SunHouseRock

Member
Mar 14, 2019
238
62
63
it's a program you need to download.
But I don't need the language switched, someone already put a fix for that. Also I'm not finding anything when I do Google it, I just get apple products and a language learning website.
 
Last edited:

anonarchiver

Newbie
Sep 20, 2019
83
42
58
Wanted to play this game again, but I've since moved to Linux and it's giving me issues. I managed to fix most of them by checking through the thread, but now I've encountered an issue I can't find a solution to - namely, the music won't play. I assume it's some kind of compatibility issue with the RTP .mid files and Wine. Any hints?
 

Mitsuna

Active Member
Jun 21, 2019
547
727
278
Wanted to play this game again, but I've since moved to Linux and it's giving me issues. I managed to fix most of them by checking through the thread, but now I've encountered an issue I can't find a solution to - namely, the music won't play. I assume it's some kind of compatibility issue with the RTP .mid files and Wine. Any hints?
You can convert midi into ogg with fluidsynth+oggenc+sox (sox to remove silence), it's the best choice. If you use Scc1t2.sf2 it's going to sound exactly like it should. Alternatively use winetricks gmdls dmsynth dmusic dsdmo quartz to get software midi working in wine. Also wma and mp3. And wav. Previously wine could use fluidsynth available via alsa but rpg maker didn't want that, so you had to stick with gmdls. Keep in mind those overrides will break sound in random other places.
 

anonarchiver

Newbie
Sep 20, 2019
83
42
58
You can convert midi into ogg with fluidsynth+oggenc+sox (sox to remove silence), it's the best choice. If you use Scc1t2.sf2 it's going to sound exactly like it should. Alternatively use winetricks gmdls dmsynth dmusic dsdmo quartz to get software midi working in wine. Also wma and mp3. And wav. Previously wine could use fluidsynth available via alsa but rpg maker didn't want that, so you had to stick with gmdls. Keep in mind those overrides will break sound in random other places.
I managed to get it working with another method, but I'm interested in this method of converting midi to ogg you mentioned for other games. By "oggenc" you mean ogg encoding, right? Also I'm not familiar with the Scc1t2.sf2 soundfont, where can I get it? ...I have a lot of questions about accurate MIDI conversion, tbh, but I don't wish to overwhelm you if you're unwilling. Mainly I'm curious if I could use this Scc1t2.sf2 soundfont to get accurate conversions for RPGMaker 2003 games, too - there's one I've been wanting to make conversions for, but it's been... Difficult, to say the least.
 

Mitsuna

Active Member
Jun 21, 2019
547
727
278
I managed to get it working with another method, but I'm interested in this method of converting midi to ogg you mentioned for other games. By "oggenc" you mean ogg encoding, right? Also I'm not familiar with the Scc1t2.sf2 soundfont, where can I get it? ...I have a lot of questions about accurate MIDI conversion, tbh, but I don't wish to overwhelm you if you're unwilling. Mainly I'm curious if I could use this Scc1t2.sf2 soundfont to get accurate conversions for RPGMaker 2003 games, too - there's one I've been wanting to make conversions for, but it's been... Difficult, to say the least.
Ah yes I think you can use this method with every original rpgmaker engine as long as the ogg format is supported. To avoid problems with nonstandard/broken wav and mp3 I convert those too. The program is like this
Bash:
verifydeps
cd Audio
for pt in SE ME BGS BGM; do
  cd "${pt}" || continue
  tc_wav24
  #fix_broken mp3
  tc_ext mp3
  tc_ext wma
  process_midi
  clean
  cd -- ~-
done
Or you can use an improved opensource engine for 2000/2003 games, it should have a much better support for various formats and you don't even have to deal with wine.

As for midi, Scc1t2.sf2 is somewhere on the internet, the file date is 1999-03-01 and it's only 3281786 bytes in size. Sha256 hash is 865f15ed7097d68539c4556ceea629658148e5d8fcc9d15a4eb13144653e9cb8 finding it is probably part of the fun (try web archive). It's basically a roland soundfont which is used by windows and games target that, some people say it's not entirely accurate but I never found any differences. There are supposedly ways to extract the actual data from windows gm.dls, but it's probably unnecessary.

Here is the code I wrote ~7 years ago, it was used to test different soundfonts originally, removed some irrelevant parts. Didn't have to fix anything since then so it's probably fine. That command can be piped as fluidsynth -aalsa -malsa_seq -c 2 -z 1024 -r 48000 -nil -o synth.gain=1.0 "$sf2file" -Traw -F/dev/stdout "$file" | opusenc --bitrate "$BITRATE" --raw /dev/stdin "$fbname ($sf2bname).opus" but sox had some problems with that.

