Are you using Moguri alone?
Any ideas?
I don't seem to doing any damage when entering a fight.
I've passed all the updated files to ZePilot, he's packaging the update (8.2), we're discussing file structure. It shouldn't be too long now!
Awesome. Thanks!
Hey! I can't seem to get Reshade to work with Moguri 8.2, any ideas?I use it all the time.
Hi!
The game still close at the beginning of the last cinematic. How do I fix this?
I use it all the time.
see here https://prnt.sc/u37q5o (https://prnt.sc/u37q5o)
Install reshade at the x86 or x64 folder depending your system architecture. choose opengl instead of vulkan or 3d3.
use the hotfix assmebly-csharp released by ze_plot.Still not working. I placed the files in the directory folder (Steam\steamapps\common\FINAL FANTASY IX) and I deleted the file Mbg 116. Did I do something wrong?
https://drive.google.com/file/d/1C0RLPwpWVtIKce84fhORiVRXg5esCK2B/view (https://drive.google.com/file/d/1C0RLPwpWVtIKce84fhORiVRXg5esCK2B/view)
then delete Mbg 116 from the moguri files folder under /StreamingAssets/ma/
Still not working. I placed the files in the directory folder (Steam\steamapps\common\FINAL FANTASY IX) and I deleted the file Mbg 116. Did I do something wrong?Is your windows 32 or 64bit?
I've installed the new version and I'm curios about some of the cheat options that are turned on as default. Like "Speed Mode" and "No Random Battles" what exactly do they? Does "No Random Battles' mean that I wont have random encounters while traveling the world? Wouldnt that ruin the game since I wont really level up anymore? Or will I now see the enemies before the encounter starts?I've written a guide for the launcher on the support page of the website. https://sites.google.com/view/moguri-mod/support
I've installed the new version and I'm curios about some of the cheat options that are turned on as default. Like "Speed Mode" and "No Random Battles" what exactly do they? Does "No Random Battles' mean that I wont have random encounters while traveling the world? Wouldnt that ruin the game since I wont really level up anymore? Or will I now see the enemies before the encounter starts?
Is your windows 32 or 64bit?Win64bit
Do what's the output of memoria.log after the crash?
I've written a guide for the launcher on the support page of the website. https://sites.google.com/view/moguri-mod/support
Does anyone know any workaround for the d-pad/shoulders not working on a DS4?
So far, from scattered internet references I've tried:
1. Disabling every potential overlay (Steam, GeForce, Discord, etc) -- Result: No effect
2. Disabling Analog Support in the .ini file -- Result: Depends (see below), but typically no effect
3. Unplugging controller and plugging it in after the game has started -- Result: Game never detects controller unless it was plugged in before launch (so the controller doesn't work at all)
4. Enable DS4 support in Steam/use "forced on" in the per-game settings -- Result: If (and only if) I disable analog support in the .ini, this enables d-pad provided I rebind the d-pad to stick directions via steam controller configuration BUT the game double reads inputs from other buttons. If analog support is enabled this has no effect except the face buttons are scrambled to incorrect locations (e.g. X becomes Square, Circle becomes X etc). Technically the face button scramble happens if analog support is disabled too, but the double button read means it will read one version of the button immediately followed by the incorrect version.
Interestingly, even if I disable analog support in the .ini, the analog stick still works fine and absolutely nothing changes about the controller behavior.
E: It seems like the buttons are still slightly scrambled with steam controller stuff off. It swaps Square and Circle (X and B), enabling Steam support on will scramble them further. Interestingly, enabling vibration in the in-game config will also scramble the buttons to the steam support variant as opposed to the regular scramble for... some reason?
E: Further testing -- without Moguri installed I get the "walk left" issue, and the buttons are scrambled as if I had steam controller support on. Weirdly, the shoulder buttons don't work with vanilla, but the D-pad partially works. Left/Right are registered as up/down, and up/down seem functionless.
