#P4 Fog Restoration (fm. Foggy Inaba, Restored PS2 Fog)
1 messages · Page 8 of 1
sooooo
(there is no sound that's just my game)
it does seem fixable
well
it seems like it would have been an easy fix for them
for us, not so much
perhaps
maybe it was the shadows that had them like hmmm
pretty sure im one of the few people whos actually noticed 
if it was an easy fix i would publish it as a separate mod, but alas i won't (at least rn)
also: this is one of the few areas I've noticed so far where P4G is noticeably better with shadows
I meannnnn
I haven't seen the PM2 myself tbh but I'd suspect this could be fixed with a simple adjustment to the beziertable values (subtract idk -20 from the y coord) and boom they aren't floating
Itd be kinda tedious but also not thaaat hard really (though this does assume using my LEET fork since it actually decompiled the bezier tables to an editable format and not just hex bytes lol)
I'll try it later. I recently switched over to your fork but I haven't done anything meaningful with it yet
Ahh nice nice
i cant help but be curious lol
I get that haha
Like in general looking at the event PMD's is interesting to see which ones changed in P4G and how and also which ones are still completely identical to the P4!PS2 ones
P4 PISS2 
if just for this area
good for me who thinks PS2 is better lol 😭
okina isn't even an area you can visit in p4 right? just sl and other scenes right?
No my opinions are objective FACT everyone must agree with me or be sent to the tv world
/j
yea, it makes it really annoying to edit this area
debug menu does not let you edit chara lighting in real time in events for some reason
how much of the area even exists in ps2
there we go
still piss colored but the icons look more correct now
but actually now that i look at it, the scooter is fucked lol
why is it so yellow in p4 😭
P4 PS2 (I think JP specifically) has a debug menu left over that includes a fully working field loader so i wonder if it would be possible to just load in the fields used for the PS2 events and compare with P4G's field easier that way
(the menu also exists on US copies I should say however in my experience it just instantly crashes if you try to move after loading in lol)
Which tbf wouldn't matter in this case since you wouldn't necessarily need to move to compare the look of the ENV's but still 
continual sunset okina
surprising
they have a lot of it modeled actually
i cant move the camera but it seems they modeled pretty much the whole area
it honestly looks slightly more yellow still but i think my field looks fine enough i dont rly want to make it more mexico tinted
They're implied to be ditching
So it's likely nearing night now when they arrived
your mental illinois is mine
heres p4g croco fur for comparison
very very different vibe
fortunately the p4 one can be ported over with little effort it seems
wtf is happening with chie
wdym lol
ah
Dim but warm/cozy understated place vs EYE SEARING BRIGHTNESS (/j but not really)
the vibes of the p4 one are rly cool
oh at some point i need to make options to have the p4g fields at 1.00 contrast
that would be incredibly easy, just tedious
if i had a 010 template it would probably be easier
but as it is i just use debug meu
oh....
is that a texture edit i see
bruh
this is stock p4g (contrast 2)
the p4 env just makes it more visible but it seems like a p4g thing 
incredible
this game i stg
worst game of all time
which is better?
looks like it's the case in p4 ps2 too
ok well this one will need a texture fix bc it's much more obvious now
ty
i guess in p4 they rly went with shop aesthetics first lol
well.... that's it for now, i'm most definitely missing some fields but i don't wanna do them right now + it seems like i have to go fix those textures...
p4g why would you do this...
😔
they hate me
persona bgm modders suffer even when they aren't doing bgm 😔
quite easy to find the textures at least
the log suggests it is loaded
think this appropriately sums up my feelings on this
😔
i deserve better
there. fixed
who's the uploader for texture fixes
oh
perfect
data.cpk\tex2\field\model\f011_002
ill check in a sec
let me get a better pic
so i think it works just fine
the default texture looks like this
i just did an alpha mask
no idea why the default fucks up like that but 🤷
didnt think id be contributing to texture fixes today lol
im glad it was an easy fix though
speaking of texture fixes, did ATLUS ever fix the one fucked up wall texture in club escapade for 64 bit? bc that fix isn't in TFP64 right?
No they did not
man
I remember seeing the P4G32 fix for that, wasn't it some sort of code mod or something
Didn't make it over to tiny fixes 64 it seems 😔
true....
I think what I'll do eventually is dim the light texture to make it more in line with P4
I'm realizing this stands out a lot
might our resident big brainer swine know what to do
I think I briefly had a look when one of you asked me to before but couldn't work out what lipsum's one for 32 bit was actually doing
Maybe I'll have another look one day, probably not any time soon though.
who else makes code mods for P4 still....
I think crashaholic might still be doing some stuff. They were doing stuff with the text boxes last time I heard.
Other than that idk of anyone else
damn....
that's a little sad
but I guess everyone's moved onto P5R or P3R (or metaphor)
i thought i remember hearing some problem about it that way or something
that makes me think though.... if there was an easier solution why wouldn't have been used beforehand
I wasn't there for much of P4G32 modding but
I don't think so. Unless I'm forgetting something Tekka's mostly done flowscript stuff plus making mod managers
I can't think of any code mods from them
Oh, I forgot about somebody else, they also do code stuff. Just that dungeon generation stuff afaik though
Not sure if this is the right place to drop it, but since you mentioned my name I decided to take a look into the wrap fix. An hour or so later and this is what I got. Fixed the Escapade textures on my end, haven't tested too thoroughly with anything else.
@burnt valve
wait why am I being pinged for this
because it's your thread :3
I'd see it eventually anyways 😭
nuh uh
very cool, I'll run a test with my current load out and with CEP and if it works, then maybe it can be added to tiny fixes
that was pretty fast lol
took until now to realize that when you said "somebody else" you literally meant somebody else and not just... one other person
Debatably should change that, but I've never been good with names. 
