Final Fantasy XII: The Zodiac Age
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Vaan

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VaanSkyPirate

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42 comments

  1. TwiskaLexia
    TwiskaLexia
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    I wrote a slightly length but very simple nexusmods article guide on the full process to go through to replace audio using this tool for anyone who might have questions or issues during steps. So far, it's only for the music files and not the sound effects and so on, but I'll update it eventually so it's just an all around friendly and simple to follow comprehensive guide on all the audio. If you're interested then please take a look here.
  2. LoneXeno
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    Is it possible that we could get a way to import multiple files instead of just one at a time?
  3. Eternal248
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    For documentation purposes, here's a basic list of which track is contained in which file. There are quite a few I don't know of offhand, but this should be a start:
     
    https://pastebin.com/RxDgtx5C
    1. bruceyyyyyyyyyyyyyyyyyyyyy
      bruceyyyyyyyyyyyyyyyyyyyyy
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      thanks for this program , if isn't too complicate please add a functionality to mod the sound hitting effect for the weapons , in that way we can finally change the sound effect of the wyrmhero blade since the default one for that weapons is beyond ridiculous :V
    2. Eternal248
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      Hey Bruce, I'm not the person who created this tool. I'm sure Vaan will continue adding more functionality as he has the time to do so. :)
    3. bruceyyyyyyyyyyyyyyyyyyyyy
      bruceyyyyyyyyyyyyyyyyyyyyy
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      i really hope so, because i am sure that you and everyone here want to enjoy the wyrmheroblade without that handicapped and motherfucking sound that make it look like a damn toy o.O , you know , it is something similar to this : https://www.youtube.com/watch?v=CEDifjywdvo , just listen to the sound effect of the wyrmheroblade and you will notice the similarities, and yes i know how that sound effect was used as some sort of reference along with the sword itself to the final weapon of the protagonist of dragon quest 3 (the final weapons of erik , the sword of loto) , but i don't care , it sucks , and it would sucked hard even in the original game :V
    4. cerealcarl
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      thanks for that list , do you also know how is called the folder that contain the empty sound files of the trango tower ? i want to replace those files with some other sound effect
  4. Acetaris
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    Anyone know the file name for Paramina Rift area ? it's not listed in the pastbin
  5. xHildex
    xHildex
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    Omg!! thank you very much for this!! Pehaps, in a future, combat animation replacer?
    1. HCrox2
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      +11111111
    2. eugenio590
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      yes, plssssssssss
    3. Magus992
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      Someone do this please!!!
    4. Tellah9
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      +1 *^*
    5. bruceyyyyyyyyyyyyyyyyyyyyy
      bruceyyyyyyyyyyyyyyyyyyyyy
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      that would be very exciting : we could finally put our hands over the animations of vayne solidor :VVVV , in my case i am interested in the human version of vayne , he is the one with the better animations , and with the battlepack.bin editor we could also assign his body model to someone and also enjoy his quickendings :D
    6. User_50003881
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      That's unfortunately not possible as the model being replaced would need to be re skinned. This has proven in beta tests.
    7. bruceyyyyyyyyyyyyyyyyyyyyy
      bruceyyyyyyyyyyyyyyyyyyyyy
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      @dclem2 you are wrong , something similar to this was already done by someone here on this site , the problem of the actual mods for the model and the animations editor are the fact that the models can't correctly interact with all the elements of the game , but at least the base of what we are looking for already exist and it work , here : https://www.nexusmods.com/finalfantasy12/mods/25 , https://www.nexusmods.com/finalfantasy12/mods/18 , https://www.nexusmods.com/finalfantasy12/mods/11
    8. User_64441066
      User_64441066
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      Brucey, one thing is Party Editor and onther is Animation, you are the wrong here.
    9. bruceyyyyyyyyyyyyyyyyyyyyy
      bruceyyyyyyyyyyyyyyyyyyyyy
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      @MilitarSanFrontier i see , but those programs that i linked allow to use the models of the bosses along with their respective animation you know , and even the standing position , so maybe they could help a little , also i want to ask , it would be complicate to create some sort of map editor ? something similar to this sound\music editor that allow to extract the sound files , with a program like this for the maps we could solve the problem of the fake map in the great crystal by substituting that sick meaningless thing with a real map , maybe something created by us , or just placing it the map that we can find on internet
    10. User_50003881
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      With the party editor it's merely swapping the entire default party character with the Enemy character (which means you control as that enemy's animation and their's alone, which don't have a quickening animation, only the main party). In order for foes to properly animate with the default party's animation (for quickening say you wanted Vayne too) that would be done. You could also retain Vayne's animation to be in place for the default party member's (Vaan/Balthier etc.) quickening animation, so Vayne performs such animation during the quickening. Phew.
      But I don't want to derail off the discussion of audio with this one here, sorry.
    11. bruceyyyyyyyyyyyyyyyyyyyyy
      bruceyyyyyyyyyyyyyyyyyyyyy
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      then you could create a topic about this animations thing in the forum because as you can tell we are very interested and with the few indications that you gived i couldn't accomplish anything since i am not a modder , i need more details , also i don't think that it would hurt anyone if you keep this off topic , at least we are all active in this covnersation since usually is all about us askinf for something and you modders reply with few and not exaustive enough replies that also come after days or even after weeks when we already forgot about that
    12. User_50003881
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      It can be discussed here: https://steamcommunity.com/app/595520/discussions/0/3216031607507712516/
      or here: https://forums.nexusmods.com/index.php?showtopic=7353231
      either works since it's primary focus is on models and animation.
    13. bruceyyyyyyyyyyyyyyyyyyyyy
      bruceyyyyyyyyyyyyyyyyyyyyy
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      ok
    14. DaedalusMachina007
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      Big oof here. Lemme start with a quote first.

