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I had to refund this due to a glaring issue. Audio lacks reverb effects and songs don't loop properly compared to the PS1 version. Hopefully those get fixed. Much like what Square Enix did with FF7 on Steam; replacing the MIDI with looping PS1 OST.
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Mana_Araxis: I had to refund this due to a glaring issue. Audio lacks reverb effects and songs don't loop properly compared to the PS1 version. Hopefully those get fixed. Much like what Square Enix did with FF7 on Steam; replacing the MIDI with looping PS1 OST.
Yeah, I feel your disappointment, I mean sure it's 10 dollars, but the fact they literally took the Europe only 2003 PC port, made it compatible with modern machines and nothing else is pretty disappointing. We need to get their attention and report these issues ad infinitum just to fix the bloody thing. Not to mention the music doesn't even loop properly. Honestly, we're better off dumping the PS1 disc and emulating it on Duckstation.
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Mana_Araxis: I had to refund this due to a glaring issue. Audio lacks reverb effects and songs don't loop properly compared to the PS1 version. Hopefully those get fixed. Much like what Square Enix did with FF7 on Steam; replacing the MIDI with looping PS1 OST.
Thanks to Felicity on Discord i checked the BGM Files with the provided Tool Extractor.
The PSX Version has Data there, that the Audio CPU will read and play or replay as wished, as a PC can't use the same CPU the PSX had, they seemingly used just MP3 Files.
The 75 Files called BGM have single MP3s in them that contain all the Songs that are played in a Screen/Scenario (So there is the Background, the Battle Music, the Fanfare etc. all in one MP3).
Seemingly due to Space Concerns back then, they couldn't squeeze it perfectly into the MP3.


To get rid of the Loop Problem or Reverb Effects, it would be necessary to record the Music and change the Code to the Parts where it loops better.
I guess this is the hard Part, as it need someone that can change the Code.
This one is the deal breaker for me...
I tried looking at the game files but like kakiss4 mentioned, they use MP3 files that contain multiple songs in one single file.
I would imagine the separation points are either hard-coded or in some file, and even then the code of the game might just not support proper loop points and probably loops the whole section from the beginning...

I tried looking it up in ghidra where _setjmp3() is used but I couldn't figure out much.
And they couldn't be arsed to fix the port after bringing it over?