FINAL FANTASY IX

FINAL FANTASY IX

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omniwyrd Jul 6, 2020 @ 7:58am
How to change Battle Music? How to change cursor sound?
I have spent a couple of days relearning the game and tweaking it for a solid playthrough. I love the vanilla game but don't have the patience for the battle music nor the constant squeak of menu navigation. Using moguri mod and ScaleBattleUI.

It has always, always irritated me. The dread squeak of Final Fantasy menu navigation. I want all the sound effects on, JUST NO CURSOR SOUND.

Can anyone point me in the right direction?
Last edited by omniwyrd; Jul 7, 2020 @ 6:23am
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omniwyrd Jul 6, 2020 @ 8:04am 
I found this in another thread, yet I am surprised that my request seems unique and there is no mod with a switch of these features.

https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=30#c2246679252927971350

Originally posted by Tirlititi:
Hum...
I would say: the easiest solution is to use the Unity Assets Viewer (in Hades Workshop's "Tools") and edit the battle music file:
1) In the Unity Assets Viewer, open the game's "FF9_Launcher.exe" (modded version, with Moguri and everything installed).
2) Select the archive "resources.assets".
3) In the list, search for the file "BtlEncountBgmMetaData.txt", right-click then "Export selection".
4) It will have created the file in a subfolder "HadesWorkshopAssets" in the game's folder; you can open "BtlEncountBgmMetaData.txt" with a simple text editor like Notepad.
5) In that file, search & replace the following:
search: : "0" replace by: : "18"
"0" is indeed the ID of the normal battle theme while "18" is the ID of Feel My Blade, aka Swords of Fury.
6) In the Unity Assets Viewer, right-click on "BtlEncountBgmMetaData.txt" again then "Import selection", and then you're good.
7) You can also do the steps 3)-6) for the file "WldBtlEncountBgmMetaData.txt" which contains music IDs of the battles on the World Map. If you don't do that, the music will only change for random battles on fields.

Note that this won't change the musics that start playing before the fight starts (which is the case for the two first Beatrix fights for instance) and it won't change the boss battle theme either (for that, you need to search for the music ID "35" instead of "0").

You can find a list of musics and their corresponding IDs in this post[forums.qhimm.com].

For Excalibur II, it's in one of the CSV files in the Moguri mod; "Data/Items/Items.csv" to be precise. You can see their 0s and 1s at the end of each line corresponding to the equipability of each item for the characters (Beatrix is the last character so it's the last number at each line).
Last edited by omniwyrd; Jul 6, 2020 @ 8:07am
omniwyrd Jul 7, 2020 @ 6:00am 
Thought I would note that by using the above post, I have changed the battle music. Credit goes to Tirlititi.

I am using moguri mod 8.0.1 with ScaledBattleUI. Only hiccup I encountered was that I realised that in the Hades Asset Viewer I had to adjust it to editing the x64 program as this was what I was running. After importing, it broke the ScaledBattleUI, easily fixed by running its installer to repair it again.

I changed the battle music to the less abrasive, less grating and less repetitive Hunter's Chance (from "0" to "111").

I would love to know if there is a way to change the cursor sound.
Last edited by omniwyrd; Jul 7, 2020 @ 6:11am
c_corsino Feb 21, 2023 @ 3:45pm 
Hi! Is it possible to make that the music which is playing in a place, like Terra for example, continues playing once a battle starts, in order to continue listening to that track and not switch to the battle theme?

This happens with Beatrix fights, so I dont know if this can be modded in any other cases.

Thanks in advance!
Houseki Yarisuke Feb 22, 2023 @ 7:24am 
Originally posted by c_corsino:
Hi! Is it possible to make that the music which is playing in a place, like Terra for example, continues playing once a battle starts, in order to continue listening to that track and not switch to the battle theme?

This happens with Beatrix fights, so I dont know if this can be modded in any other cases.

Thanks in advance!
It also happens in Zidane's big moment with You Are Not Alone. I'm just spitballing ideas here because I've never tried it with this game, but a lot of games will code an abscence of something to draw on ID -1, or 255 (FF in signed 8 bit integer). What happens if you change the battle music to that?
Tirlititi Feb 22, 2023 @ 4:54pm 
Close but no cigar: in order to have no battle music and let the field music continue, you need to simply delete the related lines in "BtlEncountBgmMetaData.txt". Basically, if you have only those 2 lines in that meta-data, there won't be any battle music played for any battle on the field (and you can do the same thing for battles on the world map by modifying "WldBtlEncountBgmMetaData.txt"):
{ }

The Victory Fanfare will still play at the end of most battles though. I don't think it can be silenced for now, as it is tied to the victory poses.

