FINAL FANTASY IX

FINAL FANTASY IX

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DV Mar 19 @ 10:49am
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FFIX Sounds Fix v1.7 (by DV)
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######### Download Here ! [drive.google.com] ##############
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A Read Me file is present on the .zip, the installation is very simple.
If you have questions about that, you can post here :)

Also, you can join the discord made by Saftle for Final Fantasy gamers/modders : https://discord.gg/zHYGxUrn8R !

Description

Hello everyone ! I hope you are fine !

I open a second topic to offer you a second mod for Final Fantasy IX: it was something that was present in my main mod (Trance Seek) but I decided to separate it apart since it will be useful for many players (I hope ^^).
As you may have noticed, a very large part of the game's combat sounds are rather... awful!
So, after several weeks of work, I decided to fix ALL these sounds myself !

This is a huge sounds fix about game's audio files, especially those in combat ! I fixed more than 1500 files ! All these sounds are from the Playstation version.

My mod is compatible with all mods => Works with Alternate Fantasy and Moguri Mod for example.

Below, you will find the list of audios that have been corrected by this mod :
- Some sounds used in the menu (the most used anyway).
- All magic spells (Black, White, Blue + the casting spell effect).
- All summons (Dagga and Eiko), include long and short versions.
- All skills/technics from characters (Skill, Dyne, Dragon, Flair, Elan, Swd Art, Swd Mag, Jump, Throw, Focus, Eat, Cook).
- All items usuables in fight (Potion, Hi-Potion, Ether, Elixir, Phoenix Down, Echo Screen, Soft, Antidote, Eye Drops, Magic Tag, Vaccine, Remedy, Annoyntment, Dark Matter, Gysahl Greens, Dead Pepper, Tent, Ore).
- All enemy attacks (including special moves like Ultima or the death of certain bosses.)
- All weapons attacks (player and enemies).
- Somes sounds from Tetra Master.
- Three sounds of Choco when he digs and finds treasures in "Chocobo Hot and Cold".

TODO List :
- Add the sound file when Choco big in deep water (on Lagoon)
- Add some unique physical attacks sounds files from monsters & bosses.

Some examples in videos :
https://www.youtube.com/watch?v=KvxURnUjvgg
https://www.youtube.com/watch?v=8lrARSOfVOY
https://www.youtube.com/watch?v=lNBtg7O3AJQ

However, there are some minor bugs present in the game (which is not related to my mod)

Bugs known in the game and with Memoria :
- Zidane didn't use the right sound file when he hits with a thief's sword, it's the same as Frank and Marcus sword ! (Steam Version)
- When you activate the Memoria sound import in Memoria.ini, the game crash at the beggining of the game (when Vivi cast a fire spell on Dagga's hood at the theater) => You can get past this by disabling the import in the Memoria.ini and then re-enabling it after this scene.

These bugs are rather simple to correct, so i put at your disposition in my .zip some AssemblyCsharp.dll modified to fix these bugs !
This is absolutely OPTIONAL !!!
Available with these following mods :
- Memoria (15 Oct 2021 release) => this .dll works with Alternate Fantasy, Beatrix only-mod (from Tirlititi) and Moguri Mod
- Scaled Battle UI V5.2

You can replace this file in "FINAL FANTASY IX\x64\FF9_Data\Managed".
It's not necessary of course but... it's there ! These modifications are also included in my Trance Seek mod.

I hope you'll be satisfied with my mod and don't hesitate to report any problems : this is the first release and I haven't had the time to check all the sounds of course ^^

Have a nice week-end !
Last edited by DV; Jul 3 @ 1:31am
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Showing 1-15 of 53 comments
papill6n Mar 19 @ 7:24pm 
Woww awesome idea.
Thank you !

Did you use the PSX original sounds?

Also did you include all of these sound fixes from this mod?
"Final Fantasy IX Vanilla Sound Mod Version 4.0"
https://drive.google.com/file/d/1HU0sWHvhoVhDve10JQ7J4DXOXkuCebAf/view

From this topic (2nd page): https://steamcommunity.com/app/377840/discussions/0/2933490248151229814/


thank you very much
DV Mar 19 @ 9:37pm 
Hi !