OH
lmao
swine's name was literally one of those default Xbox names
lol
Wait REALLY?
i had no idea
My old shitty username was also a default Xbox name lmao
Used it for over a decade and hated it the whole time all because I have zero creativity for names
my old username wasn't even something i made
Go right ahead
did you already test it lol
It deads a jump in the code and changes two checks to be equals instead of equal or above
oh what else would it affect? I'm only aware of the club escapade one
any you know off the top of your head lol
hmmmmmm
that patch crashes my game when loading the relevant scene
let's disable debug meu and try again...
hmm i disabled debug meu, it still crashed. i disabled all mods except essentials/tiny fixes/csm, it does work. but i only had p4fr, debug meu, csm, and alternating openings enabled...
yea
crashes with P4FR. weird
that is a field I haven't touched at all
also they edit two entirely different things
unless the skybox patch somehow interferes...?
can you test with the release ver. of P4FR?
clear your cache and try it again
(assuming it's properly enabled in R2)
unfortunately I cannot really read sig scan stuff well 😔
it doesnt look to me like they should conflict...
oh wait I have a memory dump file
Master0fHyrule made the video.
I always had a feeling Brawler was a persona fan
that one isn't even Kiwami lol it's just more dull!
🤔
that's really weird
I already did 😭
well the way I'm viewing this is less, tiny fixes is the issue, and more, these two mods together are the issue
they work standalone for me, not together though
I did
- tiny fixes
- fog mod
- tiny fixes + fog mod
(if that's what you're asking)
tiny fixes was always below fog restoration in the load order but I don't think that's relevant
give me a bit, I'll send my current dev version of fog restoration
if I still have issues, I guess I'll try a portable install, and if I still have issues, I guess it'll be time to ping swine or something 😔
it does
yeah I'm just confused lol
I will in a few, had to step away for a bit
no way
load order actually did matter
idk what to say lol
well hmm maybe I'll ping swine about it anyways
no here's the weird thing
I switched the load order back afterwards and it started working again
or rather, continued working
What sort of ghosts do you have living in your PC, Brawler?
😭
well, here's one of the dumps from my crashes if that helps.
@scenic dust to catch you up in case you can help:
- there's a new texwrap fix in tiny fixes
- I experienced crashes even after clearing the cache when I had fog restoration above tiny fixes
- both mods worked for me individually
- when switching the load order of the mods, the game worked fine
- when i switched it back to the prev. crashing configuration, it continued to work fine
- this was with a dev build of fog restoration but there were no changes to the skybox code, just config code and files
gotta love when shit randomly starts working
Yeah it didn't crash for me on the release version of P4FR either
Persona 4 FES Reload
This is indeed true. Technically it was meant to be my mum's account but I used it so I didn't have any restrictions 😄
The one that should've been mine was ThronedBacon which I don't really like. I think AnimatedSwine's not too bad considering it was just random
Very weird, I'll have a look. I don't know why the skybox code would interact with a texwrap fix
ThronedBacon is pretty funny
and yeah I'm not sure what was happening at all, but maybe that helps? It works now but it was odd that it was crashing in the first place
not anymore
I was able to consistently reproduce it until I switched mod order
hmm I guess I haven't tried that yet
the logs had nothing
That crashdump says that a breakpoint was encountered... very strange. Hopefully it gives me something more useful when it finishes loading
i am unsure what that means tbh lol
i hope it's not something cursed with my pc though!
no crash on a fresh R2
not sure if that means anything given it's working fine on my main install now anyways
A breakpoint is something you place in your code so it "breaks" when it gets run and brings you to a debugger. From there you can step through the code to see exactly what's happening like the values of variables and stuff
Idk why it would be trying to run a breakpoint though, it definitely shouldn't be
i see 🤔
Oh, apparently I never analysed the latest version of the game. Fun
This might take a while. I'll have a look at where it's dying when I can. At least it's not happening now though...
yeah the fact that it's not happening anymore makes this a lower priority thing now in my eyes lol
thank you for taking a look though
That's not really a solution, not turning the thing on is a workaround
But a toggle would probably be nice
It's just an expatch now?
Alright, a toggle should be easy
is there a reason you would want toggles anyways?
from the perspective of a fixes mod I would imagine you would want everything enabled
that's fair
yeah I love my toggles and I think more more should have toggles, but with a fixes mod I'm like.... idk lol
I would offer to put something together but I'm not familiar with how to convert expatches to a code mod (which is probably what would be preferable if you're going to make a project for the config in the first place)
Ohhh, it's in some function doing stuff with d3d...
Maybe I've looked at this problem, or at least a similar one, before. I know there was something with d3d but I couldn't work out why things were breaking
I'll just ignore it for now. If it happens more then I might have a look but I don't really want to spend ages trying to work out what any of this does if it's not even happening now
I doubt I'd get particularly far without being able to reproduce it anyway
Just to be sure I checked and it doesn't crash for me
I really doubt it's got anything to do with the skybox stuff fwiw. Probably just a coincidence that it happened with it
man i’m old…
How has it been that long
yeah perhaps i'll ping you again if it becomes a more regular occurrence or if a user reports it
it has always been there, yeah
there was talk about it a while ago - it's somewhere way up there but if you look carefully it is present both with and without the mod
not much that can be done there besides turning up resolution + scaling
or UTI medication
finally installed p4g again after a while only to be at the mercy of the almighty cache (i also installed bustups uncut so that is why its taking centuries)
but either way i am excited to try this mod out finally
rip haha
definitely do give feedback on what's done so far though, and enjoy :D
...unfortunately, when packing up to travel, I forgot to pack my external hard drive with my persona modding stuff on it, and I'll be away from my computer, so I won't be able to make any notable progress on the mod for the next 2 weeks at least
😔
oh no lmao
though im not sure how much help i’d be, given ive never played P4, and am far from the first tester
smh brawler, your number one priority should be persona modding and persona modding alone!!
i can't believe you're trying to get out of doing so
yeah smh cant believe you
<— (hasnt modded persona in a while)
what mods have you released anyways 🤔
have you released any mods at all actually
uh oh getting called out on the modding server
a staff member who hasn't made any mods.... fascinating
im probably not going to make any more mods for a while i achieved my current goals
banished
i have!!!
i have probably the most used p3fes mod lol
holy shit those are closer than i thought lol
dead game no one cares
😎
oh unlike with R2 mods, those are the actual download numbers right
Imagine.
i was gonna say ys is here too lol
I mean you could fix that lol
I will when finals don't exist.
