Author Topic: [FF7PC] Chthonic Harmony - "Compatibility Pack" for SAC+60FPS and More  (Read 23454 times)

Chthon

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Chthonic Harmony is a "compatibility pack" mod for Final Fantasy 7 + 7th Heaven. Its main purpose is to resolve compatibility problems so that other mods play together nicely. It also adjusts some textures in popular mods to display correctly in the new revised NTSC-J mode available in this FFNx test build.

Download from Github

Major Features:
  • 60fps fixes for Shinra Archaeology Cut
  • 30fps FMVs from SYW Unified FMV with subtitles from Shinra Archaeology Cut
  • Ninostyle chibi FMVs from CosmosFMV to force compatibility with SYW Unified FMV.
  • SNES-style ESUI button glyphs for SNES-style xinput controllers like 8bitdo
  • A new set of materia icons.
  • Some avatars from ESUI and Finishing Touch reverse color corrected to display correctly in the new revised NTSC-J mode.
  • Some upscales and "traditional-style" backgrounds and intro videos, mostly borrowed from AavockESUI, to override other mods that change these too much in my opinion.

Thestrifeisrife

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Oh nice, you finally released this.

Kuraudo

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Awesome! Congrats for the first release. ;)

Is this going to be uploaded on the 7H catalog as well? Left you a PM.

EDIT: Thanks for submitting. Now, it's available on 7th Heaven mod manager as well!
« Last Edit: 2025-12-27 22:53:28 by Kuraudo »

Chthon

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Awesome! Congrats for the first release. ;)

Is this going to be uploaded on the 7H catalog as well? Left you a PM.

Yes, I suppose it should be. Thank you for the link to the instructions. I'll try to submit it.

Thestrifeisrife

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FYI in my latest update I've made all the SAC FMV related options in Harmony be tied to the corresponding options in SAC to avoid any confusion (as in, setting them in SAC will also set them in Harmony if they're both downloaded and active). This does mean the settings will need to be set in SAC rather than Harmony, but I did add a new option in SAC to accommodate the custom version of the ending you did to compensate.

Kuraudo

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FYI new merged commit from last FFNx canary does introduce a new fix made by vertex about woa background you might want to have a look to align.

"Core: Fix desync background animation on the wind wall fields of `woa_*`"

This is the comment from vertex's PR "Working on original FPS, 30 FULL FPS mod and 60 FULL FPS mod. For 60 fps it works only with the 60fps flevel fix activated"

Note: opening menu doesn't break background animation anymore.
Also, after a battle... the animation is properly resetted.

Thestrifeisrife

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With the latest update to 7H I was able to implement the field fixes in SAC natively. I think it's still worth keeping in this mod as well though because otherwise ESUI would overwrite them when active.

Chthon

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Hi all! There's a v1.2 on github that should percolate through the catalog soon. It makes some changes to the Eidos logo movie to try to reduce the frequency with which this very, very odd FFNx bug triggers. However, the only 100% surefire way to avoid the bug is to press a button before the end of the Square logo movie.

I've also got a new release (and hopefully a final release) of my FFNx fork with the revised NTSC-J mode (and also a bunch of revisions to movie handling).

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FYI new merged commit from last FFNx canary does introduce a new fix made by vertex about woa background you might want to have a look to align.

Thanks. I already knew about that one. There are 4 problems with the woa_* puzzles at 60 fps:
  • The cyclone on woa_2 and woa_3 is all wrong.
  • The full-screen wind wall on all 3 maps cycles at double speed.
  • The lightning bolt on woa_3 cycles at double speed.
  • If you enter the menu or enter a battle, the puzzle logic gets desyncronized from the graphics.

The 60fps mod's "field fixes" option fixes #1.
My 60fps fixes for SAC fixes #1, #2, and #3. (It also fixes a bug in the way the 60fps mod fixes #1 so that the cyclone does not go screwy if you fail the puzzle.)
That FFNx commit fixes #4.

If someone wants to port my fixes to other mods besides SAC, or into the 60fps mod, I've documented them here.

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With the latest update to 7H I was able to implement the field fixes in SAC natively. I think it's still worth keeping in this mod as well though because otherwise ESUI would overwrite them when active.

That's great! Please let me know if there's anything that needs updating on my end.