If I'm not mistaken, the cursor sound is "Sounds/Sounds02/SE00/se000001.akb.bytes" (check the archives "p0data6X" in Hades Workshop's Unity Assets Viewer to find it). You can try to replace it with a different sound or with a silence sound.
c_corsino Feb 23, 2023 @ 2:50pm 
Thanks Tirlititi for the explanation, it's great that music can be so modded in this game.
But I cannot manage to configure it without crashing... Im trying with "WldBtlEncountBgmMetaData.txt" first, and I must be editing it wrong. In this file there is only one "room", which is 9000. I tried to delete all the content and just write { } like you said in your post, but it doesn't work.
I also tried:
{
"9000": {
}
}

and also tried:
{
"9000": {}
}

But it doesn't work either. How do you exactly have to edit it?
I assume that I must import the file in HW after editing it.

Thanks in advance!
Tirlititi Feb 24, 2023 @ 4:07pm 
Ah you're right, you still need to have the ID for each room or else it crashes.
There's not only "9000" for World Maps but also "9001" up to "9012", so try with this instead:
{ "9000": {}, "9001": {}, "9002": {}, "9003": {}, "9004": {}, "9005": {}, "9006": {}, "9007": {}, "9008": {}, "9009": {}, "9010": {}, "9011": {}, "9012": {} }
For fields, here's[pastebin.com] a file with all fields registered but no battle and no battle music registered.
c_corsino Feb 24, 2023 @ 5:42pm 
Again... I have just figured it out before reading your post, lol !!
That's it, the first time I opened the file I thought there was only one room but there are more than one. I did like you said and yes, there's no battle music playing but... the music from the worldmap stops too, so battles are played with no tracks.

I tried also in BtlEncountBgmMetaData.txt, and I have "guessed" that the last "rooms" correspond to Memoria, where I have some save files, so yes, in this case the music from this track continues playing once battles start. I wonder why this doesn't work the same way with "WldBtlEncountBgmMetaData.txt", although I am rather interested in doing this in the other file.

Is there any guide about the "rooms" ID and which place they represent in the game? Id like to do this only in some parts of the game, and it would be great to know which place corresponds to the IDs (Dali, Memoria, Lindblum...).
Tirlititi Feb 25, 2023 @ 12:57pm 
You can use Hades Workshop's main frame to see all the fields, in the "Environment -> Fields" panel. In the "World Maps" panel, you'll see that there are actually several world maps hence the multiple "rooms" for that file as well.
Also, you won't have the background visuals, but it doesn't require the tool to load to browse this page.[github.com]

I didn't know that the music stopped in world maps even if you remove the battle music. I guess I'll remove that behaviour in Memoria but that will require you to wait for the next release.
c_corsino Feb 26, 2023 @ 12:53pm 
Thanks for the list of ID, very useful! And I didn't know that they can be browsed in HW.

However, I found out that if you win the battle (or even if you flee), when you return to the room the music stops, and you have to get back to the previous room when music began playing the first time. If you don't do this, you continue through the following rooms with no music at all, it's strange.
Do you know how this could be edited in the btlencountbgmmetadata file?

In the other hand, in the worldmap the music stops like we said, but when returning after a battle the music does play, from the beginning... it doesn't "remember" the moment it stopped when the battle started, like in the original game.
c_corsino Mar 24, 2023 @ 3:51pm 
Hi there!

I found out how to solve the music problem for the btlencountbgmmetadata file. In HW you can check the "No victory animations" box for the enemies. This means that there is no fanfare music when battle ends. Therefore, if you check this box for all the enemies that can appear in a place, you won't have the fanfare music in any battle, so the field music will continue playing with stopping.

I tried this for Memoria, checking this box for the enemies: Ash, Veteran, Behemot, Stilva, Ironman, Chimera.

You can also avoid doing the "{} process" and eliminate the "0" for regular battles, and check the other box "Don't stop music", which does the same effect. This way you only have to modify the enemies in HW, and not the places in the btlencountbgmmetadata file.

In the other hand, this options don't work for WldBtlEncountBgmMetaData file. You can make no fanfare plays at the end but when you enter a battle the music changes to the battle track, and once it ends then you return to the world map music.
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Date Posted: Jul 6, 2020 @ 7:58am
Posts: 11