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DV version#1
DV666 wants to merge 2 commits into
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@DV666

@DV666 DV666 commented Jul 21, 2026

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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:

  • Moved certain parts of the code (like enums) to separate files.
  • Added an Echo-S-9.ini file.
  • Added a debug mode (handy for keeping the Memoria.Log clean).
  • Replaced some Threads by Coroutines.
  • Extend BattleStatus for AudioEffects.txt (meaning you can add a Preset on any units on Battle, depending on the Status like HasteZidane or ZombieEiko)
  • Added presets for monsters as well (+ a cache system for players/monsters).
  • Fixed some critical errors (like a negative value in a dictionary key ^^', or fixing the queue issue).
  • [NEW] A new system called “DialogHelpVA,” which I’ve already prepared for Memoria… but I don’t think it’ll be ready for the next update (I already have too many PRs on my plate).
    So I implemented it this way: create a GameObject when Memoria.Scripts is loaded by Memoria. Then add code to it using the mono call.
    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.

Comment thread src/Source/BattleScript.cs Outdated
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;

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same here

@DV666

DV666 commented Jul 22, 2026

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Hey @julianxhokaxhiu , thanks for the review !

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

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.

image

I can change this code with just this condition :
if Configuration.Mod.FolderNames.Contains("[Tsunamods] Echo-S 9/BattleSubtitles")

Meaning : did Memoria load the Submod BattleSubtitles from [Tsunamods] Echo-S 9 ?
The issue with that is to be sure that the mod doesn't change name ^^'

Why was this commented?

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 !296).

All checks have failed

Woops.. sorry... i didn't follow the steps on the main page for Visual Studio : i will fix that right away ! :x

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2 participants