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Added various options which make music behavior more accurate to the original release in different ways#1

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Ferase:mainfrom
devek1:AccuracyImprovements
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Added various options which make music behavior more accurate to the original release in different ways#1
devek1 wants to merge 3 commits into
Ferase:mainfrom
devek1:AccuracyImprovements

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@devek1

@devek1 devek1 commented May 5, 2026

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Added new options which improve accuracy to the original release regarding music behavior in places where the remake - or the English fan translation before it - changed things.
(these options can naturally also be used on their own without ReplaceMusic, or with a custom OST instead of either of the official ones)

Enabled by default:

  • preventing the overworld music in Queen's throne room changing from The Woman of Your Dreams to 50%-speed Silence ("Stille") after - or technically right before - the fight.
  • making Enoch's battle music be slowed down to 70% speed when it plays in the overworld before the actual fight starts
  • making it so that slowed-down and sped-up versions of tracks are always be handled through the in-engine pitch value, like in the original French release, rather than through separate audio assets.
    (in the English fan translation every instance of slowdown and speedup - except for the music box - was changed to separate audio assets, and the Remake mostly aligned with the fan translation's behavior [and gave each of those files a unique replacement track] with the exception of the long ladder climb in Area 3. I made the setting revert every instance of this - while many of the instances technically have absolutely no effect on the original OST when it's stored losslessly [and a negligible effect even if it were lossy], a global revert of the change makes more sense, especially for the idea of this setting being usable alongside custom BGMs or the remake's vanilla OST)

Currently disabled by default:

  • making it so that battles don't store the current position of the overworld music, causing it to restart from the beginning after the battle (unless overworld, battle, and battle-end BGMs are all the same) like it does in the original RPG Maker 2003 engine
  • making it so that the battle music doesn't stop during bosses' death animations. This notably keeps Tender Sugar from restarting after Sugar is defeated, but it might not fit with the other bosses. It might be worth implementing some other variant of this, like having it make the music merely go quieter, or only disabling this behavior for Sugar.

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