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全てのスレッド > Final Fantasy IX > トピックの詳細
Memoria - Engine modifications
The new version is available: (18.01.2021)
Sources (for developers): https://github.com/Albeoris/Memoria
Release (for players): https://github.com/Albeoris/Memoria/releases
Mirror: https://ff9.ffrtt.ru/rus/Memoria.zip
NexusMods: https://www.nexusmods.com/finalfantasy9/mods/3

Old versions:
https://www.nexusmods.com/finalfantasy9/mods/3?tab=files

Features:
  • Widescreen support
  • Disable/Enable cheats
  • Fast battle (Custom FPS, skip waiting or turn-based)
  • Save/Load anywhere (Alt+F5 / Alt+F9)
  • Edit game data
  • All of characters available
  • Easy rope jumping, frog catching, hippaul racing
  • Change the game font
  • Export/Import game resources
  • Volume adjustment for sound FX and music
  • Many other tweeks

Important:
Update the game to the last version first!

Command line interface:
  • Memoria.Patcher.exe - will patch game files using current directory or path from the windows registry
  • Memoria.Patcher.exe <gameDirectory> - will patch game files using a provided path

First run:
  • Run game.
  • If there is no error you will see "Memoria.ini" file in the game directory.
  • If something went wrong you will see error in the "Memoria.log"
  • If you not see "Memoria.log" try to run game with administrator rights
  • If you see "Sharing violation on path" then close applications that hold this file
  • If you see "at Memoria.CsvReader.Read" then fix files in the StreamingAssets\Data directory or delete them and patch again.
  • If the error persists see "\FINAL FANTASY IX\x64(or x86)\FF9_Data\output_log.txt"

Configuration:
  • Close the game
  • Open Memoria.ini via any text editor (notepad for example)
  • Change "Enable" value from 0 to 1.
  • Specify other params
  • Save Memoria.ini
  • Run the game
Some settings are available in the in-game menu: Ctrl+Alt+Shift + M

Feedback, pull requests and issues are welcome.

Widescreen support
Alt+Space at runtime
https://i.imgur.com/FziaWiV.jpg
https://i.imgur.com/68VdC59.jpg
https://i.imgur.com/9uhVWzW.jpg
https://i.imgur.com/uB9ZYBs.png
https://i.imgur.com/a7v0uIM.jpg

Beatrix:
https://i.imgur.com/uW0BXuI.jpg
https://i.imgur.com/VIXNYuY.jpg

Rope jumping:
https://i.imgur.com/fesXXVn.png

Fast battles:
Custom FPS: https://youtu.be/mD6UmA-BH5M
Skip waiting: https://youtu.be/EqDkhKLHwT0
Turn-based: https://youtu.be/UqY3bhSnKAo

Scripting:
https://youtu.be/cU4T3GSIjxs

Reduce random in the Tetra Master
http://steamcommunity.com/groups/ff-modding/discussions/13/357284131804133221/?ctp=22#c133257636769239161

Auto discard in the Tetra Master
https://github.com/Albeoris/Memoria/wiki/Tetra-Master

Manually turn on the trance mode
https://github.com/Albeoris/Memoria/issues/33

Volume adjustment for sound FX and music
https://github.com/Albeoris/Memoria/issues/36

Bypass the Launcher
https://github.com/Albeoris/Memoria/issues/70

Replacing Vivi's regular attack with basic magic
https://github.com/Albeoris/Memoria/wiki/Battle-modifications#viviautoattack
最近の変更はAlbeorisが行いました; 2021年1月18日 9時42分
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826-840 / 867 のコメントを表示
Naira no, because they're hardcoded in the text files. You need to change every message where they are mentioned.

Hi guys. I haven't shared fresh news for a long time.
This time they are pretty sad. I managed to launch the game in Unity, gaining complete control over its execution. Unfortunately, there are two problems that prevent further progress:
1) The game has a large number of custom shaders. More than 100. There are no source codes for these shaders. Unity stopped supporting precompiled shaders in 2015.
2) Texture format R5G6B5 is no longer supported, and it is used to render various PSX textures.
This means that you need to spend a lot of effort on correcting these shortcomings or go back to the old version of Unity and adjust the code for it. In any case, this means a step back and is very demotivating.

