Please login or register.

Login with username, password and session length
Advanced search  

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

FFT: Emergence (PSP)  (Read 14757 times)
Pages: [1] 2 3
BleuVII [Posts: 69]
  • View Profile
  • share
  • [January 18, 2017, 03:11:35 AM]
FFT: Emergence (PSP)
« on: January 18, 2017, 03:11:35 AM »
FFT: Emergence is a vanilla hack for the PSP version of the game. When I started playing through FFT: WotL this past fall, I realized that there were a number of things in the game that didn't seem to make sense. Why did you level up a Knight to get a Monk? Why did the Mystic and the Orator's movesets almost completely overlap? Why were the Orator and Summoner considered equal classes, when one was clearly better than the other? Those questions led me to this community, where I found the tools to finally dig into this game. I found that a number of design choices seemed to "emerge" upon closer inspection. Taking that emergence as a starting point, I created an extensive rebalancing patch, touching on almost every area of the game. Here are the highlights:
 * Each job has been tweaked, with some being completely redesigned.
 * Every special character has been modified. Ramza, for example, slowly becomes a Dark Knight over the course of the story.
 * The Job Tree progression is more intuitive and reflective of character growth. (see the attachment on this post)
 * The "Dark Knight" job has been replaced with the "Magus", an armor-wearing magician.
 * Magick charge time has been reduced across the board.
 * The Faith stat has been brought into balance with Bravery. It is only used for statuses and summons.
 * 30 new abilities have been created.
 * 20 abilities previously only available to enemies have also been given to characters.
 * Most equipment has received balance tweaks. (Thanks to FFT: Rebirth for guidance on this!)
 * Fell Swords replace Bags in the base game. They reward characters with low Faith.
 * Every storyline battle has been tweaked to give players a greater variety of enemies and a smoother difficulty curve.

Taken in total, FFT: Emergence is a new way to experience an old classic. With a difficulty level similar to the original game, any player can pick this up with confidence.

I will be posting more on this thread in the coming days/weeks as I have time to write it. The patch is available as a download from the attachments to this post.
« Last Edit: February 07, 2017, 12:57:37 AM by BleuVII »
    • Modding version: WotL
  • The Puppet ---Master---
    Elric (Overseer) [Posts: 4037]
    • View Profile
    • Youtube Channel
    • http://steamcommunity.com/id/Bones42
    • share
    • [January 18, 2017, 07:59:52 AM]
    Re: FFT: Emergence (PSP)
    « Reply #1 on: January 18, 2017, 07:59:52 AM »
    Well done, but I'm moving this to project ideas until it is released. You need permission to post it in completed and even works in progress requires something playable.

    • Modding version: PSX
  • <@Angel> Teach a man to fish and he'll open up a fishery to compete against yours.
    Journey of the Five Youtube ChannelThe Lion War Current Status
       
    Jot5 Leader :: Eventer :: OtherTLW Leader :: Eventer :: Other
    BleuVII [Posts: 69]
    • View Profile
    • share
    • [January 19, 2017, 01:24:06 AM]
    Re: FFT: Emergence (PSP)
    « Reply #2 on: January 19, 2017, 01:24:06 AM »
    Well done, but I'm moving this to project ideas until it is released. You need permission to post it in completed and even works in progress requires something playable.

    Totally understandable. I meant to put the patch in the original post, but I'm currently trying to puzzle out why the raw ISO is 20MB larger than my patched ISO. PPF Studio is detecting the file size difference and refusing to make a PPF.

    EDIT: This appears to be the fault of UMDGen when I replace fftpack.bin, then rebuild the ISO, it is rebuilt 20MB smaller. I'll be searching around for answers on that one.
    « Last Edit: January 19, 2017, 01:41:33 AM by BleuVII »
    • Modding version: WotL
  • The Puppet ---Master---
    Elric (Overseer) [Posts: 4037]
    • View Profile
    • Youtube Channel
    • http://steamcommunity.com/id/Bones42
    • share
    • [January 19, 2017, 01:55:39 AM]
    Re: FFT: Emergence (PSP)
    « Reply #3 on: January 19, 2017, 01:55:39 AM »
    No problem. Are you able to get the file size down with compression via winrar or 7z? Maybe that will help.

    Unfortunately, I know little to nothing about making a patch for the PSP version. I would maybe suggest coming onto IRC and harassing Eternal about it.

    Once you get it worked out, I will move the thread back to completed.