      then you could create a topic about this animations thing in the forum because as you can tell we are very interested and with the few indications that you gived i couldn't accomplish anything since i am not a modder , i need more details , also i don't think that it would hurt anyone if you keep this off topic , at least we are all active in this covnersation since usually is all about us askinf for something and you modders reply with few and not exaustive enough replies that also come after days or even after weeks when we already forgot about that


      1 - Modders do what they do because they want to do it; for themselves and not for the sake of anyone else. If we share our work publicly then we would like others to at least understand that aspect of things. If a modder declines to make you the custom thing asked for then that doesn't mean they dislike you or anything; just that they don't feel like it or are busy with other stuff like IRL bits.

      2 - It is not necessary for modders to give detailed/exhaustive replies because most people barely bother to read a reply, let alone a lengthy one. I'm a rare exception but few people care about my mods, lol.

      3 - If it takes time to respond, it is because we have to manually login to Nexus (usually to upload a new mod/tool/etc and then see the 50+ notifications about replies and things. Again, it is better to be thankful for ANY response due to limited time for the modder doing the work in their free time and then taking the time to share it with others.

      So uh...TLDR: Be patient with modders and be thankful for what there is. Be polite & respectful and you get much more than you do when complaining about things. Considering that modding Zodiac Age doesn't come with any toolkits and the game is explicitly designed to make reverse-engineering as obfusticated as they could get away with, it is remarkable about what tools have been made for the game already. Far more stuff than I could've fathomed. <3

      EDIT: For me personally, I've had to not only put modding on the 'inactive' pile but also most of my gaming as well. I barely have time for more than multitasking and chatting in Discord while working because of how tough IRL has become recently due to current events and other bits. The USA Fed Govt shutdown had far-reaching implications that are still being felt even today.
    15. bruceyyyyyyyyyyyyyyyyyyyyy
      bruceyyyyyyyyyyyyyyyyyyyyy
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      well is about to be generous , if should be for thir seek and for everyone seek , but whatever , please read my private messages , i need an information about what you told me earlier :O, of course i am thankful , and i can be a tester if you want
    16. anstapasolivagus
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      adapt. overcome. improvise.
  6. nonnonnonnon
    nonnonnonnon
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    "I have not tested replacing short sound effects with long tracks. In theory, they should stack to the point of crashing either the audio engine (resulting in complete silence) or crashing the game all together. Be reasonable!"
     
    exactly the sound engine really stop working as long as you substitute a soundtrack with a bigger soundtrack, so what program we can use to resize the .wav soundtrack in order to make it smaller than the music that we want to substitute ?
  7. User_50003881
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    Are the main character's Quickening ability voice lines and Enemy Ultimate Technick voice lines in the sounds effects or .vcp files?
  8. User_50003881
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    Bug solution has been found. The following voice shouts (and maybe even the voice line replacements of .vpc, will be testing) need to have their File Sizes updated within the FileSizeTable accordingly to prevent the crashing of the game/ audio engine. I tested this for a full play through and it has been confirmed.
    The offsets for shouts begin at:
    shout00 for us version: 0xa1220, then each 32bit value is a size (so shout01 is 0xa1224, shout02 is 0xa1228, etc).
  9. DaedalusMachina007
    DaedalusMachina007
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    A long while ago, someone posted wanting to replace the 'Esper Summoned' music with silence so they can do summoner-only runs. Hope they grab this utility and make it a reality ^_^
    1. VaanSkyPirate
      VaanSkyPirate
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      as far as I recall, they wanted the area's music to keep playing, which isn't really possible unfortunately
    2. bruceyyyyyyyyyyyyyyyyyyyyy
      bruceyyyyyyyyyyyyyyyyyyyyy
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      of course is possible , it may be hard to realize but of course isn't impossible , at the very least isn't possible with this program
    3. patloonytoon
      patloonytoon
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      If it's anything like ChronoTrigger SAB files, which they seem identical, it should have a trigger to indicate if it is to loop and also where to loop the audio.
  10. patloonytoon
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    Just tested and this works with all Chrono Trigger SAB file formats. I sincerely am so appreciative. I've been pouring over HEX editors trying to figure out those files for months! THANK YOU SO MUCH!!! <3 <3
    Secret of Mana remake also uses the same format and works
    1. User_50003881
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      That's even better knowing the tool is versatile to other games too.
    2. patloonytoon
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      100%
    3. DaedalusMachina007
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      This is awesome to hear! I still personally prefer the SNES originals, however the Steam versions are the most-accessible ones available to a wider audience. I can't wait to see what the community can do! ^_^