"The Loaf P4G Experience" where it's a mod that takes 8 runs to complete
I think when I get home I'm gonna go update the repo to include some of my scripts and stuff just to make it easier to contribute (and for me to work on the mod if I'm traveling and forgot to copy my files over or bring the drive with my files)
rjfhfhfhfh
I want to work on the mod bc I have free time rn but alas
Hoping for the best Brawler
also
i've seen some people here replace some objects in Golden from the original
Is it possible to replace the trees in Samegawa Plains?
and just like stuff in general since Golden removed some objects
idk why they even removed all of the things
its not like the Vita couldn't do it
But those trees on Vita are just nasty
I guess Golden has just less tris on the tree leaves
the trunk seems to be 3D
but also there's some missing bushes too it seems
also just found out that the shadows in 64bit Golden are different than in 32bit
the trees have been talked about before
I'm not sure if anything is going to come of those. we tried texture replacement but it doesn't transfer cleanly as you can guess
the few model swaps done so far were done by max, not by me
curious about this one
Can confirm. Can't recall some rn but I do know some shadows are just different.
I should play 32-bit again for reference.
please share here when you compare, i'm curious as well
The station one was a real kicker
32 bit looks like a Vita by the way
The 32 bit version is Vita upscaled
also can the 32 bit version be downloaded trough Steam?
iirc there is a way to download old branches or something?
But idk how its now with Denuvo and stuff
oh wait, yeah, I did notice this earlier
I think 64 visually is a little worse, which is weird lol
but also it's not by enough to really be a huge thing
I know there was some noticeable one when you meet actually meet Yosuke. Now ya got me curious to check more of this once finals are done.
That's the one
Hate it here
my best guess is they fucked up some vertex coloring and/or rerendered shadow maps badly
Neither
Model files were not touched only some textures
They changed how their renderer worked to fix some bugs which made more
Issues are present in p3p as well (which is same renderer)
Been playing og P4 and saw that the street has this moving water texture overlay on it when it rains
I haven't seen this in Golden at all
at this point I feel like this mod is slowly becoming a PS2 restoration mod rather than just restoring the fog
That's not a bad thing
yeah p4g has kinda something like that in some areas but it's much less pronounced
conveyor belts the mc down
elizabeth climbing the down escalator:
However, Golden has water splashing when you walk when it's raining, og doesn't have that
Nothing super interesting in terms of potential modding stuff I spotted atm outside of Tanaka's theme
Let’s restore the half shadows 🔥🔥🔥 (probably hellish to do so, finicky ass game)
P4 Fog Restoration mod but it's just a rom of the PS2 version
No Marie for you
definitely, I'm mainly tackling visual changes with this mod
that Tanaka theme one would probably be decent as a standalone mod
Loaf you'd be much better at spotting differences than me
Your power level is much greater than mine
True, but you got me pumped!
So you still deserve some credit.
Just after exams please.
After my casual playthrough, I might nerd out and play both versions at the same time
Next week, I should have more ample time to work on more stuff. Just this week is where are my exams decide to merge together.
I usually just compare my footage since I record a lot.
With p4g and then play base 4
that shadow model you're talking about has a corresponding mod for P4G
Oh I know, I have it installed
not the color swap tho
which that one also affects gold hands
gold hands don't have a special model in p4
Yeah, og P4 has two separate models with three palette swaps each
I'm pretty sure the two behave differently too
sigh it's been a while but i'm back to working on this mod
this doesn't look very good i don't think
original looks like this for reference
p4g has this weird thing going on where the lighting for cloudy fields seems to change as time goes on (it goes from dark to bright to dark to bright to...)
so it's quite hard to match bc you can't just freeze it
i wonder what controls that
that is an effect, yeah
there's another effect where the entire field's lighting changes with time too
probably not but it's making it hard to even match stuff like sky colors lol
if i increase the fog...
i think this looks a bit better to start
i'm not sure actually
the flood plain is supposed to be right here (but tbf it is kinda unclear where the ingame location is exactly)
i think my least favorite part about this is that sharp cutoff for the hills in the background
nothing that can be done about it but p4 kinda makes it look like a hill with a bunch of trees, which is a nicer look
i've been busy with irl stuff but it would be cool to get this update out on christmas. i think it's possible...?