All my sounds come from the Playstation version, of course :)
The quality is pretty good, I let you discover by yourself.

I couldn't extract the original files because it's too complicated but I managed to do it differently with Hades Workshop ^^

My mod is much more complete than the one you present: I had already tested it and I find it incomplete unfortunately.
That's why I wanted to create my own, starting from nothing and fixing absolutely all the sound files in battle ^^
Also, thanks to Memoria, this makes my mod very easily compatible with others !

( However, I didn't correct the sounds of the monsters at the beginning of the fight and when they die... I think it's ok in the original version).
Last edited by DV; Mar 19 @ 10:17pm
Well done DV. While the Moguri mod did an amazing job with the visuals, the sound effects were still unbearable and I often went back to the psx version to play. My most used abilities in the end game are Holy, Shock, and Bahamut which all sounded terrible.

It looks like the reflect sound loop was fixed (spell sound used to repeat twice), but now there isn't any reflect sound effect at all as the spell hits the character with reflect on them.
DV Mar 20 @ 12:57pm 
Thanks chrisbnugget :)

You're right, some sounds are sooooo bad ! Shock is one of the worst indeed ahah (shown on my first video).

It is especially the sound produced by the cast of Steiner and Beatrix's sword that hurts the eardrums... X_x

I could also mention other spells in this style such as Sandstorm or Lancer !

It looks like the reflect sound loop was fixed (spell sound used to repeat twice), but now there isn't any reflect sound effect at all as the spell hits the character with reflect on them.

In fact, I don't have any problems with my main mod (because I'm using the latest version of Memoria which is currently being tested) but with the latest release of Memoria, I confirm the issue !

I'm going to remodify all the DLs and I'll come back here to confirm that it's been fixed ;)

EDIT : Fixed ! You can redownload the mod again and tell me if it's ok for you ^^.
Last edited by DV; Mar 20 @ 1:39pm
Everything is now working for me. Thank you!
DV Mar 20 @ 3:15pm 
Perfect :D

For information, I replaced a sound file in the Tetra Master folder which seems to be unused by the reflect bounce... anyway, there was no sound in this file, it was empty.

I tested a part of Tetra Master: no problem seen like that.

Good game to you, hope my mod will please you ^^
DV Mar 22 @ 2:34pm 
Update for my Sounds Fix mod :

[Version 1.2]

- Remade theses sound files (se500228 / se500229 / se500230 / se50032 / se500233 / se500234) : used by Thunder-Slash, Spear and when Steiner/Beatrix cast a spell with their sword.

And as promised, a little extra video to show you more examples about my mod : https://www.youtube.com/watch?v=lNBtg7O3AJQ
papill6n Mar 23 @ 7:58pm 
Thank you for the updates. Your download link says "Link Not Found".
DV Mar 23 @ 10:59pm 
Yeah, sorry for that. Link is updated now !
Ahhh thank you for this! I was just thinking about how top notch the music replacement (when applicable) was for the Moguri/Memoria mods, but how disappointing the sounds were. Really glad to see that you did this!

"- Whatever the "Chocobo Hot and Cold" field, Choco uses the same audio file when he digs with his beak (the one from the Lagoon, when he digs in the water) => That's will be fixed in the next Memoria version."

Also really glad I saw this, because I was just about to comment about how that was so far the only one sound that was still off. Glad to hear that it's going to be fixed in the next version though, since I'd love to hear the regular sounds from the PS1 version for each field. ^-^
Last edited by Oliver T. Crowe (Michi); Mar 25 @ 7:34pm
DV Mar 26 @ 7:22am 
You are welcome :) I hope that my mod will satisfy you!

Originally posted by Oliver T. Crowe:
"- Whatever the "Chocobo Hot and Cold" field, Choco uses the same audio file when he digs with his beak (the one from the Lagoon, when he digs in the water) => That's will be fixed in the next Memoria version."

