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Releases / Re: [FF7 PC] Bonez' Sound Effect Suite - 3.0 - Deprecated
« on: 2026-03-11 15:02:35 »
Hi,i donate:
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It's the "New CM" one that's going in.I thought about this and I hope it can be done, is it possible to externalize all the sound variations of the Limit Break, including the original one, without touching the one integrated into the mod?
It's the "New CM" one that's going in.So it's not possible to put it separately within the mod itself,if one wants to leave the sound of the limit unchanged?
I've been taking a bit of a break to play through Rebirth. Once I'm finished, I'm going to complete this ESUI theme project I've been working on, but once I'm finished with that I'm going back to CM and go through some sounds and try making some of the more iconic sounds more similar to their old sound. The limit break sound in particular is one that comes up often and I have a new replacement for it to give you an idea of what I'm trying to do with them.
OG
https://voca.ro/1ctSTEvUqd1v
Old CM
https://voca.ro/13Eb9gCJuhab
New CM
https://voca.ro/1byj1yjhqahc
Formerly known as "Bonez' Sound Effect Suite". Cosmo Memory uses the new FFNx SFX engine and is an entirely new mod rebuilt from the ground up with a ton of new features. This project started out in 2018 as a little mod to just replace the FF7 menu sounds with the menu sounds from FFXIII. Since that time, it has evolved into something far more... After following the community and modding the game for several years, I noticed the graphical and musical mods were growing and advancing but the sound effects department was totally stalled. I mean, it's an entire 1/3 of what your senses are taking in, along side the visuals and music! I wanted something to match the beautiful/advanced graphical and musical mods provided by the very talented authors/creators of this community... So, I present to you Cosmo Memory: A Complete Sound Overhaul.
Features:
- Replaces/updates all 724 original sound effects including battle, magic, enemy skills, limit breaks, summons, world
- NEW Ambient sounds for every field and battle scene in the game
- Ground-conditional footstep sound effects for every field and world map
- Replaces all sound effects in cutscene videos (Compatible with any FMV video)
- Voiced attacks or "grunts" for all party members
- Shuffled battle impact sounds as well as other select sounds randomly so you never hear the same exact sound twice in a row
- 3 selectable menu sound sets
- Complete compatibility with New Threat, Echo-S and any other mod
- Each feature is optional
Launch Trailer: https://www.youtube.com/watch?v=Zt0GRSb8KcA
IMPORTANT
-This mod REQUIRES 7th Heaven 2.4+ and FFNx 1.11+
You can download the latest 7th Heaven here : https://github.com/tsunamods-codes/7th-Heaven/releases/tag/canary
-For best experience, use headphones and set music volume to ~60%
FAQ
Will you add the option to/Can I turn off the replaced sfx?Spoiler: show
Special Thanks:
TrueOdin - the FFNx sound engine
vertex2995 - world map footsteps
Download Cosmo Memory HERE Size: 350MB
If you enjoy the mod, consider a little something for the many many hours it took to put this together: Donate Here
Hi kanelakisOk,by the time I got over that level, if I happen later I'll do that test.
What you did for ajthedj747 advised?
At the moment I find not very much.
You could start FF7.exe directly without FF7Music.
Then you have no music, but the game should work.
If the game still crashes, at least we know that it is not at FF7Music.
Greeting Kompass63
@kanelakis, were you able to fix the game with my suggestions from our Private Message Sessions?For the time being, but I want to hear the opinion of an expert to make sure that I do not happen again.
start your bootleg configurator, go to 'installation' and copy your 'pitbrat code' and post itOk,this is my pitbrat code:0101010102000000001111115111100001
because this could be any number of problems
Really? That is very odd. Hmmm. Hopefully someone smarter than me can help you. Maybe you are missing a file in your battle folder. Try playing a brand new game without saving with the simpler, smaller sized battle.lgp and let me know if it crashes the game. This is something else.Yes,I've done this test with the original game without Bootling, and the problem was not there.
I know what your problem is. It is your battle.lgp file. That file is not compatible with certain parts of the game. I have been having this issue allot. I will put mods into my battle.lgp, making it so the game crashes during certain battles in certain areas.I tried to do as you say, but I am always forced to leave the game and come back and a ball.
The best thing to do is to backup your current battle.lgp, then put it into a separate folder, and put a simpler, smaller battle.lgp file into your original battle folder. Go back to your saved game, get through the battles that you did crash the game in. Then get to the battle that did crash your game. What is this? The game did not crash? Nice! After this battle and a few more, replace the battle.lgp with your bigger, backed up battle.lgp that you have originally used.
Do this for every-time you hit a battle that crashes your game. Save your game into multiple saves. Save very often, so you can progress father without having to go back far when your game crashes.
Use my trick as well for the char.lgp. I have had the game crash on me at certain parts of the game with my char.lgp file. Just like you would with your battle.lgp file, back up and put into a separate folder your current char.lgp. Then temporarily replace it with a smaller, simpler char.lgp.
I hope this is a quick fix for you and others. It works for me all the time.
Hi kanelakisMy OS and Windows Xp Professional Sp3 32 Bit
Not enough information!
What hardware features you have (including graphics card)?
What is in the app.log?
What are your settings (ff7_opengl.cfg)?
What mods you have installed?
Which Windows (32 or 64 bit, XP or Win7)?
How long have you been playing non stop?
.
.
.
Greeting Kompass63
This is my APP.LOG
INFO: OpenGL driver version 0.7.11b FF7/FF8
INFO: Auto-detected version: FF7 01.02 U.S. Inglese
INFO: NVIDIA Corporation GeForce 9500 GT/PCI/SSE2 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found extension swap_control
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound ...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
September music volume: 127
September music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!
INFO: C: \ Games \ FINAL FANTASY VII \ movies \ eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
September music volume trans: 127 -> 0, step = 60
END OF CREDITS!
Entering MAIN
September music volume: 127
Exiting MAIN
START OF MENU SYSTEM!
END OF MENU SYSTEM!
Entering MAIN
Exiting MAIN
- = - = [START OF WORLD MAP!] = - = -
stop_sound
cross play music: 0
September music volume trans: 127 -> 0, step = 4
September music volume: 127
stop_sound
- = - = [END OF WORLD MAP!] = - = -
Entering MAIN
Exiting MAIN
Field Start
September music volume: 127
UNEXPECTED: zero count
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene # 676
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!
END OF MENU SYSTEM!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
September music volume trans: 127 -> 0, step = 4
September music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene # 673
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception# ff7_opengl-0.7.11b config file - modified by Bootleg
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.
# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
#internal_size_x = 3840
#internal_size_y = 2160
preserve_aspect = yes
fullscreen = yes
#window_pos_x = -1
#window_pos_y = -1
#widescreen_hack = yes
# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = bootleg
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
refresh_rate = 60
# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on
# same thing, but for the battle swirl
battleswirl_framelimiter = off
# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off
# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.
# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
#new_hp_limit = yes
#new_mp_limit = yes
# include armor in magic defense calculation
mdef_fix = yes
# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on
# post-processing shader, used to apply fullscreen effects
enable_postprocessing = no
post_source = shaders/SmartBloom.post
yuv_source = shaders/yuv.frag
frag_source = shaders/main.frag
vert_source = shaders/main.vert
## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
#enable_lighting = yes
#show_light_rays = yes
#show_normals = yes
#show_tbn_space = yes
#max_lights = 12
#Variable Functions#
#specular_fog = yes
#texture_scale_bias = 1
#texture_coordinate_clamp = yes
#pixel_texture_bits = 32
#generate_mipmap = yes
#detail_texture = yes
#shader_precision = yes
#tessellation_program5 = yes
#multisample_coverage = yes
#multisample_filter_hint = yes
#texture_filter_anisotropic = yes
#texture_edge_clamp = yes
# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes
# enable alpha blending for textures without an existing blending effect
fancy_transparency = on
# display frames per second counter in upper right corner
show_fps = no
skip_frames = no
# display some real-time debug information
show_stats = no
# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes
use_vbo = no
# replace FF7's default framelimiter timer source
use_new_timer = yes
# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes
# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp
## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.
# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off
# show every failed attempt at loading a .png texture
show_missing_textures = no
# Disable Error Notifications
disable_popup = on
# Load Multiple DLLs
load_library = Multi.dll

