DV version - #1
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| BattleSubtitles.Instance.Enabled = true; | ||
| break; | ||
| } | ||
| } |
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Can you please revert this block to what is the line above? The script file shall always be active, no need to check for the existence of the folder :) Ty
| if (FF9StateSystem.Battle.battleMapIndex == 296 && Lines[i].Speaker.playerId == CharacterId.Vivi && !IsBattleIdMatched(Lines[i].BattleId, 296)) | ||
| return false; | ||
| //if (FF9StateSystem.Battle.battleMapIndex == 296 && Lines[i].Speaker.playerId == CharacterId.Vivi && !Lines[i].BattleIds.Contains(296)) | ||
| //return false; |
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Why was this commented?
| if (FF9StateSystem.Battle.battleMapIndex == 296 && Lines[chainId].Speaker.playerId == CharacterId.Vivi && !IsBattleIdMatched(Lines[chainId].BattleId, 296)) | ||
| return false; | ||
| //if (FF9StateSystem.Battle.battleMapIndex == 296 && Lines[chainId].Speaker.playerId == CharacterId.Vivi && !Lines[chainId].BattleIds.Contains(296)) | ||
| //return false; |
|
Hey @julianxhokaxhiu , thanks for the review !
Ah yes, the code is quite "heavy" for that... but we need to add a kind of check because the SubTitle is an option for Echo-S, as you can see from the launcher.
I can change this code with just this condition : Meaning : did Memoria load the Submod
Hmm... I did that on January 2026 : can't remember exactly but i think these lines aren't needed anymore since the .tsv file handle correctly the "BattleId" parameter now (and the "blacklist" version too, like
Woops.. sorry... i didn't follow the steps on the main page for Visual Studio : i will fix that right away ! :x |
…waiting for validation).

So here’s my current version, which is actually a retroactive version of the SamsamTS release (from last year).
Basically, I extracted the files from DnSpy since we didn’t have the source files back then.
After that, i cleaned the code on my side.
This is the version I’ve been providing to Tsuna for a while now, and since @julianxhokaxhiu made a new branch here, I’d rather share it with you here.
It’s going to be hard to summarize this, but I’ll do my best lol:
Echo-S-9.inifile.debug mode(handy for keeping the Memoria.Log clean).ThreadsbyCoroutines.AudioEffects.txt(meaning you can add a Preset on any units on Battle, depending on the Status likeHasteZidaneorZombieEiko)presetsfor monsters as well (+ a cache system for players/monsters).So I implemented it this way: create a GameObject when Memoria.Scripts is loaded by Memoria. Then add code to it using the
monocall.This system checks whether the player is viewing a “help dialog box,” and then the code determines where the player is in the menu (AA Menu? SA Menu? Item Menu? Item Sub Menu? etc...).
This feature can be enabled or disabled in the Echo-S-9.ini file.