    • Modding version: PSX
  • <@Angel> Teach a man to fish and he'll open up a fishery to compete against yours.
    Journey of the Five Youtube ChannelThe Lion War Current Status
       
    Jot5 Leader :: Eventer :: OtherTLW Leader :: Eventer :: Other
    BleuVII [Posts: 69]
    • View Profile
    • share
    • [January 19, 2017, 02:05:52 AM]
    Re: FFT: Emergence (PSP)
    « Reply #4 on: January 19, 2017, 02:05:52 AM »
    Just figured it out. UMDGen is just too GOOD at patching. When I used CDmage, I was able to maintain a consistent file size. The bad news is that I have to wrestle with FFTactext again, which likes to punch psp hackers in the gut on a regular basis. Basically, I can't save and reload. Everything has to be done in one session. Bleh.
    BleuVII [Posts: 69]
    • View Profile
    • share
    • [January 19, 2017, 11:23:30 PM]
    Re: FFT: Emergence (PSP)
    « Reply #5 on: January 19, 2017, 11:23:30 PM »
    The patch is now UP. Please check the original post for the attachment.

    This is version 0.99. I noticed an embarrassing error right when I booted it up, which is that the Squires can NOT summon Migardsormr. The spell name should be Moogle Charm. I also noticed that the Fire Bow lists it as an Ice elemental. As I said before, FFTactext is brutal for WotL, so fixing these two small things will likely take 4 hours. I'll get around to it eventually.
    HebrewToYou [Posts: 52]
    • View Profile
    • share
    • [January 20, 2017, 02:31:26 AM]
    Re: FFT: Emergence (PSP)
    « Reply #6 on: January 20, 2017, 02:31:26 AM »
    Really looking forward to trying this out once you've released the bugfix version.
    BleuVII [Posts: 69]
    • View Profile
    • share
    • [January 20, 2017, 03:01:24 AM]
    Re: FFT: Emergence (PSP)
    « Reply #7 on: January 20, 2017, 03:01:24 AM »
    The bugfix will only be a textfix. I've spent the last 5 months ironing out the bugs. There probably will be some bugs that people discover when playing it, but you can totally play from start to finish as long as you get over the shock value of summoning a Moogle on a spell named "Migardsormr". Saves will be compatible with version 1.0 when I release it later this week.
    BleuVII [Posts: 69]
    • View Profile
    • share
    • [January 21, 2017, 06:48:21 PM]
    Re: FFT: Emergence (PSP)
    « Reply #8 on: January 21, 2017, 06:48:21 PM »
    Version 1.0 is up! This was the file I meant to post on Tuesday. Let me know of any bugs you come across.
    TigerKnee [Posts: 42]
    • View Profile
    • share
    • [January 24, 2017, 01:44:43 PM]
    Re: FFT: Emergence (PSP)
    « Reply #9 on: January 24, 2017, 01:44:43 PM »
    Reading through the changelist, you've made quite a bit of changes to the point that I would not consider it a "rebalancing mod" at this point, rather it feels something akin to Celdia's Class Patch where the old concepts are redefined into a new form.

    Still, that's just semantics. I will try to find time to explore this patch, since it seems to be a bit more creative utilizing only the basic PSP version tools.
    BleuVII [Posts: 69]
    • View Profile
    • share
    • [January 26, 2017, 01:52:42 AM]
    Re: FFT: Emergence (PSP)
    « Reply #10 on: January 26, 2017, 01:52:42 AM »
    Thanks, TigerKnee.

    I'm starting a list here of known errors.
    + Balthier's Plunder Devotion/Cynicism do not inflict the correct statuses, and have the wrong animation. (Seriously, how did I screw up that badly on those two?)
    + The Archer's Skillset is named "Martial Arts" instead of the correct "Marksmanship". This was not an error in my fftactext original file. I think FFTactext actually skipped the line, and I didn't notice it in my once-over. That happened in my original release too. The skillset description, however, is correct, so if you press "Select" you should be able to tell which is which.

    Also potential additions for V1.1. Share your thoughts below.
    + I have learned that "Defending" is a status that can be inflicted, so I will add it to Aegis and Astral Light for sure. I'll add the ability to cancel it to Dispel. I'm also thinking of giving the Archer an ability to cause other allies to "Defend", doubling their evasion. I would probably have to sacrifice Balthier's "Plunder Gil" or the Thief's "Steal EXP" to make room for this.
    + In the same way, I've learned that Charging Magick, Charging Attack, Singing, and Dancing are also treated as statuses that can be canceled, so I'm considering giving the ability to cancel these to either Squires (a high-cost spell called Interrupt), Mustadio (Snipe Stance), or Balthier (Plunder Stance).
    twotonedearly [Posts: 1]
    • View Profile
    • share
    • [January 27, 2017, 06:45:15 AM]
    Re: FFT: Emergence (PSP)
    « Reply #11 on: January 27, 2017, 06:45:15 AM »
    Hey all, I've run into a problem trying to play this hack on PPSSPP. In the opening battle the game crashes every time I choose to attack with one of my party members.