Bash:
sf2file='/share/Scc1t2.sf2'
file="$1" #midi file
ffname="${file##*/}"
ffext="${ffname##*.}"
fbname="${ffname%.*}"
fluidsynth -aalsa -malsa_seq -c 2 -z 1024 -r 48000 -nil -o synth.gain=1.0 "$sf2file" -Traw  -F "/dev/shm/$fbname.raw" "$file"
sox -t raw -r 48000 -b 16 -c 2 -L -e signed "/dev/shm/$fbname.raw" "/dev/shm/${fbname}_sox.raw" silence 1 0 0%
mv -v "/dev/shm/${fbname}_sox.raw" "/dev/shm/$fbname.raw"
oggenc -q7 -r -B16 -C2 -R48000 -s0 "/dev/shm/$fbname.raw" -o "$fbname.ogg"
rm "/dev/shm/$fbname.raw"
 
Aug 11, 2017
79
131
170
what a piece of shit game. the final boss is literally unkillable if you arent super high level and the game doesnt even have the decency to warn you of it beforehand so if you only have one save slot in use you will hardlock yourself in the final boss with absolutely nothing you can do about it. Gonna have to try cheat engine to hopefully get past it
 

MuninKai

Well-Known Member
Apr 29, 2020
1,925
3,696
405
what a piece of shit game. the final boss is literally unkillable if you arent super high level and the game doesnt even have the decency to warn you of it beforehand so if you only have one save slot in use you will hardlock yourself in the final boss with absolutely nothing you can do about it. Gonna have to try cheat engine to hopefully get past it
Have you considered that the piece of shit could be you, not the game?
 

ThatHero

Newbie
May 28, 2021
42
42
101
no decent game will have a situation where you can easily get hardlocked right at the final boss so you cant see the rest of the story unless you start from the beginning
I just played the game for the first time and it literally stops you in your tracks with a jingle and prompt that warns of you reaching a point of no return. So unless you played a version of the game where this somehow wasn't the case, I don't see an issue.

If the argument is that the game should prevent people from being able to save at all there, I guess that's fair. But you can just, you know...follow the game's warning.
 
Aug 11, 2017
79
131
170
I just played the game for the first time and it literally stops you in your tracks with a jingle and prompt that warns of you reaching a point of no return. So unless you played a version of the game where this somehow wasn't the case, I don't see an issue.

If the argument is that the game should prevent people from being able to save at all there, I guess that's fair. But you can just, you know...follow the game's warning.
point of no return to me means that you are about the reach the end so go do all the sidestuff you want to do before that. had they included any sort of warning that the player needs to be high level and really prepared for the boss then i would agree that the warning is enough. i try to just have one save file to prevent the temptation of save scumming and usually the games dont just become actually impossible with no way to get out of that situation.
And up until that point of no return warning i was able to beat the enemies easily enough so i thought i was overleveled already so i had no reason to think the difficulty would suddenly change so much
 

ThatHero

Newbie
May 28, 2021
42
42
101
point of no return to me means that you are about the reach the end so go do all the sidestuff you want to do before that. had they included any sort of warning that the player needs to be high level and really prepared for the boss then i would agree that the warning is enough.
Why would they include a level warning? I can't think of a single game that I've played that has done that. If you're going to encounter a final boss, it's almost always implied that you should be as prepared as possible.

i try to just have one save file to prevent the temptation of save scumming and usually the games dont just become actually impossible with no way to get out of that situation.
I don't see how having multiple saves is save scumming. Having multiple lets you avoid missing something that could have been helpful or to change what you invested in for a game. They wouldn't include so many save slots in games if they didn't want you to use them.

And up until that point of no return warning i was able to beat the enemies easily enough so i thought i was overleveled already so i had no reason to think the difficulty would suddenly change so much
Unless you skipped fighting in the last few rooms of enemies almost entirely, I feel like you should have been strong enough. I saw the room full of those tree spirits and just assumed I'd fight something more annoying, so I fought a chunk of battles against them until they were a cakewalk. My guess is that you didn't hit the soft level cap that unlocks everyone's super move? That would probably explain the difficulty spike.
 

zarqupang

Conversation Conqueror
Nov 2, 2017
7,236
2,131
473
anless your playing a game where you can't lvl up and have to be lvl 1 through the hole thing lol. played games like that and wonder what the dev's were thinking.
 
4.20 star(s) 18 Votes