Also really glad I saw this, because I was just about to comment about how that was so far the only one sound that was still off. Glad to hear that it's going to be fixed in the next version though, since I'd love to hear the regular sounds from the PS1 version for each field. ^-^

These sounds are already present in my mod (and come from the PS1 version of course!)

Precisely, here is what I have fixed :
- When Choco digs in the ground (Forest or Flying Garden)
- When Choco digs in shallow water (Lagoon)
- When Choco finds a treasure (the little squeal he makes)

Concerning the bug of the sound file which is played wrongly according to the field, you can use the .dll which I added on the .zip ;)

However, I have to admit that I forgot to add the sound when Choco digs in the deep water of the Lagoon... I'll add it in the next update!
Invicta Mar 26 @ 9:12am 
By using this mod, I get a crash during the early stage of the game. Specifically: when the theatre play is about to end, Vivi gets on stage while being chased and the moment he casts fire, the game freezes, followed by the typical 'Application has stopped working for some reason and we'll send a report to Microsoft' error, which of course is followed by the game shutting down.

Disabling the mod allowed me to get past the scene normally and after that I just re-enabled it, but if the error-crash is related to Vivi's fire magic being used during cutscenes, I'm likely to get another crash in Ice Cavern. At least I tested to see if it was the fire spell in general, but thankfully I got no errors during regular combat.

Other than that, thanks for the mod. Freya's Jump ability has once again become something worth using just for the sound it makes.
DV Mar 26 @ 9:34am 
Hummm... I reassure you that it's not from your side because I had the same problem when developing my Trance Seek mod but I don't know why it does that.

I managed to fix it by slightly modifying the script of this scene but I don't know if it's not a problem coming from Memoria... Could you tell me which version you're playing? Like if you are using only Memoria or Moguri? And did you use any of my .dll files?

I will take a look again about this bug ^^

Originally posted by Invicta:
Other than that, thanks for the mod. Freya's Jump ability has once again become something worth using just for the sound it makes.

Hey hey ! Glad you like it :D
Last edited by DV; Mar 26 @ 9:50am
Beltzer Mar 26 @ 10:07am 
hello
I installed it with your read me, but something occured maybe, I think it didn't work, how can I make sure it work or not ? sorry
I have miguro installed and i did change the memoria.ini.
I'm starting the game but brazier from bibi seems to be the steam version :(
DV Mar 26 @ 10:25am 
For the bug where the game crashes when Vivi throws fire on Dagga's hood at the beginning of the game, I can confirm that it comes from Memoria => When you activate the function to import sounds, it crashes this part... I reopened the Github topic with the team to reinvestigate it.

So I made a little modification on the .dlls about that: normally, this part won't crash anymore!

Originally posted by Beltzer:
hello
I installed it with your read me, but something occured maybe, I think it didn't work, how can I make sure it work or not ? sorry
I have miguro installed and i did change the memoria.ini.
I'm starting the game but brazier from bibi seems to be the steam version :(

After installing the mod, go in a battle and use some spells or attacks. You should have this kind of message in the Memoria.Log file on your Final Fantasy IX folder, like this :

26.03.2022 06:22:40 |M| AKB2-cache refreshed: ./StreamingAssets/Sounds/Sounds03/SE52/se520040 26.03.2022 06:22:40 |M| AKB2-cache refreshed: ./StreamingAssets/Sounds/Sounds03/SE52/se520041 26.03.2022 06:22:40 |M| AKB2-cache refreshed: ./StreamingAssets/Sounds/Sounds03/SE52/se520042 26.03.2022 06:22:40 |M| AKB2-cache refreshed: ./StreamingAssets/Sounds/Sounds03/SE52/se520036 26.03.2022 06:22:40 |M| AKB2-cache refreshed: ./StreamingAssets/Sounds/Sounds03/SE52/se520037 26.03.2022 06:22:40 |M| AKB2-cache refreshed: ./StreamingAssets/Sounds/Sounds03/SE52/se520038

To simplify, when Memoria reads for the first time a sound file, it must create an AKB header (which is a file that goes with the .ogg)=> it means that Memoria is using the sound files of my mod :)
Last edited by DV; Jul 16 @ 6:45am
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