I think it looks as good as it could look given P4G's limitations
As in, that it's using a low poly 3D background instead of layered 2D elements
yeah those low poly 3d backgrounds suck lol
wooooo
original for reference (keep in mind the whole, light changing thing)
bro they removed the tower in the back there too????
they added a big hill in the back instead
lol
does anyone know if the beach is completely golden exclusive or not?
okina city for example is in the original, idk about the beach though
assuming golden exclusive but
(also: realizing the scope of this update and thinking maybe I will just split this update)
no SL go there ik that at least
the only other major thing i can remember is valentine dates were those the same in og?
did those even exist in og
they use golden music so I'm guessing not
(they use Marie's theme for some reason)
Pretty sure the beach is completely Golden exclusive
The beach is golden exclusive. Not just sls not having a scene there, the fishing quest only had the guardian so I'd assume the beach is a golden addition.
ok cool, thanks all
persona 4 kiwami? 😭

mmm look at that motion blur
the effects of the game being locked at 30 fps lol
^
I will replay P4G with this mod installed at 20FPS
the N64 experience
and this is why I played OOT3D instead
OOTpeakD
i play the pc port to run at anything i want!!!!!
imagine having to pull up the pause screen every time you need to switch boots
this post was made by OOT3D gang
+OOTPC gang (they can do that too I'm pretty sure)
can OOTPC gang play with the 3D effects on though 😎
ok but is that even a base game feature? i think not
does the pc port have HD models
if you install texture packs then yes
real talk, love how authentic the oot3d models look
real
I wonder if any of the ports have red-blue anagylph 3D support
Almost certainly not but that'd be one way to get that 
OOT3D models are so good
ok even if you do that the model itself isnt 😭
they look straight out of the renders and artwork
looks like theres a mod that adds the SSBM models too which is pretty funny
you can install a oot3d-ify mod for ootpc - only thing missing is enemies
anyways, before this all gets buried in OOT talk: P4G is now kiwami too
apparently mm3d is shit tho
p4g kiwami
it's not like "shit" per say
it made a few changes to make the game easier but yeah you can install a mod to revert them
like, i think it's fine, but it's hard to deny that the changes they made to MM3D mess with the gameplay negatively
nah they fucked up inverted song of time
Nerrel's video remains a classic for going over the problems mm3d has but yeah in and of itself it's still a good game but as a remake it's incredibly flawed and most of its changes are ultimately for the worse
only made it half slowdown instead of 1/3rd
whoa! just like p3k!!
p3k... and thanks to this mod now p4k is real .... The year of KIWAMI
what would be the equivalent if they did smear everything in yellow instead
do you want to see what that scene would look like if it was yellow
sure!
PISS FILTER
p4r looks great

if atlus was naughty dog they'd have remade p5 like 12 times now
red filter every time
i think they were trying to make it look kinda like a night time thunderstorm (since there were no thunderstorms in p4), hence the green
game is just pure red
it does look really goofy though
idk im just speculating
it's the only time you get to see that area at night in this weather though i think
consult the p4g expert
well, i'm talking p4 ps2
I do not believe so
I'll just go play through P4 PS2 at some point and become that expert i guess lol
I doubt I'll care much for the gameplay but it would be cool to see how exactly it differs from P4G
and then the rest of it will mainly be the differences in presentation and Chie/Teddie's voices being different
i still need to restore dojimers cigarette
P4G was woke and censored it 😔
wait he had a cigarette? lol
exclusively in the sl status screen
his voice was too not-destroyed for them to keep it
It's chocolate
plastic straw he's chewing on
bro is trying to kill himself instead of the turtles
maybe I'll half ass a version of this for April fools that makes everything yellow
idk lol
I'll come up with something
Nah
Silent Hill version
Add RTX ray tracing
you joke but P4 PS2 has floor reflections (in the tiles at Junes) that P4G does not have
which obviously is NOT ray tracing but still really funny that P4G just lacked it for some reason
holy shit, return of E3?
It wouldn’t be rendering the room twice
The ground would be slightly transparent and have the models on screen rendered twice
Wait oops I might be wrong lol
Never seen the og reflection before
I see now
But
Maybe the latter
Wasn’t the vita comparable to an iPhone 4S in terms of graphics…?
Kinda wack that song let it die, in any case, uncharted even if it takes shortcuts it’s probably still way more detailed in terms of polygonal detail, I don’t think P4G was pushing the vita to its limits. But meh, I don’t think it was the goal either, that’s why uncharted exist there.
And I do dig P4 aesthetics a LOT, hope this mod flowers <3
Junes on PS2 if anyone is curious
this is probably a better pic bc it shows that the protag is not reflected on the floor
do keep in mind that no persona rerelease with the exception of P3R improves the graphics significantly
P3F is just P3, P3P is a downgrade for portable devices. P4G changes the artstyle but largely keeps the general graphics the same (slight downgrade). P5R is largely just P5
they're generally enhanced rereleases more than anything
"idk it looked cool"
My best guess in this case would be maybe the reflections looked noisy or didn't read very well on a small/lowres screen of the vita or maaaybe they had some kind of transparency issue (not likely in this case given its so simple and definitely doable on a vita but you never know) so they just said "well let's remove it since its not that important of an effect"
that or maybe they just decided no reflection looked better than having a reflection for some reason
like najoguin said though nobody involved would probably even remember this if asked which itself isn't the most likely thing to happen lol
would be a funny interview question though "so why did the Junes first floor reflections get removed for Persona 4 Golden"
it means its up to the modder in the end 
I think og P5 outlines are just black (like in metaphor) and P5R they’re like brownish or just a darker color than they’re outlining.
Might be tripping tho
"i forgor"
kiwami
this area is brighter in p4g lol
idk what it is but i do like the vibe of p4 more
the p4g one looks like the dorms in p3n
they also have a less appealing floor texture in p4g
Oooo
oh and it looks like the curtains lost their transparency in p4g
the shadows are very different too 🤔
yeah
it's weird too bc in a lot of areas, p4g is better with shadows
but not so here
then again idk where this specific ENV is used
this room?
actually is this area used during sayoko's social link?
no, the ENV specifically
there's three of them. obviously one of them is for the hospital scene
I'm guessing the other is used for 12/4
ah
that leaves one unaccounted for
i thought i remember it being used for sayokos but im not sure
oh shit
Oh hey, I saw that scene too many times.
so there's a lot of fields in this game where they only have 1 ENV regardless of weather.