I had a similar issue a few weeks ago. So it was as simple as replacing the battle models for Yuffie in battle.lgp with a LGP editor?I solved it by replacing the file battle.lgp contained in the installation CD.
I wonder if any Yuffie LGP models work, now that I think about it...
Did I help fix this problem?You could solve this problem,ajthedj747?


Simply re-running Bootleg without the AC Yuffie option ticked will NOT remove the broken Yuffie model.Thanks I solved it.
You should start with a fresh installation of FF7.
At the very least, replace .\data\battle.lgp with the original version from the CD-ROM before running Bootleg again.
Simply re-running Bootleg without the AC Yuffie option ticked will NOT remove the broken Yuffie model.I am using the original game downloaded from square-enix store, where do I find it battle.lpg?
You should start with a fresh installation of FF7.
At the very least, replace .\data\battle.lgp with the original version from the CD-ROM before running Bootleg again.

this mod has to be installed manually after running bootle 0039.How to unpack?
pitbrat does have a date in mind and hes doing what he can to stick to it.
from what i witnessed pitbrat seems pretty thorough and will include just about everything into bootleg
P.S.S. I am keeping my eyes on this mod for the main characters: http://forums.qhimm.com/index.php?topic=13489.0But this mod beta version is good for 039 Bootleg?
I'm running the downloaded version 2012 from SE website. I managed to install everything and the game looks awesome now and i love the difficulty mode. But, the FMV i think (cut scenes or movies) are gone. At the boot loader, i have specified the movie path to: C:\Game\FFVII\FINAL FANTASY VII\movies but nothing happens. I'm not sure what i'm doing wrong, i'm going to do another installation to choose some other movie mods to see if it helps.It is normal that the functions you must first convert the old version of the 1998.
@kanelakisOk,i send a message,I hope you respond soon.
I believe those were made by BloodShot, but I don't know if they are available to the public. You should message and ask him: http://forums.qhimm.com/index.php?action=pm;sa=send;u=5124