Final Fantasy Hacktics

Projects => Completed Patches => Topic started by: Paheej on December 19, 2010, 06:45:30 PM

Title: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on December 19, 2010, 06:45:30 PM
Gentlemen!  The day has finally come!  With over a year in production, Final Fantasy Tactics: Rebirth (formerly known as Project: Bahamut) is now available for public download.  FFT: Rebirth is a modification for the PSX game Final Fantasy Tactics.  The mod features one new class, the Lunar Knight, rebalanced classes, altered characters, enhanced encounters, and a slew of item and monster changes.  You can find a full list of features at the Nexus Studios Features Page - http://www.nexus-studios.org/?page_id=89 (http://www.nexus-studios.org/?page_id=89).

*With the help of LastingDawn from FF Hacktics we have created a PPF version of the mod that saves bandwidth!  All you need besides this file is an emulator for yourself and an image file of Final Fantasy Tactics.  The download link for the mod is located at the Nexus Studios FFT: Rebirth Mainpage - http://www.nexus-studios.org/?page_id=60 (http://www.nexus-studios.org/?page_id=60)

Here is an instructional video on how to setup the modification:
http://www.youtube.com/watch?v=UJzLB7o_RNw


Finally I would like to say personally say thanks to everyone who has helped with the development and production of this mod.  Here’s a short video of me expressing my thanks.
http://www.youtube.com/watch?v=iCwDkxPjQ_k
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on December 19, 2010, 08:47:13 PM
Could someone extract a PPF from the full mod image?  I'm not familiar with how to do that.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: LastingDawn on December 19, 2010, 09:39:01 PM
Yep, I'll go ahead and do that. Also in that post expect my review of the first few battles.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Celdia on December 19, 2010, 10:17:14 PM
This looks like it will be fun to play, but I do think I'll wait for LD to put up a PPF of it before I get into it. Nice to see more completed projects around here! Good job, Paheej!
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: LastingDawn on December 19, 2010, 11:05:19 PM
I was the one who took down your links, but I will try to provide a substantive review and critique of the game as I play, battle to battle and chapter to chapter. All I have to say is that the presentation of this is phenomenal and once we get the ISO stuff squared away and the like the prepared ePSXe is a great boon!

Starting off...

new title screen. Looks great!

Intro -

Oh, spiffy new sprite for Ramza, it's amazing what a palette change can do at times. Battle pretty much played out the same. Nothing really popped out at me.


Gariland Fight -

Red Ramza, hmm? Similar setup to Mercenaries except without the cape, heh. Odd Palette swap on the Leader, not reflected in his portrait though. The battle was pretty much the same as far as I could tell. Ramza may have been a little stronger, but nothing too noticable. I see that Dagger's increase Speed like in 1.3.

Hmm, everyone had access to their next tiered job by this point. I see this commonly in a lot of patches, the problem is though that the shops don't really sell anything for Knights until after Mandalia and Archer's don't get a weapon until after Dorter, if not longer, if memory serves me right. To me that sort of defeats the purpose.

On that note an interesting use of palette changes for the job classes. Though I'm not sure if there's any rhyme or reason to it. Squire's seem identical to their vanilla self, I believe.

Mandalia Plains - Not much seemed changed at all. The only noticable addition was that the Thief had Steal Heart.

Also Yell still appears to be as broken as it ever was.

Sweegy Woods - I hadn't noticed any difference here, still mopped up as normal.

Dorter - A few interesting changes here, a Defense Up Knight with Move + 1 and pretty good equipment. the Wizard actually used Poison, that was surprising. Charge was made 100%, eh?