There is good news - during working on OpenVIII, I wrote a cool formatter for JSM scripts that describe all the events at the locations and some scripted fights. It is easy (but long -_-) can be rewritten for IX and, finally, get a handy tool for creating NPCs and your own quests.
http://forums.qhimm.com/index.php?topic=18923.0

What I will do in the near future - I don't know. Probably, I will cut off the tails that have grown during the work on the re-creation IX. Will see...

In any case, I stay in touch. You can ask questions, I will try to answer them.
最近の変更はAlbeorisが行いました; 2019年6月30日 10時15分
Hiya, I'm using Moguri mod with my copy of FFIX, which comes with this, and I think this engine can do what I want... But I lack the programming skills to do it.

What I want to do, is change the steal mechanic so that you have a 100% steal rate. Basically so you can steal 3-4 times and get all the items an enemy has every time (or, at the very least I'd settle for drastically raising the steal rate).

I'm pretty sure the code that needs to be adjusted is in "Final Fantasy IX\StreamingAssets\Scripts\Sources\Battle\0058_StealScript.cs", but I'm unable to actually alter (or fully understand) said code.

I'd appreciate any help figuring out how to do this.
Albeoris の投稿を引用:
There is good news - during working on OpenVIII, I wrote a cool formatter for JSM scripts that describe all the events at the locations and some scripted fights. It is easy (but long -_-) can be rewritten for IX and, finally, get a handy tool for creating NPCs and your own quests.
http://forums.qhimm.com/index.php?topic=18923.0
I did that already, a long time ago.
https://imgur.com/a/cFYryS3
edale1 の投稿を引用:
Hiya, I'm using Moguri mod with my copy of FFIX, which comes with this, and I think this engine can do what I want... But I lack the programming skills to do it.

What I want to do, is change the steal mechanic so that you have a 100% steal rate. Basically so you can steal 3-4 times and get all the items an enemy has every time (or, at the very least I'd settle for drastically raising the steal rate).

I'm pretty sure the code that needs to be adjusted is in "Final Fantasy IX\StreamingAssets\Scripts\Sources\Battle\0058_StealScript.cs", but I'm unable to actually alter (or fully understand) said code.

I'd appreciate any help figuring out how to do this.
Here you are:
ff9.ffrtt.ru/rus/albeoris_cheats_0058_StealScript.cs
Tirlititi の投稿を引用:
I did that already, a long time ago.
https://imgur.com/a/cFYryS3
O! Good job! :)
Where is our new quests?! >.<
Albeoris の投稿を引用:
edale1 の投稿を引用:
Hiya, I'm using Moguri mod with my copy of FFIX, which comes with this, and I think this engine can do what I want... But I lack the programming skills to do it.

What I want to do, is change the steal mechanic so that you have a 100% steal rate. Basically so you can steal 3-4 times and get all the items an enemy has every time (or, at the very least I'd settle for drastically raising the steal rate).

I'm pretty sure the code that needs to be adjusted is in "Final Fantasy IX\StreamingAssets\Scripts\Sources\Battle\0058_StealScript.cs", but I'm unable to actually alter (or fully understand) said code.

I'd appreciate any help figuring out how to do this.
Here you are:
ff9.ffrtt.ru/rus/albeoris_cheats_0058_StealScript.cs
Awesome! It even steals the rarest item first!

Looks at code
Yea, I can vaguely see what you did there, but I wouldn't be able to replicate it...
Is there a way to change the mechanics so you get all item drops every time? Or is that something each monster would need to be altered individually for?