I put those off for last patch when I did the rainy weather but I'm trying to do as many of them as possible in this patch before Christmas, so this will definitely be a sizable patch in terms of number of new ENVs added
other than that, focus is on cloudy fields. technically I think the update is in a release-ready state but I'm just holding off to get as much as I can in there
Don't we already know that Vita can even handle running the game at 1080p with mods?
maybe the Vita could handle it but wouldn't meet battery life requirements
it's all speculation but it's fun to speculate
I meant to list off some of the fields I still need to do, but forgot. anyways,
- hot springs (as a side note idk if the hot springs used in the bike rides have a unique ENV)
- amagi inn
- police station
- hill overlooking Inaba
again: no guarantees I'll get everything here done before the update but the current progress is substantial
I could also knock out the camping trip and tatsumi port island too since those should only have singular ENVs, but those are low priority
I don't believe so
did P3/P3F have reflections?
(in all cases I'm ignoring the love hotel)
hmm well obviously Paulownia mall doesn't exactly get a 3D model in P3P lol
shame though, the reflections look pretty good in Junes
especially for 2008
I love cheating!
I don't think P4G has any other cases of reflections... but even if there were, I'm not sure I would be able to convert that into adding reflections on the Junes floor lmao
so I'm gonna just abandon that line of thought for now
yeah. it would be really nice to get some of the OG P4 textures over though. or at least, edit the P4G textures to look closer since a lot of those are generally higher res. something like that
but lighting and fog is like 90% or so of the P4 look anyways soooo
it does in the full moon operation, unsure if it has a reflection though
oh wait nvm no it doesnt
i was thinking of max's port 💀
trolled
mine?
p4 does same thing p3f does
Which wasnt actually reflections
Its a duplicated mesh underneath floor and floor is semi transparent
I dont have screenshot of full mesh under anymore but 
inch resting
do you think that's possible to get into P4G? idk how hard this stuff is but given how long it took to get those power lines in, I'm guessing it isn't trivial lmao
is there a chance that it could still be there in PG4?
idk
I would move the camera if I could to check
i could check if i knew field id
its just the Junes entrance
009_004
soooo it's not easy LMAO
I mean I guess we'll see
if the actual process itself is not too bad, I kinda want to learn how to do it too
or is it easy for you bc you're already good with model stuff lol
its basically like if you took the odds the gmo format has of random stuff dying and crank it up by 10
then just, having to do random shit to try and fix it

simply be more skilled, clearly 
gone
rip
f
DUDE
the original looks so much better
like the shadows are shadowing
also that wall on the right doesnt even exist in golden
Hmmmm this seems familiar
keep in mind, with P4 PS2 I'm using a widescreen patch for the purposes of helping me with visual comparison
the game is 4:3 normally so you'd lose out on some visual details compared to P4G. you shouldn't really do a playthrough with this widescreen patch, there are some pretty noticeable visual issues
yeah it kinda seems like if you wanna play a widescreen version of p4 you just play p4g
So what is coming in the next updatE? And how far do we think it will 'bump' things up? Since its' apparently at 60% complete currently
I play those updates by ear, so I'm probably going to bump it up by about 10% with the next update but use it as an approximation of progress rather than anything super precise
next update should have cloudy Inaba (non Golden). there will likely be some various fields that haven't been done, but the main ones are done. I'm aiming for Christmas to drop this update, so whatever I get done by then will make it into the update too
cloudy inaba on ps2 is what pops into my head when i think of persona 4
something very specific about the mood and pallete of those spring/autumn part of the game, very glad to see those vibes restored
loaf is putting together another teaser (this is not final obviously) but I think this kinda shows off how it's looking so far

I like the more obvious transitions from old to new than the subtle ones. Makes the differences more clear and easy to follow.
I feel like areas like the Beach are gonna be hell 👀
Seconded !
Not wrong!
I simply will not acknowledge the existence of those areas yet 
golden exclusive stuff as stated before is last on the list. the most I will do at this point is what I did with the hollow forest (reduce contrast)
I just noticed Golden simplified the shadows with the furniture
yeah so P4G seems to do more of, hey, here's an object, it will cast this shadow based on where this light source is. P4 seems to do more baked shadows
but this area is funny because with Yu, his shadow in P4G is a generic faded black circle. P4 does a more dynamic shadow. but normally it's the opposite where P4 has the less detailed shadows for the protag
(if that makes sense)
it's probably possible to add baked shadows into the textures (well, maybe, don't quote me on that bc I haven't looked into it at all) but it might look goofy at night idk (also it's work I don't wanna do rn lol lmao)
Yeah the real time character shadows in p4g were strictly a downgrade, kinda odd
nah, in most areas they're an upgrade
the behavior is just reversed here for some reason
Is this behaviour consistent with other “interior” areas? I can’t recall but from screenshots the dynamic character shadows seem pretty fine in outdoor areas and tv world with their unique effects
maybe a debug menu quirk???
doubt it's a debug menu quirk since they load the same ENVs as normally
good question
I wonder if I can force it on too, kinda doubt it though
I think I really just need to put together a 010 template for P3/4 ENVs sometime
if one doesn't already exist
My theory is that interior environments use this behaviour because they can have multiple light sources so the dynamic shadows wouldn’t play nice with that (as they’re probably only calculated based on a pre set sun position). Now that I think about it, fairly common practice for older 3d rendering trying to do dynamic shadows
Pio made one actually though it does have a lot of "unknown" fields in it (ie SEP player/NPC lighting data doesn't seem to be documented at all) and obviously it has no documentation for anything P4G specific (I believe it was written with specifically P3F in mind?) but otherwise it should work fine for ya
How possible would it be to re-add the baked in shadows?