I'll continue on later, but here's that PPF.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Kill_Bones on December 20, 2010, 12:31:25 AM
Quote from: "LastingDawn"
Hmm, everyone had access to their next tiered job by this point. I see this commonly in a lot of patches, the problem is though that the shops don't really sell anything for Knights until after Mandalia and Archer's don't get a weapon until after Dorter, if not longer, if memory serves me right. To me that sort of defeats the purpose.
That happens in Vanilla itself LD, it doesn't have anything to do with the patch. Hell, sometimes I get Wizard and Priest before Mandalia. As for Archers, they get Crossbows at Igros, so Mandalia is the only real "Forced Squire/Chemist" fight. As for the patch, I hope someone comes along and LP's it. Sound good so far from what LD says.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: LastingDawn on December 20, 2010, 12:32:44 AM
Maybe I've just been playing too much of 1.3... hehe, yes that one is my mistake.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on December 21, 2010, 01:22:27 AM
Thanks LastingDawn, didn't know SquareEnix shut down that ChronoTrigger mod last year.  I got the PPF version up on our site for general consumption.  I'll probably just mod games from more modder friendly and reputable companies in the future.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: LastingDawn on December 21, 2010, 04:42:16 AM
Phew, glad to see you dodged a bullet there. Alright, I'll update you with information the further I get into the hack. Today has been rather hectic, I'm afraid.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: MarblesX on December 21, 2010, 04:17:19 PM
On my way to Miluda 1. No real challenge so far  :wink:    Although my Ramza did get petrified in the Mandalia plains story battle. Innate monsterskill on squires is pretty funny.

 Overall I'm enjoying it so far. I'm guessing this is harder than Vanilla, but I've been plugging away at 1.3 for a while so this Rebirth patch doesn't seem very hard.

Goblins tried to rob me. My current goal is to  breed the goblin family up and use them later to rob storyline characters, because it'd be fun to watch.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on December 23, 2010, 08:19:54 AM
Ha, yeah the Blaster on Mandalia Plains has happened to a few people.  Something not in the vanilla game for sure.  Yes the Rebirth modification will be nothing compared to the difficulty of 1.3.  Then again I would rather punch myself twice in the nuts than play 1.3, where its common to play for 30 minutes and still not be closer to the end of the battle.  However 1.3 was kind of our inspiration point for Rebirth, we wanted something that had a lot of the cool logic and ideas from 1.3, but with more reasonable gameplay and encounters.

Anyway, I love the Goblin idea.  We thought Goblins should have steal because the only way to threaten characters doesn't have to just be death, instead you could try to take away their gear or shiny new loot.  An idea that originally came from some DnD campaigns.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: MarblesX on December 23, 2010, 12:02:30 PM
 I robbed Gaf's blood sword at zirekile and at golgorand with my gobbledeguk goblin guy. On my way to finish gaf off for good at lionel. I'm recording my playthrough, not sure any of chapter 1 is worth watching though.
 
The difficulty definitely picks up a bit in chapter 2. I've had to reset more than once now :)

 Back to jumping on peoples head's with my lancers.

edit: How do I get the new palettes to display in battle? I see the modified colours in formation, in pre battle screen, but not in the battle.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: RavenOfRazgriz on December 23, 2010, 12:20:29 PM
edit: How do I get the new palettes to display in battle? I see the modified colours in formation, in pre battle screen, but not in the battle.

It sounds like he didn't insert his new Palettes via ShiShi if they're not displaying during battle, or messed up somehow.  Lemme tear it open in said ShiShi real quick and check before everyone goes running around like headless chickens.

EDIT: I don't know how Paheej inserted his sprites, but I can't open the patched ISO in ShiShi, so looking it up for you is out.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: MarblesX on December 23, 2010, 05:41:24 PM
ah, thanks for trying.

 The palette changes look nice on my formation screen, help plz Paheej :D
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on December 24, 2010, 07:19:58 AM
Sounds like you may have used a slightly different version of the original "Final Fantasy Tactics" ISO.  The version I have works fine.  Please check your private messages on this forum or email me at strepj@gmail.com for detailed instructions on dealing with your particular issue.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: MarblesX on December 24, 2010, 04:47:22 PM
Thanks, I see the sprites/palettes now.

 Going to restart my playthrough :)
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: GaresTaylan on January 09, 2011, 10:36:44 PM
Couple questions - and great mod btw. Ive enjoyed it so far quite thoroughly.

1. Is Lunar Knight accessed via the same requirements as Calculator?
2. Are the pallete swaps of jobs supposed to stick? They are different colors in the menu screen but they revert back when I go into battle? I ripped the ISO from my own game - its an original US release from '97.

I have CDMage and ShiShi - although I am not real familiar with them. ShiShi cant open the patched ISO.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on January 12, 2011, 01:31:51 AM
Pallete Swap Colors should stick, if you email me I can give you a fix like I did MarblesX.  My e-mail is strepj@gmail.com
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on January 12, 2011, 07:50:10 PM
Hey LastingDawn, I'm getting multiple reports of this sprite problem.  Any idea what's up with that?  Only the PPF version is having the problem.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Eternal on January 12, 2011, 09:24:11 PM
LD's having internet problems and he hasn't been on lately, just for the record.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: philsov on January 12, 2011, 09:32:51 PM
http://ffhacktics.com/smf/index.php?topic=2408.0
http://ffhacktics.com/smf/index.php?topic=6310.0

should help.

