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All Discussions > Final Fantasy IX > Topic Details
Can I enable soft-reset?
Just curious if anyone has done this, yet. It's something I'm missing, running through the game again for EX2PG.

If not, would this be something I'm likely to be able to do, given enough time and patience? Or, is this outside the ream of what can modded into the game?
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Showing 1-2 of 2 comments
Tirlititi Jan 7, 2019 @ 2:10pm 
It is possible using dnSpy (or modding the engine source with Memoria).
The easiest way would be to add a case to the method "UIKeyTrigger::Update".

To check if a controller button is currently pressed, use "UnityXInput.Input.GetButton(KEYCODE)".
To check if a controller button is pressed (exactly for 1 frame), use "UnityXInput.Input.GetButtonDown(KEYCODE)".
To check if a controller button is released (exactly for 1 frame), use "UnityXInput.Input.GetButtonUp(KEYCODE)".

Among the key codes, you have "JoystickButton4", "JoystickButton5", "LeftTrigger", "RightTrigger" and "JoystickButton7" for L1, R1, L2, R2 and Select respectively.

So in the end, it would look like this:
// Inside UIKeyTrigger::Update // ... if (UnityXInput.Input.GetButton("JoystickButton4") && UnityXInput.Input.GetButton("JoystickButton5") && UnityXInput.Input.GetButtonDown("JoystickButton7") && PersistenSingleton<UIManager>.Instance.State == UIManager.UIState.Pause) { FF9Sfx.FF9SFX_Play(103); TimerUI.SetEnable(false); ButtonGroupState.DisableAllGroup(true); SceneDirector.Replace("Title", SceneTransition.FadeOutToBlack_FadeIn, true); PersistenSingleton<UIManager>.Instance.MainMenuScene.StartSubmenuTweenIn(); PersistenSingleton<UIManager>.Instance.MainMenuScene.SetSubmenuVisibility(false); PersistenSingleton<UIManager>.Instance.MainMenuScene.NeedTweenAndHideSubMenu = true; PersistenSingleton<UIManager>.Instance.MainMenuScene.CurrentSubMenu = MainMenuUI.SubMenu.Item; } // ...
Fraggoso Jan 8, 2019 @ 2:57am 
In the option menu you've the possibility to exit the game or exit to main menu which is a kind of a soft reset.
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