Can anyone tell me the default battle swirl fps from the original game? Is it what the default is set to in the Moguri Mod launcher?[Graphics]
[Graphics]
Enabled = 1
BattleFPS =15
MovieFPS = 15
BattleSwirlFrames =115
WidescreenSupport =1
SkipIntros =3
GarnetHair =0 ; 0 - Default, 1 - Long, 2 - Short
TileSize=64
UseGarnetFont= 0
Does anyone know any workaround for the d-pad/shoulders not working on a DS4?
So far, from scattered internet references I've tried:
1. Disabling every potential overlay (Steam, GeForce, Discord, etc) -- Result: No effect
2. Disabling Analog Support in the .ini file -- Result: Depends (see below), but typically no effect
3. Unplugging controller and plugging it in after the game has started -- Result: Game never detects controller unless it was plugged in before launch (so the controller doesn't work at all)
4. Enable DS4 support in Steam/use "forced on" in the per-game settings -- Result: If (and only if) I disable analog support in the .ini, this enables d-pad provided I rebind the d-pad to stick directions via steam controller configuration BUT the game double reads inputs from other buttons. If analog support is enabled this has no effect except the face buttons are scrambled to incorrect locations (e.g. X becomes Square, Circle becomes X etc). Technically the face button scramble happens if analog support is disabled too, but the double button read means it will read one version of the button immediately followed by the incorrect version.
Interestingly, even if I disable analog support in the .ini, the analog stick still works fine and absolutely nothing changes about the controller behavior.
E: It seems like the buttons are still slightly scrambled with steam controller stuff off. It swaps Square and Circle (X and B), enabling Steam support on will scramble them further. Interestingly, enabling vibration in the in-game config will also scramble the buttons to the steam support variant as opposed to the regular scramble for... some reason?
E: Further testing -- without Moguri installed I get the "walk left" issue, and the buttons are scrambled as if I had steam controller support on. Weirdly, the shoulder buttons don't work with vanilla, but the D-pad partially works. Left/Right are registered as up/down, and up/down seem functionless.
Amazing mod that just keeps getting better! I am constantly floored by the quality work that gets put into this project.
That said, I do have one question: after the latest hotfix update, I'm unable to access the Garnet font anymore. I tried messing around with the Memoria.ini and tweaking various settings to see if I could get it back but no luck so far. Any ideas?
i think it is not supposed to be the garnet font rather the alexandria font now.
27.08.2020 07:27:53 |M| [SteamSdkWrapper] Initialized: True
27.08.2020 07:27:54 |M| Loading configuration Memoria.ini
27.08.2020 07:27:54 |M| [FontInterceptor] Dynamic font initialization.
27.08.2020 07:27:54 |M| [FontInterceptor] Pass through {Configuration.Font.Enabled = 0}.
27.08.2020 07:27:54 |M| [FontInterceptor] Loading font [Original: TBUDGoStd-Bold (UnityEngine.Font)]
27.08.2020 07:27:56 |M| [GameLoopManager] RaiseStartEvent
27.08.2020 07:27:56 |M| InitializeItemText
27.08.2020 07:27:56 |M| InitializeImportantItemText
27.08.2020 07:27:56 |M| InitializeAbilityText
27.08.2020 07:27:56 |M| InitializeCommandText
27.08.2020 07:27:56 |M| InitializeBattleText
27.08.2020 07:27:56 |M| InitializeLocationText
27.08.2020 07:27:56 |M| InitializeEtcText
27.08.2020 07:27:56 |M| InitializeEtcText
27.08.2020 07:27:56 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
27.08.2020 07:27:56 |M| [ResourceImporter] Pass through {Configuration.Import.Enabled = 0}.
27.08.2020 07:27:56 |M| InitializeItemText
27.08.2020 07:27:56 |M| InitializeImportantItemText
27.08.2020 07:27:56 |M| InitializeAbilityText
27.08.2020 07:27:56 |M| InitializeCommandText
27.08.2020 07:27:56 |M| InitializeBattleText
27.08.2020 07:27:56 |M| InitializeLocationText
27.08.2020 07:27:56 |M| InitializeEtcText
27.08.2020 07:27:56 |M| InitializeEtcText
27.08.2020 07:27:56 |M| [AudioResourceExporter] Pass through {Configuration.Export.Audio = 0}.