If you did the shishi iso expansion I highly recommend winhex because it it's "append 00's" function -- dunno if other hexers have that utility as well.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: GaresTaylan on January 16, 2011, 08:35:21 PM
Is the Lunar Knight accessed via the same means as the Calculator?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on January 19, 2011, 07:37:13 AM
Is the Lunar Knight accessed via the same means as the Calculator?

The requirements for Lunar Knight are Level 4 Knight, Level 4 Wizard, Level 3 Summoner, and Level 3 Samurai (Level 3 Time Mage and Level 2 Lancer are also required but you should acquire those anyway).

@Phil
Thanks for links, I'll get around to it this week hopefully.  I've been reviewing mods for another retro-hacking community.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: rafae1 on February 17, 2011, 11:37:09 AM
Is there a way to patch the PSP translation in the Rebirth patch?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: lolkuro on February 24, 2011, 10:23:29 PM
Lunar Knight's sprite-set reverts to a bugged Calculator in battle.
Also, some units started with bizzare things: I got a few squires with extended Basic Skill abilities that should have never been there [chemist abilities, some of Chapter 4 Ramza's stuff]
and a few came onto the team with abilities only gainable through class progression but were absolutely new recruits.

I have no idea if the latter is part of the hack for random super-units, but the calculator-to-lunar knight bug needs fixing.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: LastingDawn on February 25, 2011, 03:35:05 PM
Hmm... are you sure it's a clean rom? Dirty patching can sometimes cause very strange problems as the ones you've mentioned.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Jamus on February 26, 2011, 09:01:17 PM
Can you provide a link to the ROM you use?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Eternal on February 27, 2011, 12:04:53 AM
Can't provide links to ROMs, it's illegal. =\
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: MagiusRerecros on March 01, 2011, 10:28:53 PM
I patched a clean iso with the ppf, but I keep getting "read out of sector" errors when I try to run it in pSX.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: bloodafro on March 02, 2011, 01:29:00 AM
Hey Paheej I'm having the same problem and can't see the sprite changes in battle.  I shall e-mail you!!!!!!!!
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: bloodafro on March 09, 2011, 12:15:31 AM
Thanks Paheej!
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Sylverwulfe on March 10, 2011, 11:25:10 PM
Just sent an e-mail to you Paheej, but in the meantime I would like to ask if the conditions for Summoner were changed as I have already passed the former requirement of Level 2 Time Mage. Thanks.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Sylverwulfe on March 10, 2011, 11:54:12 PM
Nevermind on the Summoner guess I needed Priest level 4 as well.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on March 24, 2011, 08:00:13 AM
Hey guys,

Sorry for the lack of updates, you can continue to e-mail me at strepj@gmail.com and I'll get you a post-patched version that works correctly.  I just haven't had the time to update it as I'm getting swamped with work in my lab and have a government assignment at the beginning of April.  If anyone has the time to do a new clean PPF then hit me up and I will provide a post-patched and pre-patched file for you to make the PPF from (its looking doubtful I will be able to get it done before 04APR).

Thanks,
Paheej (Paul Street)
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on March 24, 2011, 08:11:37 AM
Is there a way to patch the PSP translation in the Rebirth patch?

I'm unsure; Darkholme has expressed interest in making a PSP version although that's not quite what you are looking for.  I can give you the development files if you would like to try to make that patch yourself, otherwise the earliest I could undertake such an endeavor would be August.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: overdosed on March 25, 2011, 12:47:19 AM
great hack.. soo good i had to make a account jus to let you know how much i enjoyed it, this is as good as it gets, *grats* btw, if you could add extra sidequests, and rediculous bosses, this game would be epic..   :twisted:
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: wemustexpandordie on April 13, 2011, 08:24:06 PM
now when i ask this i am asking this in a nice tone, not as a meanie.

can you tell me why we would chose this over other patches?
also is this harder than vanilla?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: GeneralStrife on April 25, 2011, 12:04:24 PM
now when i ask this i am asking this in a nice tone, not as a meanie.

can you tell me why we would chose this over other patches?
also is this harder than vanilla?
1. Take the time and effort to just try it
2. ????
3. Profit!
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on April 26, 2011, 07:05:08 PM
now when i ask this i am asking this in a nice tone, not as a meanie.

can you tell me why we would chose this over other patches?
also is this harder than vanilla?

