Releases: SamsamTS/Memoria
FMV stutter test
This is a version aimed to fix stutter issues with FMV
[Upstream] Modding extension, shaders, model viewer, QoL...
This is a copy of the official release from upstream https://github.com/Albeoris/Memoria/releases/tag/v2024.08.05
IMPORTANT
- Alternative Fantasy requires an update to 6.6 to work after 2024-08-18's patch
Features
- 3 experimental shaders for models (Realistic, Toon, outlines) Albeoris#531 (by FakeEric)
- Texture filtering settings (allows square pixels like PSX)
- Disc change screens
- Qol: Soft reset, minimap position, visible inventory stock in synth shops
- Launcher changes:
- Cheats: "manual trance", "10000 cards" and "lower TetraMaster randomness", simplified some options, check updates by default,
- Adv. menu with model viewer shortcut
Modding
- Model Viewer overhaul
- All animated textures & 2D sfx are now moddable
- Most textures (battle, npc, monsters, worldmap) are moddable in folders as png
- Statuses moddable (full overhaul)
- Any model can carry any model as weapon
- Export battle textures
- Many other possibilities (Trance models, SFX, custom textures, item/abilities, scan, scripts, white wind, Ncalc parameters, mix feature...)
- Mods: Moddb links supported, Memoria version check
Bugfixes
- Settings: Force narrow screen if resolution too short, Steam overlay patcher removed if not windows, ini file more robust,
-Battle fixes: some attacks too slow, some double inputs, ViviAutoAttack, translations, AutoPotionOverhealLimit - Script fixes: Instant quitting, Dagguerreo NPC, Desert palace widescreen spoil, turbo dialog
- Visual fixes:
- 8 battle textures problems
- 18+ bugged/missing animations, lights and shadows
- 11 widescreen problems
- Thank you to @barkermn01 for signing this patcher
Post-update
Patch 1 (2024-08-10): [Bugfixes](https://github.com/Albeoris/Memoria/wiki/Changelog-v2024.08.05#patch-2024-08-10)
Patch 2 (2024-08-12): [Bugfixes](https://github.com/Albeoris/Memoria/wiki/Changelog-v2024.08.05#patch-2024-08-12)
Patch 3 (2024-08-18): [Bugfixes](https://github.com/Albeoris/Memoria/wiki/Changelog-v2024.08.05#patch-2024-08-18)
[Uptream] 60fps+ overhaul, UW, layer edges...
This is a copy of the official release from upstream https://github.com/Albeoris/Memoria/releases/tag/v2024.06.09
Features
- High Framerate (60/120fps) overhaul
- Battles -> Position/rotation/scale of camera, actors, shadows, 2D sfx and skies
- World map -> Position/rotation/animation of camera, moving objects and shadows
- Fields -> Position/rotation/animation of camera, actors, shadows and objects
- All resolutions (16:10 to ultrawide) can now be widescreen (16:9 still recommended)
- Edges between foreground layers and 3D objects/effects are now clean Albeoris#352 (thanks to @EricHu33)
- Turn-based re-balance: removed the wait when enemies act, closer to vanilla in difficulty
- Worldmap rotation with R-Stick
- +10 backgrounds and +6 scenes are now widescreen
Fixes
- Many bugfixes (60fps+, UI, battles, smooth cams, widescreens, turbo dialogs, truncated names, Fossil Roo path, sounds, layers, launcher...)
- Launcher: changed some defaults settings
Modding
- Moddable shaders, gil symbol and DoubleCast
[Upstream] QoL, UI and bugfixes
This is a copy of the official release from upstream https://github.com/Albeoris/Memoria/releases/tag/v2024.05.19
Features
- Turn - based mode improvements
- Option for more columns for items/ability
- Fast menu navigation and save/load
- Controller captured when game is unfocused
- Hold RB/Shift + Confirm for fast dialogs
- Holding Confirm works in battle
- Launcher: UKR translation(@DragonOfTheEastUA)
Fixes
- Fixes bugs: music, cloud save, text, UI and settings
- Backgrounds: Fixed 45 layer orders, 12 smooth movements, 1 animation, 2 border lines, 2 camera bugs
- Lots of backend/modding updates and fixes
[Upstream] Smooth Camera, new launcher, better audio, controllers, bugfixes...