Re-import every field ever
ezpz
Can’t wait for the P4 Re-import every field mod
Also they still have baked in shadows so its not really re-adding as much as it is changing to p4 (which gl exporting every p4 field ever too)
inch resting. ty
yeah I should probably learn how 010 templates work at some point
I'm half curious how exactly baked shadows work for P4(G), it's something I'm not familiar with but it kinda sounds like it'd be rough anyways lol
its literally just a mesh
me too
inch string
Nah, shadow baking is literally vertex painting shadows on the mesh itself. If shadows were baked into the texture, there'd need to be multiple variations of textures with the individual, relevant shadows baked into them, bloating disk usage immensely. Meshes are already often single use, especially room meshes, and they take up less space than textures do, making baking shadows into the mesh itself much more economical.
sounds tough to do either way :p but as I have stated many times before, I suck with models and that sort of stuff
if I knew more I'd probably like to fix some of the dungeons first like yukiko's
Slightly off topic bit of trivia, the skyboxes in the original Spyro trilogy are entirely untextured, vertex painted meshes.
I also suck at meshes, but as I understand it, vertex painting is rather similar to 2D art, just applied directly to the mesh, so if you don't modify the 3D aspects of it, the only problem is the gmo format P4G uses being fucky.
I see
I am unsure if you've kept up with the skybox work but well. those are clearly textures lmao
it's however extremely inconsistent which is really annoying
Yeah, textured skyboxes are the norm, otherwise every game would have a beautiful skybox distracting me, keeping me from actually playing the game lmao
this is the scene with the gas station attendant at the start of the game. apparently there's fog specified in this event that is not present in P4G
which is super super interesting, because like. i mean you get to the town and it's supposed to already be a little foggy but they don't have that in p4g
like look at this
this is so cool
It definitely sells the impression of "small town in the middle of nowhere"
Nah clearly it was because the devs were lazy 
yeah probably... i wish they'd just added fog to that specific segment
working on skyboxes for this section
original in comparison so it's clear that there's still work that needs to be done here, but it's coming together
it is a bit funny looking at this one bc it's like... kinda kiwami
despite that, i think it still looks a bit better than this
Jesus christ
I've been playing so much og P4 and P4G with the mod that this just looks like the lighting is broken to me now lmao
yeah this just looks kinda weird doesnt it lol
this looks so much better wow
Looking very cool. Does it go back to not being foggy when you get to the bit where you can walk around?
probably
(very likely)
I'm not sure how that section works exactly, so I'm not sure where to even begin with it. you'd want to load a unique ENV for it probably, but again I'm not sure how that would be done
Wonder if the scheduler flowscript would have anything useful there
I'd imagine it's there that the events + the walk around bit get called and maybe there's other stuff that could be changed to change the ENV?
Worst case if it can't be changed maybe the event could be edited to have the fog "lift" at the end to kinda transition smoothly but that maybe be out of scope, idk
the event edit would absolutely be possible, yeah
I do also think it would look a little bit goofy lol
I'll look into it but I mean, the day starts off cloudy and it doesn't use a unique ENV for walking around
the original P4 didn't have a walking around segment, after all
yeah the flowscript is pretty vague...
presumably there's some kind of flag there bc you can't explore the whole area
I don't think that'd be a flag. The flowscript for those areas you'd normally interact with to go to the other parts of town probably just have a check for it being that day
At least there's no flag being set in that screenshot. Technically it could happen in the event but I doubt that'd be the case
"there" meaning in general, not in the screenshot haha
but i think you're probably right about that
it presumably just calls the field. it's cloudy, so it uses the default cloudy ENV
is there any documentation on what the last number in CALL_FIELD is? I assume it goes in order of major, minor, index, but idk what the last number does
same deal with the events, so maybe it's just something else that's always there
The last one changes the weather or something like that
Going to Okina is the only place I can remember it being used
yeah looks like this is the only instance for okina
I never properly understood it though
i would assume all weather types are used for p4g so that's probably not a route worth going down
what i have documented right now is this
well, i at least think i found the function to change weather
this corresponds to that weather id above
although there's also this one?
the heck is this
this is weather ID 5
has anyone seen this before?
would be funny to call this weather just for 4/11 to get a more foggy inaba
unfortunately it seems like the fields just use whatever field was previously loaded
if i had to guess, the weather on each day is hardcoded
well, here's what i found
it is admittedly a little jarring to go from this to this....
i think though, unless there's a way to specify an ENV just for this area, idk what to do besides leave it be
maybe remove the walking around part lmao but i dont want to do that
Idk if field IDs are hard-coded or not (wouldn't be surprised if they were) but if not I wonder if you could do a major sidestep workaround solution of just duplicating the field files there to a new ID, changing the ENV of that to match the event then calling it instead of the real field after the event
Would probably be a bit of an excessive solution if it even works though jfkfjfj
I'm pretty sure the names of fields are hardcoded (like the "Shopping District, South" in the bottom left corner) so that'd be a problem
Even if it wasn't, duplicating the entire field seems like some serious overkill lol
I'm sure I could make it call a different env based on some conditions if you wanted. The question would be what should it actually be based on? Ideally it'd be generic enough that you could use it elsewhere if needed
mmm good question
i would say date since that happens to work out here. but i'm not sure that has any application otherwise
i guess probably weather ID and date seem like a good start
for 3/20 for example, it would be possible to make inaba the same level of foggy that it is on 4/11?
holy shit kiwami
(i am returning to these)
My initial thought was a new flowscript function like a SET_ENV(major, minor) that you'd put before a field call to force a particular env. Something like the skyboxes where it just looks for a file with a particular name and uses it if it exists would probably be fine too though
oh, i mean if it's possible to do that first one, that would be cool
my worry is that setting an ENV and then calling a field might cause some weirdness
bc when it loads the field it also loads the corresponding ENV
so it would load the default cloudy ENV
I meant when it tries to load the normal env it forces it to use whatever you had previously set. I'm not sure about changing the env after the field is already loaded
gotcha, yeah i guess that would work then
if that reset per day and only applied to a specific field that'd work i think
The way I'm imagining it, it'd just apply to the next time CALL_FIELD is run
So you'd have code like
SET_ENV(123, 456);
CALL_FIELD(8, 1, 0, 0);
Which would call field 008_001 and load env 123_456
and if you did another field call after (or if you went elsewhere) then it would unload that set_env?