    I also noticed some text glitches. I'm sure I patched it right with PPF-O-matic.

    one other question, does the lag fix patch work with this hack?
    vrork [Posts: 10]
    • View Profile
    • share
    • [January 29, 2017, 03:56:51 AM]
    Re: FFT: Emergence (PSP)
    « Reply #12 on: January 29, 2017, 03:56:51 AM »
    Hello! I love the changes you made, but i must say that i am VERY SAD what you did to the DK (Magus). I always loved to having one generic being a DK. Is there any way to make it possible again? I imagine you wont edit your mod, but is there anyway for me to give the Magus the DK skills?
    BleuVII [Posts: 69]
    • View Profile
    • share
    • [January 30, 2017, 03:39:17 PM]
    Re: FFT: Emergence (PSP)
    « Reply #13 on: January 30, 2017, 03:39:17 PM »
    Hello! I love the changes you made, but i must say that i am VERY SAD what you did to the DK (Magus). I always loved to having one generic being a DK. Is there any way to make it possible again? I imagine you wont edit your mod, but is there anyway for me to give the Magus the DK skills?

    Sure. FFTPatcher will let you edit the skill set however you want. You will have a Dark Knight though. It is now Ramza's default class in Ch.4.

    Hey all, I've run into a problem trying to play this hack on PPSSPP. In the opening battle the game crashes every time I choose to attack with one of my party members.

    I also noticed some text glitches. I'm sure I patched it right with PPF-O-matic.

    one other question, does the lag fix patch work with this hack?

    What you are describing is what I saw when I applied the lag patch to my game. I am going to try to release  a patch with the lag fix built in sometime soon. That patch will also fix the small errors I've already noted.
    vrork [Posts: 10]
    • View Profile
    • share
    • [January 30, 2017, 08:09:58 PM]
    Re: FFT: Emergence (PSP)
    « Reply #14 on: January 30, 2017, 08:09:58 PM »
    Sure. FFTPatcher will let you edit the skill set however you want. You will have a Dark Knight though. It is now Ramza's default class in Ch.4.

    Is there any way to make that job avaible to generics then?
    BleuVII [Posts: 69]
    • View Profile
    • share
    • [January 30, 2017, 08:15:36 PM]
    Re: FFT: Emergence (PSP)
    « Reply #15 on: January 30, 2017, 08:15:36 PM »
    Is there any way to make that job avaible to generics then?

    Yes. Use FFTPatcher and drop the abilities into the skill set. I will not be making this change on the official patch though.
    vrork [Posts: 10]
    • View Profile
    • share
    • [January 30, 2017, 08:21:34 PM]
    Re: FFT: Emergence (PSP)
    « Reply #16 on: January 30, 2017, 08:21:34 PM »
    Yes. Use FFTPatcher and drop the abilities into the skill set. I will not be making this change on the official patch though.

    No worries. ETA for next patch btw?

    Edit: Me again, the class is still the DK in the FFTPatcher right? what is then code of it? Also, can i give skills to the onion knight to learn? I never saw the point of it before, but i dont know if it is hardcoded or not;
    BleuVII [Posts: 69]
    • View Profile
    • share
    • [January 30, 2017, 08:25:53 PM]
    Re: FFT: Emergence (PSP)
    « Reply #17 on: January 30, 2017, 08:25:53 PM »
    Hmm... 2 weeks? I've got a lot going on with my second job right now, so I won't get to it this week. Saves should be compatible between patches, so as long as the archer skillset misnomer doesn't bug you too much, you can get through chapter 3.
    vrork [Posts: 10]
    • View Profile
    • share
    • [January 30, 2017, 08:27:18 PM]
    Re: FFT: Emergence (PSP)
    « Reply #18 on: January 30, 2017, 08:27:18 PM »
    Ah cool! Good luck with your second job.

    Me again, the class is still the DK in the FFTPatcher right? what is then code of it? Also, can i give skills to the onion knight to learn? I never saw the point of it before, but i dont know if it is hardcoded or not.
    Stories8106 [Posts: 6]
    • View Profile
    • share
    • [January 30, 2017, 08:55:25 PM]
    Re: FFT: Emergence (PSP)
    « Reply #19 on: January 30, 2017, 08:55:25 PM »
    Does this include the slowdown patch?
    Pages: [1] 2 3