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Messages - m_artn

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1
it certainly does not work out of the box, you must have done some work beforehand/installed something that made it immediately work

I've made a fresh install of Windows10 on my Laptop. After running all Windows updates I've installed Steam and FF9 plus Moguri Mod 8.0.1 as explained previously. It worked without any problems with my DS4 connected via USB.


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!!

Moguri Mod 8.1 is work in progress. You can follow it here: https://trello.com/b/ALj8oGIi/moguri-81
The cinematics are already fixed.
Can't wait to see all the improvements done to this game again and the Memoria updates will be awesome  8)

2
Any time frame for releasing v8.1 ?

3
I‘m playing with the DS4 and have no problems at all.
The D-Pad works fine out of the box.

4
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)

Add the steal script to .../StreamingAssets/Scripts/Sources/Battle/ and than run the Memoria.Compiler.exe under .../Scripts/Compiler/
This worked fine for me.

I've no problems at all. The game runs almost perfect for me with the Moguri Mod! Thanks a lot to all involved individuals  8-)
Here is what I did:
1. made a clean install of FF IX from steam (I play the German Version)
2. Run the Game once
3. Install Moguri 8.0.1 (2020-05-26) from the mogul mod website into the FF IX Game Folder
   I've unchecked the Orchestral music because it don't loop correctly and the Garnet Font (I prefere the new one)
4. Run the Game once
5. Build my own custom sharedassets2.assets to have PSX Controller Button layout
6. check the Memoria.ini and do settings as I prefere
7. Add the 0058_StealScript.cs in the folder (.../StreamingAssets/Scripts/Sources/Battle/) and run the Memoria.Compiler.exe
8. All worked for me as intended and it is awesome (except for the known issues)

KNOWN ISSUES:
- Orchestral music: additional tracks don't loop correctly and endgame music is bugged
- Battles are too fast by default: you can change that in Memoria.ini: BattleFPS = 15
- Some 30fps FMVs play too fast and sound sometimes desyncs. End title comes too fast.
- D-pad not recognized on some controllers (workaround: disable steam overlay and force Per-Game Input Settings on)


The only thing I wish is a cheat or mod to always win this **** Tetra Master Card Game... I down get it at all and I've tried a lot. This Card Game broke the game for me when I was young on the original PSX and I'm really struggling with this today. Thats no fun and the Memoria settings for Tetra Master don't help.

Here is what my 0058_StealScript.cs looks like:
Spoiler: show
Code: [Select]
using System;
using Assets.Sources.Scripts.UI.Common;
using Memoria.Data;

namespace Memoria.Scripts.Battle
{
    /// <summary>
    /// Steal, Mug
    /// </summary>
    [BattleScript(Id)]
    public sealed class StealScript : IBattleScript
    {
        public const Int32 Id = 0058;

        private readonly BattleCalculator _v;

        public StealScript(BattleCalculator v)
        {
            _v = v;
        }

        public void Perform()
        {
            BattleEnemy enemy = BattleEnemy.Find(_v.Target);
            if (!HasStealableItems(enemy))
            {
                UiState.SetBattleFollowFormatMessage(BattleMesages.DoesNotHaveAnything);
                return;
            }

            if (!_v.Caster.HasSupportAbility(SupportAbility2.Bandit))
            {
                _v.Context.HitRate = (Int16)(_v.Caster.Level + _v.Caster.Will);
                _v.Context.Evade = _v.Target.Level;

                if (GameRandom.Next16() % _v.Context.HitRate < GameRandom.Next16() % _v.Context.Evade)
                {
                    UiState.SetBattleFollowFormatMessage(BattleMesages.CouldNotStealAnything);
                    return;
                }
            }

            if (enemy.StealableItems[3] != Byte.MaxValue)
                    StealItem(enemy, 3);
                else if (enemy.StealableItems[2] != Byte.MaxValue)
                    StealItem(enemy, 2);
                else if (enemy.StealableItems[1] != Byte.MaxValue)
                    StealItem(enemy, 1);
                else
                    StealItem(enemy, 0);
        }