I kind of like GeneralStrife's comment.  But to expand on that a little more the goal of this patch was to differentiate and balance the classes as the main focus.  Magic and many of the weaker support classes saw huge overhauls.  True, it is similar to many of the other mods at first glance (1.3 etc).  However there focus is more on different aspects like increasing difficulty or changing the storyline.

This mod focuses giving you a slight twist to the vanilla Tactics that everyone knows and loves.  It has major re-balancing of classes, items, and characters but we attempted to keep the things we love the most of vanilla and the spirit of the game intact.

There are some harder battles, although much of their difficulty comes from the re-balanced classes rather than a specific enemy design or encounter.

Check out this page for a complete listing of features: http://www.nexus-studios.org/?page_id=89
Title: Re: Final Fantasy Tactics: Rebirth Released! massive error at riovanes!
Post by: maugustus1 on June 07, 2011, 11:34:01 PM
this mod is great, wonderful rebalance nice sprites etc, however i just reached riovanes castle and after the outside battle it errors big time. after the battle outside riovanes castle you have the option to save, when you do it appears as 000000000000 instead of job. subsequently in the formation screen you are lvl 0 and have the 2 basic jobs. when you keep going and try to fight weigraf you instantly die!! i was a lunar knight during the fight, im gonna change it to see a difference. maybe there is a fix ?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on June 11, 2011, 03:10:03 AM
this mod is great, wonderful rebalance nice sprites etc, however i just reached riovanes castle and after the outside battle it errors big time. after the battle outside riovanes castle you have the option to save, when you do it appears as 000000000000 instead of job. subsequently in the formation screen you are lvl 0 and have the 2 basic jobs. when you keep going and try to fight weigraf you instantly die!! i was a lunar knight during the fight, im gonna change it to see a difference. maybe there is a fix ?

Whoa, I have no idea about this.  Could you post your save state so that we may look at it?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: maugustus1 on June 11, 2011, 03:20:34 PM
heres the sceenshots and memory card file and a save state

i finished the asm hacks dk sprite and fftpatcher import on the fft complete base, i also went back and changed the dk names with fftactext and the speed and mp values of 99% og the spells, i tried playing on that iso but it gave me the same error :(
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: maugustus1 on June 14, 2011, 11:27:42 PM
FIXED. I went through the Entd and unflagged the load formation from malak and rafa.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: bloodafro on June 17, 2011, 02:33:46 PM
Just finished this.  I really liked a lot of the changes made.  My favorite part of course was the Lunar knight. Good stuff my friend
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on July 31, 2011, 03:35:04 AM
I’ll be back in NC on Tuesday August 2nd, and the first order of business as far as modding of FF Tactics is to create a patch based on the feedback for the first version of Rebirth.  If you want to see any particular changes made to the mod please let us know on our feedback page: http://www.nexus-studios.org/?page_id=347
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Lancerlot on August 11, 2011, 12:33:25 PM
I have a questions in your patch since it is not indicated in your site. Here are my questions:
1. Can you increase or decrease a characters brave and faith?
2. Are the glitch like the Cameleon Robe trick, Gaf's/shop duplication trick, jp scroll down trick and level up/down trick is still in your patch?
3. Are the choices that increase the brave is still i your patch like saving Algus, Boco and Mustadio?
4. How about the roster is it still the same as the original as the FFT?

Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on August 15, 2011, 09:33:27 PM
I have a questions in your patch since it is not indicated in your site. Here are my questions:
1. Can you increase or decrease a characters brave and faith?

Yes, Chris and I debated on this point for a while but it essentially came down to this.  If you don't like changing brave/faith and you think its borderline cheating or "chessy" then you can always not use the related abilities.  However if we did not allow players to permanently modify brave and faith, then those players who wished to use this method (some would call an exploit) would be simply out of luck.  After we played Tactics 1.3 we decided that allowing permanent brave and faith changes is simply the superior design choice (if you don't like it, don't use it; however if you love to use it and think it is an essential component to the Mediator then you have that option).

Quote
2. Are the glitch like the Cameleon Robe trick, Gaf's/shop duplication trick, jp scroll down trick and level up/down trick is still in your patch?