27.08.2020 07:28:12 |M| [SteamSdkWrapper] Request stats: True
27.08.2020 07:28:13 |M| [AssetManager] Asset not found: FieldMaps/FBG_N45_CYSW_MAPX29_CW_MBG_1/spt.tcb
Hi everyone, and thanks for giving us these wonderful upscaled backgrounds and patch fixes, snouz.Steam version has 6 languages for area names. They're all upscaled in Moguri 8.2.
Sorry if this has already been answered. I wanted to ask if there's gonna be multilanguage versions of the backgrounds where the text has been translated (I don't remember if FFIX has any, FFVIII sure does), specifically the text that appears on the screen when you enter a new area (i.e. "Evil Forest" in italian is "Foresta del Male"). Or if it's at least possible to retain the vanilla text just for the area's names while everything else is upscaled.
I just watched a playthrough of a guy using the latest Moguri 8.2.1.2 and Alternate fantasy.Hey hi, I just checked the pictures... this is not moguri 8.2, but rather 7.xx, so an old-ass version I hadn't got my hands on yet lol
I noticed some visual bugs, and also black bars on each side of the screen on a lot of scenes (but maybe it's just a bug from the guy's setup?).
here is a link to the pictures: https://drive.google.com/drive/folders/1hJqYHAQa5C4Hf2hW8NKuqjo4PV2giC1u?usp=sharing (https://drive.google.com/drive/folders/1hJqYHAQa5C4Hf2hW8NKuqjo4PV2giC1u?usp=sharing)
maybe some are just little graphic bug that don't need a proper fix, but just in case I included them.
At the beginning of the last cinematic, the game automatically closes. The memoria file has the following message:
Obs.: I use Win10 64bits.
How fix it?
Sorry, forgot to attach the image. Here it is:Reinstalling the game and the mod will solve the issue (according to numerous reports)
(https://i.imgur.com/bthU43q.png)
Sorry, forgot to attach the image. Here it is:
(https://i.imgur.com/bthU43q.png)
when you reinstall you have to delete from steam library, then actually go delete the FINAL FANTASY IX folder, before you redownload it
you guys do that?
This is my first playthrough so I'm not sure if this is the last FMV, but I know I'm pretty sure I'm getting close to the end and the game is suddenly crashing at the end of this FMV
(https://i.imgur.com/fcLcAOW.jpg)
Haven't had any issues up until now. I've done a full clean re install of the game and mod.
Here is the log file
29.08.2020 04:15:08 |M| [SteamSdkWrapper] Initialized: True
29.08.2020 04:15:08 |M| Loading configuration Memoria.ini
29.08.2020 04:15:08 |M| [FontInterceptor] Dynamic font initialization.
29.08.2020 04:15:08 |M| [FontInterceptor] Pass through {Configuration.Font.Enabled = 0}.
29.08.2020 04:15:09 |M| [FontInterceptor] Loading font [Original: TBUDGoStd-Bold (UnityEngine.Font)]
29.08.2020 04:15:09 |M| [GameLoopManager] RaiseStartEvent
29.08.2020 04:15:09 |M| InitializeItemText
29.08.2020 04:15:09 |M| InitializeImportantItemText
29.08.2020 04:15:09 |M| InitializeAbilityText
29.08.2020 04:15:09 |M| InitializeCommandText
29.08.2020 04:15:09 |M| InitializeBattleText
29.08.2020 04:15:09 |M| InitializeLocationText
29.08.2020 04:15:09 |M| InitializeEtcText
29.08.2020 04:15:09 |M| InitializeEtcText
29.08.2020 04:15:09 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
29.08.2020 04:15:09 |M| [ResourceImporter] Pass through {Configuration.Import.Enabled = 0}.