No, you'd just not have it
and if you returned to 8_001 it would not load 123_456?
I suppose you could have it so you unset it but I think just only applying it to the next call would be more intuitive
agreed
That way if you want a custom env you just add that before you call it, if you don't want it you just do nothing special
yeah just trying to get an idea of how it would work but i guess i should assume you're also thinking of how it could properly apply such that it doesn't break anything lol
Yeah, this is assuming that it actually would work. I think it would but I'd want to actually try it to be sure
right. yeah I think it could be tested with 3/20 when you take the true ending route
bc there's flowscript that runs there but you can still explore everywhere afterwards
I don't know how many people would use a mod like this but I wonder if it would be better as a standalone mod
It probably would be better that way
Even if no one ever decides to use it I think it's better that thy could if they wanted to
In that regard the skybox thing probably should be its own thing as well
Nothing about it technically ties it to just this mod
true
thought about bringing that up too but it does feel more integral to this mod
loaded this to change this field and it turns out.... i think they made a (slight) typo here lmao
(as a side note, the P4 one looks way better... and it also doesnt have the typo lol lmao)
didn't expect people to not romance her
i loaded this via mod meu :p shes not available on tuesday normally
rise breaks time and space to hang out with senpai
she's kinda real for that
when do you go to the hill on rainy days?
bc both p4 and p4g have a field for it but i cant think of when you'd possibly go there
This sounds like a question for Loaf
there any naoto ranks for it or something?
are any of naoto's ranks rain restricted?
These comparisons just never get old to me... Man not to just go "p4g is DOGASS" but what a downgrade golden is here gjjbfryj
Makes IGN's whole "downgraded graphics" remark all the funnier fjfngitn-
yeah lmao they were onto nothing fr
Damn those trees in P4G are butt ugly
at times, p4g kinda looks like this
like the different artstyle is one thing but some of these changes are so questionable lol and they arent even a matter of, oh vita cant handle it
or maybe this is a pc specific thing
whoaaaa it's blue
This made me notice that they basically erased the trees shadows on the ground which is just... ⁉️
Finally, a river of Powerade...
kiwami is gone
you cant normally do this in p4, i did this with mod meu as usual
very blue
Not a lot.
I can do some testing tomorrow. I edited a lot today xP
WHAT
I love that.
in the event that anyone is interested in contributing, I've updated the tutorial here https://github.com/BrawlerAce/p4g64.fogrestoration/wiki/How-to-Contribute
(if not, hopefully this is still a useful resource in general for people trying to edit ENVs)
I've locked in for 1.5.0; I'm not planning any further additions to it prior to release. I will probably do some more stuff over winter break but that will be reserved for the next update, which will likely be sunny weather (but we'll see)
If nothing goes wrong during my winter travels, update will drop on Christmas :)
figured I'd ask to be sure - does this button also run an action to publish a new release for the given tags or should i just be running git push --tags in the repo folder?
just noticed this was here and i want to confirm it does actually work that way
I think that just forces the action to be rerun. If there is no tag then it won't publish a release, if there already was a tag a release should have already been made
I'm not certain though, I've never pressed it so maybe it's something completely different
hmmm
I've tagged it through visual studio but I don't think I've actually pushed it yet so it hasn't done the release yet
like the twilight princess water temple
how's that overlooking town when you cant even see town
I wanna check this out
guess the PS2 version of Persona does not matter?
I mean you can kinda see the town
presumably in golden you have to be closer to the fence to see it lol
you don't need P4 PS2 to mess with ENVs, no. highly recommend it though to have a clear visual reference, since a lot of screenshots of P4 PS2 are low quality
Gotcha
What about saves?
Are you checking all places to check differences?
Wait there's no need for saves because Custom Sub Menu is like a debug menu for the games?
yes
you don't need saves but it is easier to have hard saves alongside the use of CSM
for example, foggy Inaba in November/December is presumably set by a specific flag so you can't just change date to December and get the fog
Ahh~
I think i was multi saving on the PS2 when i played it but can't access my PS2
If PS2 even had multi saves because i can't really remember, was long ago
only have easy to access Vita Golden saves
I just downloaded a bunch of saves tbh... they were shitty saves tbh bc the guy cheated (skill issue) but also I can't be assed to play through an 80 hour JRPG to make saves in order to spend dozens or hundreds of hours modding
😭
yeah lol
will make a save archive for P4 sometime but it won't be soon lol
there is no documentation on skyboxes. I will have to write something up for that sometime because that part is actually really time consuming too
I've been trying to set up VS on my laptop again and I'm running into even more issues than I did last year when I did it on my desktop
😭
I was going to wait to push the update on GitHub but I think I'll just do it now while I'm still home fhdhdnfbffh
it's not supposed to be this troublesome is it??? I ran into the long paths issue again but now VS is claiming I don't have the .NET SDK installed when I literally do
it is
I spent like a good hour last night trying to troubleshoot it and look up solutions to no avail 💀 the main difference is that this is win11 not win10, but I can't imagine that would be a huge deal
I would ideally like to get it solved in the near future... but until then, new release is up on github https://github.com/BrawlerAce/p4g64.fogrestoration/releases
the update metadata is set to the GB page, not GH, so I don't think it will push the update on R2 until I release it there (which should be tonight), but in case I get delayed or if anyone wants to download 12h early, there you go
If I wasn't in college, I'd probably make the save archive rn for p4.