This is a copy of the official release from upstream https://github.com/Albeoris/Memoria/releases/tag/v2024.04.28
Features
- Smooth movement: camera moves, scrolling backgrounds and parallax unrestricted from their grid
- Player camera stabilization (configurable)
- New launcher/Mod manager, 9 new options, 5 new translations
- Better audio quality (new audio backend) and bugfixes
- Native support for PS4, PS5 and Switch controllers
- PSX font embedded
- Widescreen support for 16:10 (e.g. Steamdeck)
- Widescreen support for 19+ more backgrounds
- New cheat: No time limit for Excalibur II
- Anti-Aliasing
- Many gameplay fixes
- Many many visual fixes (widescreen, 60fps, parallax, cropped layers...)
- Many mods-specific features, support, options...
Native gamepad support
Native support for PS4, PS5 and Switch controllers
PlayStation controllers should now be supported natively, wired or wireless. Switch controllers should also be supported albeit only via bluetooth in my testings (8 BitDo Pro2 in Switch mode).
Additional changes (by Tirlititi) from upstream
- Added an anti-aliasing option in Memoria.ini (option [Graphics] AntiAliasing that directly applies Unity's anti-aliasing system. This option should either be 0 (non anti-aliasing, the default option), 2, 4 or 8.
- Added
-AutoRunGame
-AutoRun
and/Launch
command-line options
Bug fixes:
- Fix Accuracy+ bypassed by Distract (which meant that there were only 50% chances to hit with Accuracy+ when attacking an ally that had Distract on while it should have been 100%).
- Fix DisableSA applying wrongfully to enemy SA
- Fix scripted heals not applying to Cinna/Marcus/Blank specifically
- Completed and fixed typos in Actions.csv that had no impact
- Fix "Tiger Hands" achievement: it refers to the Tiger Racket, not Tiger Fangs
- Add CasterMaxHP etc... as modifiable properties for ability and command effects
- Fix a soft-lock with beach heals on the World Map; see there
- Fix weird turning flickers; see Albeoris#257
Also tweaked NCalc (and GameState) utility:
- GetItemCount: it is now based on RegularItem IDs, not extended IDs, so you cannot use that function to check if the player has a key item or a Tetra Master card
- Add HasKeyItem and GetCardCountOfType to make up for the above
- Add TotalKillCount that sums all the (registered) kills; just like GetModelKillCount, it doesn't take into account the kills done before Memoria's update of June 2023 and it doesn't take into account multiple special battle wins
Voice Acting system improvements
I went ahead and made some improvements to help with Echo-S 9 project.
Added new functions and variables to NCalc
MemoriaLog
: It will evaluate the argument, output the result in the log file and pass through the result. Useful for debuggingBattleVoiceEffects.txt
IsCharacterInParty
: returns whether or not the specifyed character is in the party- Fixed
GetPartyMemberIndex
StealableItemCount
: new variable for the expression unit, use with the 'Target', 'Caster' or no prefix depending of the context.
Allows multiple files for a single battle voice effects
Syntax is as follow : VoicePath:Folder/SubFolder/File1,File2,File3,File4
- If the effect is chosen to be played, a random file will be played.
- If there are more than 1 file, the same file cannot play twice in a row.
Play the voice line of the first choice automatically
When presented with a text dialog with choices, the first choice will be played automatically once the text finished playing.
BattleVoiceEffects.txt hot loading
Pretty self explanatory. When BattleVoiceEffects.txt
is modified all the battle voice effects are invalided and all the BattleVoiceEffects.txt
files will be parsed again. Can be done during battle.
Initialize more expression units for the battle voice system
>Act
will now be able to access Target information (when available) in its condition>Hitted
will now be able to access Caster information in its condition
Added VictoryFocusIndex to BattleInOut
The index of last player character to act is now tracked and made available in the conditions of BattleInOut via VictoryFocusIndex
Added In-game volume and ATB Mode sliders
- The different volume and ATB Mode options can now be changed in-game via Config in the main menu.
- Unlike other settings those are not save file dependent and are applied globally.
Turn-based modes tweaks
- Ability to enter next command while previous one are being executed
- In Turn-based trying to skip character will make the current character defend, unless multiple characters are ready (ie. preemptive attack).