29.08.2020 04:15:09 |M| InitializeItemText
29.08.2020 04:15:09 |M| InitializeImportantItemText
29.08.2020 04:15:09 |M| InitializeAbilityText
29.08.2020 04:15:09 |M| InitializeCommandText
29.08.2020 04:15:09 |M| InitializeBattleText
29.08.2020 04:15:09 |M| InitializeLocationText
29.08.2020 04:15:09 |M| InitializeEtcText
29.08.2020 04:15:09 |M| InitializeEtcText
29.08.2020 04:15:09 |M| [AudioResourceExporter] Pass through {Configuration.Export.Audio = 0}.
29.08.2020 04:15:10 |M| [SteamSdkWrapper] Request stats: True
29.08.2020 04:15:19 |M| [AssetManager] Asset not found: FieldMaps/FBG_N45_CYSW_MAPX29_CW_MBG_1/spt.tcb
I'm gonnna give the p0data2 file snouz posted for testing a try just for the heck of it and see if that fixes it.
Edit: That didn't change anything, but following this step from the known issues list did fix it.
"Still some rare crashes at the end. You can delete this file without consequence and it should work fine: \SteamLibrary\steamapps\common\FINAL FANTASY IX\MoguriFiles\StreamingAssets\ma\mbg116.bytes"
After deleting that file the game got past that FMV just fine.
Now I need your help to point out where things could be improved, or if there are bugs I didn't catch!
Sorry, forgot to attach the image. Here it is:
(https://i.imgur.com/bthU43q.png)
Reinstalling doesn't fix it for me :(..
This don´t work to me, the only method that work is this:
1. install game and make back up of sharedassets2.assets
2. install moguri mod.
3. download this http://forums.qhimm.com/index.php?topic=19832.0 (is a post of SNOUZ)
4. overwrite the sharedassets2.assets of moguri mod with this (or the original)
5. the blue mark don´t appear now and you can use the menu.
If you have problems now with the battles (like me), the BTC are stop, then dissapear and you can do nothing in combat.
This is a problem of Assembly-CSharp, With this archive I have problems, I used the 8.0.1 version, but the backgrounds are broke, if I put original archive, the character is crazy, walk only, is impossible to play.
Please Snouz, fix these errors!!
If somebody have the solution to the battle error, please, help me.
Any status update on the scaled battle ui? Steam update broke it right?
nah it works again, its built-in to moguri now
Really? It says on the site that it's currently not working.
Scaled Battle UI: "SX-looking battle interface | Needs an update from TehMighty
Seems it doesn't work for some people here as well.
https://www.nexusmods.com/finalfantasy9/mods/11?tab=posts
i think that link is old, i've downloaded the newest version from here and scaled battle UI is 100% working, i can post some screens if you'd like
https://sites.google.com/view/moguri-mod/install
So I've installed this alongside AF but I still get black bars on the side causing it to cut off dialog boxes etc. I have tried typing Widescreen=True in the settings.ini to no avail. I can onlt run 4:3 on 1920x1080. Cannot get widescreen to work. Any ideas? I am using 8.2.1.2 btw.What resolution did you choose in the launcher?
What resolution did you choose in the launcher?
Hello, the archive of Moguri Mod is impossible to open and unpack. I have downloaded the it 3 times(5GB each time) and the rar results always "damaged or in an unknown format. There is a problem with the source of download?
I've been using Moguri Mod for about 2 months without issue. I haven't played for about 2 weeks. Today I tried to play and the menu for the FFIX Steam Launcher comes up at pre-boot instead of the Moguri Mod menu. I checked in game and the mod isn't working anymore for some strange reason. So I uninstalled Moguri Mod and reinstalled, but the issue remains unchanged. Any help to get me back up and running again would be greatly appreciated. Thanks.
Whenever I install Moguri Mod, there's a dark blue bit of dialogue box in the centre of the screen.They say that the "dark blue bit of dialogue box in the centre of the screen" and "some strange UI behavior" appear when resolution is too high. They advise everyone to use 1440p or less:
In battle, the damage just 'cascades' up and down without disappearing and the ATB disappears.
When I use the Memoria Patcher, the graphics are scrambled.