As far as I know they still work but I have not tested these.  However if you try to steal Gaf's equipment before he turns on you - you may be in for a surprise.

Quote
3. Are the choices that increase the brave is still i your patch like saving Algus, Boco and Mustadio?

Yes these have been left unmodified.
 
Quote
4. How about the roster is it still the same as the original as the FFT?

Yes unique characters may have updated sprites and abilities: you can find them at http://www.nexus-studios.org/?page_id=122
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on August 21, 2011, 01:43:48 AM
Rebirth Mk II has been released; you can check out a full changelog here:

http://www.nexus-studios.org/?p=486
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Rouenne on September 11, 2011, 11:27:10 PM
I am curious about something: I want to download the patch for the PSP version but something is bothering me, what happened to the Dark Knight class? I know this was meant mostly for the PSX version, also I'd like to know if the Dark Knight exclusives that were online avalaiable in the Multiplayer mode were taken in count in the patch.

Really, those weapons could really be used for the Lunar Knight or something and added somewhere in game, they were pretty good material.

Also what changes were made to the new PSP contents overall.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Luc on September 14, 2011, 04:51:37 AM
feature requests;

-rename anyone at soldier offices
- Limit skills don't require materia blade (i know you enhanced the item itself but still, option should be there) (haven't gotten far enough to see if this is in the mod or not, but i didnt see it in your list of things you changed)
- samurai draw skills - do they still have a chance to break weapons cause that sucks lol, also do they still require specific blades? cause that sucks too haha

other than those things I cant think of anything else atm
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Gokajern on September 16, 2011, 04:39:37 AM
It's a nice mod, it does feel a lot like vanilla and the balancing changes are just right, specially the speed balance.

I'm happy it's no 1.3, but a little extra difficulty would be ok too.

The only thing that bothers me is that I can't find the special encounters (only the one with the bunch of dragons in Mandalia), there is one for every place right?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Loki487 on October 01, 2011, 06:46:00 AM
Hello I am new to this whole "Hacktics" thing. Although I enjoy FFT a lot and my cousin is the one who got me on it and well he does all this stuff at the least I think he still does. Any way I have been wanting to try a harder version of this and when I use the P-pfo matic and patch my file and I run it on Psx it seems to read out of sector and wont start up. What would you suggest to fix this or is there another version that would work?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on October 26, 2011, 12:33:00 AM
@Gokajern
There is a special encounter for every area.  You must be coming from the correct direction though.  Try coming at an area from every direction to get those epic encounters.  They will happen 40% of the time from the specific direction.

@Loki
Did you try the most updated version?  If you are still having problems try an alternate version at the bottom of the download page - http://www.nexus-studios.org/?page_id=60

Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on October 26, 2011, 12:35:34 AM
-rename anyone at soldier offices
- Limit skills don't require materia blade (i know you enhanced the item itself but still, option should be there) (haven't gotten far enough to see if this is in the mod or not, but i didnt see it in your list of things you changed)
- samurai draw skills - do they still have a chance to break weapons cause that sucks lol, also do they still require specific blades? cause that sucks too haha

We may allow players to rename everyone on the next patch.  I was for it, but the majority of staff members disliked the idea for some reason.  Limit skills still require the Materia Blade although the weapon is MUCH better than previously and all the skills are upgraded.  Samurai draw skills still break weapons.  I spent many hours trying to fix this but it seems that the break chance is hardcoded to be the value as the weapon power; therefore there is no current solution for this.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Wiz on October 26, 2011, 12:54:02 AM
Samurai draw skills still break weapons.  I spent many hours trying to fix this but it seems that the break chance is hardcoded to be the value as the weapon power; therefore there is no current solution for this.

Actually, there is. If you go to FFTPatcher and select Formula 4E, Dmg_(MA *Y), that'll solve the trick + you can put CT's on them which prevents instant Chiri + Masamunes if you so desire :)

^, FFT Arena uses the same implementation if you're wondering.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: RavenOfRazgriz on October 26, 2011, 03:10:22 AM
The skills won't function correctly for the player if you do that, actually.  They have some sort of weird glitch.  I believe its 100% break rate on related weapon without displaying Broken, but it's been a long time.