Just to double check since Im starting to work on p4g stuff again, for the field I did it was just the sidewalk that was busted still right?
Also if there are any other field stuff that needs to be done to add to my list 
This hasn't been mentioned before, to my knowledge, but the field in front of Dojima's house has a hole on the far left, looking at the left side of the road, I think. I might've mis-seen it all this time, though.
yep
the main one I can think of is the school rooftop lacking power lines. f006_013 or 15 I think?
it's somewhere in that range
let me scroll up and see if there were any other field imports worth looking at
if this counts as a field import, it would be really cool for Junes. not super high priority though
example of power lines on the school rooftop
there's also a hill in the background in P4G that isn't there in PS2. that hill is kinda annoying tbh so my first instinct is to ask for it to be gone too but idk if that would cause issues
that's all I think there is rn
Now that I got some time to breath for a bit P4 sounds kinda tempting to go back to rn. I might continue my saves over the next month with how far in I was
It's mid (it's P4)
Awesome work Brawler 
ty ty 
Honestly though january doesn't need to exist if you reject helping Marie
and there is already an old chie va mod too
old ted mod when
While you're at it, bring back the old shuffle time, add random skill inheritance, remove daily fusion bonuses, remove any and all new events and basically just delete the P4G exe and replace it with a PS2 ROM of P4

Yeah lol
Why would you ever reject best girl Marie? 🤔
If you didn't then january has no reason to even be playable
It's just a month of padding
That IS very nice
Thank you!
Really happy with how the upscales turned out
Later today I’ll probably be looking into more locations that have had significant texture changes in Golden.
i should have documented more of it 😔
I think the biggest one is the trees and grass
but the trees will involve more work
I feel like some of the textures coule be better
What are you using for upscaling?
You see... I did these so long ago that I don't remember sadly:(
Ahh~
i wonder if realesrgan would work or if you'd need some hyper specific model
Holy shit by complete accident I found one of the source textures for the school
it comes from this old blog http://swingbacchus.blog44.fc2.com/blog-entry-134.html
アマチュア社会人ビッグバンド”スウィング・バッカス”のブログです。
Also another one used in OG P4 only
"Yes to life, no to drugs"
Live Yukiko reaction:
ah, this explains her laughing at the dumbest stuff ever 
I literally just put them into tineye and results came up lol
Also, it’s called being on the spectrum
True
built different hahaha
on the trailer I posted on YouTube, I've had multiple people asking like hey how do I install this on P4G32? and it's like... I can't be bothered to support any version of the game besides the latest version of 64 😭
also a lot of comments about how it was well timed bc it's been foggy in general the last several days 😭
Then again, given how most of the P432 catalogue has been ported and how nobody is working on mods for the 32 bit version
Why would anyone not want to update at this point?
Pirates
Inb4 because they're playing on a pirated copy
piracy
Basically the only reason. It used to be the case that some of Light1's old mods weren't ported and people held on for those, but not really now. Just pirates.
I mean one of the comments on my vid was literally asking about getting it to work on the fitgirl repack
it's pretty blatant lol
it used to be that this mod was trivial to port to other platforms. that's not the case anymore though
Reminds me of this one guy on Metaphor's gamebanana page posting about this error they were getting with Reloaded II that was like "Couldn't find Steamapi.dll"
the skybox patch makes it difficult at this point
And my immediate first question was "Which version are you using, steam or windows?" (giving him the benefit of the doubt)
And immediately he just admits he's playing a pirated copy
I understand why people pirate, I'm not here to cast some moral judgement on them, but it is a little annoying when you have a bunch of people asking for me to support a copy that I don't give a fuck about lol
For me it's more like
When you pirate, you should know what you're getting into
You can't walk into a hotel, steal a room, then ask for service
You should accept that you sometimes pay a little when you pirate things and that's okay
And I'm literally saying this as someone who is lets say well aware of the process
I am looking for the one piece
there's a bunch of people who have asked about vita too but I know even less about that platform lol
that one is kinda understandable though
how do I trash a mod on GB?
please don't let the br*ish ruin it for everyone 
spot the difference
yu moved two inches to the right
da roof
correct
oh and that
Which roof is meant to be the best?
the second one looks better to me at least
When do we actually think the fog mod will be finished? 👀
When the creator dies
So does that mean we are throwing Brawler into the TV?
Which one's gonna cosplay as Nanako ||(the killer)||
You're 20 years old
Yee
That's all I got from that
Let's see, I can turn a chocolate into a cig
Ergo, I can be Dojina
Who’s gonna be Adachi?
I guess you have another idea for an April Fools mod next year?
Need to tweak a few things
The first image is the PS2 Textures and the second vanilla Golden
im surprised by how nice some of these p4 textures look tbh
like the quality itself isn't much different (resolution wise), but it is nice to have things look less like an overly HD texture pack if that makes sense
no I get ya
Also not sure what's going on with the mapping here
Oh wait I think used the wrong texture
oops
I'm sorry, but I still can't get over how baaaad the P4G texture is
Like holy shit someone must've looked at it and went "yup, I see no issue with these noise artifacts"
And you can't even say "Oh its because it's an obscure texture that they couldn't get through in QA"
It's in the first minute of starting up a new save
Yeahhhh that seems to be a trend with Atlus remasters
Ignore these
Hmmmm I see what the problem is
maybe
the mapping is different in Golden
If anyone wants to test out the new textures feel free
Feedback is very much appreciated
How 'complete' is this?
It’s only a select few textures
Mostly ones that were changed in Persona 4 Golden
However, I include a few of my other upscales I did earlier this year for another project that didn’t come out.
I realize I never give an exact answer. It really depends. I guess around 25%. There are still more PS2 textures that haven’t been upscaled.
Ohh, I see
Dude
Is golden just a worse looking version of P4 lol
Those trees in samegawa plains is just criminal