Basically, it doesn't work. Any advice?
They say that the "dark blue bit of dialogue box in the centre of the screen" and "some strange UI behavior" appear when resolution is too high. They advise everyone to use 1440p or less:
https://sites.google.com/view/moguri-mod/support#h.p_CsXJ5opSSC8e (https://sites.google.com/view/moguri-mod/support#h.p_CsXJ5opSSC8e)
This is my first playthrough so I'm not sure if this is the last FMV, but I know I'm pretty sure I'm getting close to the end and the game is suddenly crashing at the end of this FMV
(https://i.imgur.com/fcLcAOW.jpg)
Haven't had any issues up until now. I've done a full clean re install of the game and mod.
Here is the log file
29.08.2020 04:15:08 |M| [SteamSdkWrapper] Initialized: True
29.08.2020 04:15:08 |M| Loading configuration Memoria.ini
29.08.2020 04:15:08 |M| [FontInterceptor] Dynamic font initialization.
29.08.2020 04:15:08 |M| [FontInterceptor] Pass through {Configuration.Font.Enabled = 0}.
29.08.2020 04:15:09 |M| [FontInterceptor] Loading font [Original: TBUDGoStd-Bold (UnityEngine.Font)]
29.08.2020 04:15:09 |M| [GameLoopManager] RaiseStartEvent
29.08.2020 04:15:09 |M| InitializeItemText
29.08.2020 04:15:09 |M| InitializeImportantItemText
29.08.2020 04:15:09 |M| InitializeAbilityText
29.08.2020 04:15:09 |M| InitializeCommandText
29.08.2020 04:15:09 |M| InitializeBattleText
29.08.2020 04:15:09 |M| InitializeLocationText
29.08.2020 04:15:09 |M| InitializeEtcText
29.08.2020 04:15:09 |M| InitializeEtcText
29.08.2020 04:15:09 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
29.08.2020 04:15:09 |M| [ResourceImporter] Pass through {Configuration.Import.Enabled = 0}.
29.08.2020 04:15:09 |M| InitializeItemText
29.08.2020 04:15:09 |M| InitializeImportantItemText
29.08.2020 04:15:09 |M| InitializeAbilityText
29.08.2020 04:15:09 |M| InitializeCommandText
29.08.2020 04:15:09 |M| InitializeBattleText
29.08.2020 04:15:09 |M| InitializeLocationText
29.08.2020 04:15:09 |M| InitializeEtcText
29.08.2020 04:15:09 |M| InitializeEtcText
29.08.2020 04:15:09 |M| [AudioResourceExporter] Pass through {Configuration.Export.Audio = 0}.
29.08.2020 04:15:10 |M| [SteamSdkWrapper] Request stats: True
29.08.2020 04:15:19 |M| [AssetManager] Asset not found: FieldMaps/FBG_N45_CYSW_MAPX29_CW_MBG_1/spt.tcb
I'm gonnna give the p0data2 file snouz posted for testing a try just for the heck of it and see if that fixes it.
Edit: That didn't change anything, but following this step from the known issues list did fix it.
"Still some rare crashes at the end. You can delete this file without consequence and it should work fine: \SteamLibrary\steamapps\common\FINAL FANTASY IX\MoguriFiles\StreamingAssets\ma\mbg116.bytes"
After deleting that file the game got past that FMV just fine.
Hello. I want to talk about a bug that is annoying to me and preventing me to play the pc version of this game (and also this beautiful mod). I know it's just a minor glitch but for me it's ruining the experience. This glitch is about the "ambience sounds" that you can hear in the background, for example the owl sounds in the evil forest, or the crowd sounds in Alexandria at the start of the game. The problem is that these sounds loop at every screen change. You can easily hear it in the evil forest, it always start with the same sound. In the psx version, these sounds continue between each screens. I hope I can make myself understood (I'm not English (french)).
No one is talking (or even seems to be aware of) about this glitch so I wanted to create an account just so it could maybe be fixed in the future.
Thanks and congratulation for the creator of this marvelous mod.