Then again... if you want to do that, you can just use the Generic Skillset Fix to make Draw Out into a non-special skillset and recreate all its skills using non-Katana formula.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Generic19 on December 10, 2011, 11:06:18 PM
Spell Absorb on Oracle appears to not work correctly if you hit more than 1 character with it at a time.

Also I noticed a small change in that you gave, Rad, Lavian, and Alicia exceptionally high Brave and/or Faith parameters.  Wonder if it's enough to make worth using.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: RavenOfRazgriz on December 10, 2011, 11:26:49 PM
Spell Absorb on Oracle appears to not work correctly if you hit more than 1 character with it at a time.

Any hit that absorbs HP/MP will only give the caster back the HP/MP drained from the first unit hit by the attack, if that's the "error" you're experiencing.  The game's not coded to handle multiple absorptions because it was never intended to be done.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: shinta on January 26, 2012, 03:02:29 PM
is it a bug? what are the requirments of summoner?
i already have a lvl 4 time mage...


oops. nvm. ive read the thread and someone also has the problem..
need lvl 4 priest ><

Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on February 01, 2012, 12:45:23 AM
is it a bug? what are the requirments of summoner?
i already have a lvl 4 time mage...


oops. nvm. ive read the thread and someone also has the problem..
need lvl 4 priest ><



Correct this is more of making the Summoner a complete end-game magic user and making the requirements reflect that.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: arch beau on February 01, 2012, 04:52:28 PM
i have a question, when using the cw cheat ingame menu i noticed when it came to jobs being lvl8 only ramza was being modified.. doesnt anyone know how to make the other characters in the game get the code aswell? sorry im new the the psx version and new to the patching of these games but i was wondering why when i tried to raise bravery or faith i wasnt able to make it perma? is that ment to happen or no?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Luc on October 02, 2012, 03:15:43 AM
felt like giving this mod a play through now that I got my psp running psx games, and I wanted to have a nice reference manual I could easily access offline (for when im not home)
anyways made a DOCUMENT.DAT file with basically all the pertinent info I could copy paste from the nexus site, felt I should put it up here for anyone that may want it
It has all the item (armors/weps) info, job requirements and changes, character changes, description of enhanced random battles, poaching list -- basically all the stuff under the features section of the mods website.

the SCUS I used to make the eboot is SCUS94221 so if you're using a different one than that I'm not sure it will work

EDIT: in case you don't know how to use the file, all you have to do is put it into the same location of your EBOOT.PBP file on your psp, then when you have the game running hit the playstation button and choose 'software manual'
EDIT 2: cleaned it up a bit to make the job requirements page easier to read and added a table of contents
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Asta666 on October 26, 2012, 02:54:53 AM
I'm happy it's no 1.3, but a little extra difficulty would be ok too.
I think that too. This is the patch I like the most (great work Paheej) but I wanted some more difficulty in story battles so I combined rebirth with the changes to story battles made in FFT Kind Of (i.e. enemies lvl scales with yours and have better gear). Random battles and special encounters are left untouched.
If owners of the patches don't mind and you'd like to try it I can upload it.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Eternal on October 26, 2012, 10:50:22 AM
I don't mind at all. Go for it. :)
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Dome on October 26, 2012, 11:02:11 AM
Extra patches are always welcome
Just be sure to state what the patch is (In your case, FFT: Rebirth + KO)
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Asta666 on October 26, 2012, 02:43:20 PM
OK cool, here it is then, FFT Rebirth + FFT KO Story Battle setups. Haven't tested all the battles yet but so far in CH 1 haven't found bugs.
http://www.mediafire.com/?51clm656znt7rgy

If we could combine this with some sort of Onion Knight + FFT Complete it'd be the ultimate vanilla overhaul for the PSX version :shock: .
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Eternal on October 26, 2012, 02:45:30 PM
KO in general is meant to be the Vanilla overhaul, honestly. The only reason I didn't include Complete's script is because many people hate WotL's script, and I can't freely add Onion Knights as generic jobs. :(
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Asta666 on October 26, 2012, 03:35:26 PM
Yeah I think KO changes are very good in general for overhauling vanilla, although I also like the changes in sprites and the addition of Lunar Knight in Rebirth.
Why people hate WotL's script? Personally I haven't read it since I couldn't get WOTL to work acceptably in PSP emulators. Perhaps you could make a version with it and one without it, although it may be a hassle to update both every time you introduce new stuff.
I thought RAD enabled the addition of new generic jobs, but I haven't read the tutorial thoroughly.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Eternal on October 27, 2012, 12:35:05 AM
People tend to hate WotL's script because it changes a lot of names and overall has a vastly different style from FFT PSX. Some people find that they simply prefer one or the other.