        private static Boolean HasStealableItems(BattleEnemy enemy)
        {
            Boolean hasStealableItems = false;
            for (Int16 index = 0; index < 4; ++index)
            {
                if (enemy.StealableItems[index] != Byte.MaxValue)
                    hasStealableItems = true;
            }
            return hasStealableItems;
        }

        private void StealItem(BattleEnemy enemy, Int32 itemIndex)
        {
            Byte itemId = enemy.StealableItems[itemIndex];
            if (itemId == Byte.MaxValue)
            {
                UiState.SetBattleFollowFormatMessage(BattleMesages.CouldNotStealAnything);
                return;
            }

            enemy.StealableItems[itemIndex] = Byte.MaxValue;
            GameState.Thefts++;

            BattleItem.AddToInventory(itemId);
            UiState.SetBattleFollowFormatMessage(BattleMesages.Stole, FF9TextTool.ItemName(itemId));
            if (_v.Caster.HasSupportAbility(SupportAbility2.Mug))
            {
                _v.Target.Flags |= CalcFlag.HpAlteration;
                _v.Target.HpDamage = (Int16)(GameRandom.Next16() % (_v.Caster.Level * _v.Target.Level >> 1));
            }

            if (_v.Caster.HasSupportAbility(SupportAbility1.StealGil))
            {
                GameState.Gil += (UInt32)(GameRandom.Next16() % (1 + _v.Caster.Level * _v.Target.Level / 4));
            }
        }
    }
}

5
@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.

I could definitely do it myself, at least for the cross, circle, square & triangle Button. But I think many many other people want that too, so I hope this could be implemented als an option with the installer when the update 8.0 is ready.
Not everybody might want to do it by themeselfe or is at least able to do it (even it is just copy paste with some png editing).
Furthermore with some more skill I hope Snouz could make some good L1, L2, R1 & R2 button layouts to make this a more seamless experience  ;D

6
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!

7
Awesome work with the Videos!
Can't wait to have it all in one pack with snouz rework an memoria.
This will definitely be the best way to play ff9

8
I like the 60fps videos   :-D

9
The moving seas is hard to imagine in just a Picture...

I've testet it and i think it looks good and sticks close to the original.
However I have the feeling that the checkered pattern of the textures is more obviously with the moving sea.
Don't know if this could be optimised.

I would still use the moving sea anyway but it might be good if this is made optional with the Moguri installer.

Without moving seas:


With moving seas:

10
Is there any way to get this running with the German Steam Version of FF7?

I get R06 installed with the FF7_GameConverter_0.11 but when the first Battle starts, the screen swirls to black an freezes.
Does anyone knows a proper way to get the German Version modded without 7th Heaven?

11
I'm using LGP Tool to mod my german steam Version of FF7.
I've aleady got the Ninostyle models for direct Folder in my *.lgp files.
Is there any way to get the SYW Backgrounds, Fields, etc into the *.lgp files? There are no *.DDS Image Files in the lgp container so I cant copy/paste and overwrite the files...

12
Any news about beta progress or release of the backgroungs?

13
Testing right now!

Is there a reason why the p0data2.bin is only about 900MB compared to the Moguri Mod p0data2.bin with 2GB?
I‘m not into modding... just wondering  ;D

14
I recently bought Final Fantasy IX on Steam after I found out about the Moguria Mod to play this masterpiece again since the first release on the PSX.
Now I've done some research in the modding scene so find out if there is a way to change the XBox Controller layout with the Playstation Controller layout and what I get is this awesome rework!
Of cause I will wait for this release to start my playthrough!
Because the progress shows 100% for some time I hope it will be released soon. Any News about it?

To make this more than awesome, is there a way to implement the option to choose between PSX and XBox layout?

Sign me in for a Beta if possible!
Unbelievable work you have done!

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