And one more question, the Beatrix part of Memoria... Is that basically an import of the Beatrix mod from Alternate Fantasy, where beatrix can be recruited and in present in scenes and such, or just hacking her into the party? and if it's just hacking her into the party... Has anyone managed to get the Beatrix mod (from Alternate Fantasy) working with Moguri and/or Memoria?

最近の変更はedale1が行いました; 2019年7月2日 19時47分
edale1 の投稿を引用:
Is there a way to change the mechanics so you get all item drops every time? Or is that something each monster would need to be altered individually for?
Both answers are correct.
Of course, you can change the loot mechanics.
But by default, the game uses the data associated with each specific battle (not the enemy).

edale1 の投稿を引用:
And one more question, the Beatrix part of Memoria... Is that basically an import of the Beatrix mod from Alternate Fantasy, where beatrix can be recruited and in present in scenes and such, or just hacking her into the party? and if it's just hacking her into the party... Has anyone managed to get the Beatrix mod (from Alternate Fantasy) working with Moguri and/or Memoria?
Just hacking. :)
edale1 2019年7月27日 17時51分 
Albeoris の投稿を引用:
Of course, you can change the loot mechanics.
But by default, the game uses the data associated with each specific battle (not the enemy).
So the data for each battle would need to be adjusted to get a 100% drop rate? there's not just one place you can edit to do it?

---

Also fun edit I found while looking through things, I can't figure out how to make this into a separate script file, but it works fine if editing the base file and compiling it.

File: 0065_EatScript.cs
Edit: Remove the following section:
if (_v.Target.CurrentHp > _v.Target.MaximumHp / _v.Command.Power) { UiState.SetBattleFollowFormatMessage(BattleMesages.CannotEatStrong); return; }
and compile with the edit saved.
Result: Quina's 'Eat' command will work 100% of the time. you can use it on an enemy with 100% HP, and it'll still work. You still won't be able to eat uneatable enemies, and it won't change if you learn a skill or not.

Nice way to remove the tedium of getting an enemy to the right HP to learn a Blue Magic from. Easily abused though, since it insta-kills most enemies.
最近の変更はedale1が行いました; 2019年7月27日 17時53分
Hi Albeoris, first of all many thanks for creating this mod. I have a question: Is it possible with Memoria to modify the items so that all items give the same stat bonus? I was thinking about the same approach as the Fixed Stats Mod from Vir at the quimm forum (http://forums.qhimm.com/index.php?topic=16703.0). I have already seen that there is a Stats.csv in the folder \StreamingAssets\Data\Items, but I can't quite see which Stat ID belongs to which item.

I am grateful for any help!
That's the factor used for the speed up booster. It's 5 by default (even without Memoria).
Indeed, that's not relevent if the boosters are all disabled: you need to set "Enabled=1" in the "[cheats]" section for it to work.
So, the difference of the encounter rate between the PSX version and Steam version seems to rely on this:
private void InitEncount() { this._encountTimer = -1440f; this._context.encratio = (Byte)0; this._encountBase = 0; this._encountReserved = false; }
"_encountTimer" should be initialized to 0f to match with the PSX version. There, the 1st encounter check of the field is delayed. Instead of increasing that timer from 0f to 960f (which takes about 0.5 second running), the 1st check waits for an increase of 2400f (which takes about 1.25 second running), effectively giving ~0.75 seconds to the player without random encounter check increase for free, which is good enough when you go straight to the exit.

Does that sounds right to you?
Because both the 960f limit and the "encratio" set by the field scripts seems to match with the PSX version as described by SoftReset[gamefaqs.gamespot.com].
Is this mod compatible with fraggaso HD backgrounds and NPC mod and/or moguri mod.
最近の変更はI FARTED AND I KILLED MY HAMSTERが行いました; 2019年8月31日 11時04分
If you use moguri, memoria is already in use.
My mod is jot compatible with memoria but honestly, you should really use moguri over mine. It's superior in every aspect. :)
Fauve 2019年9月11日 20時23分 
So since Memoria isn’t compatible with other hard mods, is there a way to increase the difficulty within the Memoria Mod itself?
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