As far as RAD goes, it does add new jobs I believe, but it's also kinda buggy and may cause ASM issues with other fixes I've used in KO. Unfortunately, that means it won't be used in KO. :(
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on December 13, 2012, 01:01:04 AM
Thanks for the comments guys!  I'm not actively developing FFT: Rebirth anymore but if you want to use our mod as a base for other mods feel free to!  If you want I may be able to host your modification on our site.

I was away for a while due to being deployed to Afghanistan (December 2011 until November 2012) and life has been hectic ever since I got back.  Got put in charge of a production of a medium sized company in New York and work right next to the Empire state building now.

I hope you guys had as much playing the mod as we did making it!

The Nexus-Studios site will stay up as I have other mods I would like to pursue in my free time (Baldur's Gate: Enhanced Edition).
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: VelvetMudkips on January 02, 2013, 12:18:56 AM
Thanks for the comments guys!  I'm not actively developing FFT: Rebirth anymore but if you want to use our mod as a base for other mods feel free to!  If you want I may be able to host your modification on our site.

I was away for a while due to being deployed to Afghanistan (December 2011 until November 2012) and life has been hectic ever since I got back.  Got put in charge of a production of a medium sized company in New York and work right next to the Empire state building now.

I hope you guys had as much playing the mod as we did making it!

The Nexus-Studios site will stay up as I have other mods I would like to pursue in my free time (Baldur's Gate: Enhanced Edition).

Oh that's me building off of this mod.  So if I see comments on bugs and imbalances I'll try to address them.  It'll still be a month or two out before I post an updated and stable version.  The goal is maintain the original feel of the game, addressing unbalances and frustrations while adding a little spice and flare where needed.  Difficulty will remain accessible to players that are completely new to FFT.  I've worked in the Assassin and a new "Slayer" class, retooled a lot of items to have a more immediate and late game usage, and gave a few weaker classes more uses in combat. I'll leave it at that for now...
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Azelus Crave on January 03, 2013, 03:20:11 AM
I have to say my favorite thing so far about Rebirth, is the Ramza change. Black Armor at the beginning and red outfit instead of the blue.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on March 10, 2013, 11:37:43 PM
I have to say my favorite thing so far about Rebirth, is the Ramza change. Black Armor at the beginning and red outfit instead of the blue.

Yeah - I really like the small changes to characters.  I mainly did small palette swaps or recolors due to animations in cutscenes.

Oh yeah . . . there MAY be an update in the works.
(http://www.nexus-studios.org/wp-content/uploads/FFTonPSP.jpg)
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: VelvetMudkips on June 01, 2013, 02:01:22 AM
Now that the semester is over and summer is here I'll be pushing out a beta for continuation of Rebirth mod that I've been working on.  If you're interested in testing send me a message.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Myrmidon on June 02, 2013, 08:42:36 PM
ok, not sure if there's any troubleshooting to be done here, but...

I'm playing this on my PSP, and I can't see the Steel Ball scene...is this something with the rom, or with the PSP?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: CHL_305 on June 13, 2013, 07:04:32 PM
I have been playing this mod and so far I like all the aspects of it. The summoners at the beginning can be a little powerful since their charge times are down but it is still good so far. My only thing is the Lunar Knight, I thought there would be more... I typically don't look a gift horse in the mouth but after all the work I did to get the Lunar Knight, I find out he only has three moves. Also his class abilities are not that hot either. Am I missing something here? Are his intangibles what make him shine? Has anyone messed around with the Lunar Knight yet? How did you build your Ramza LK?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on July 12, 2013, 06:13:32 AM
@Myrmidon - Hmm I have not run into this error.  Can you send me the save file to replicate?

@CHL-305 - So the Lunar Knight is a little underwhelming in a few aspects I admit.  This is partially due to:
1. The Lunar Knight having an anemic skill set.
2. The other classes being significantly upgraded.

Really we tried to make each and every class (except Squire) viable.  To do this we had to bring every class up to the same level.  In the end we tried to make every class as useful/powerful as the original Ninja Class.  That is why so many classes have fantastic buffs.  Admittedly this meant some classes like Ninja had small debuffs - but in the end our aim was the bring all power levels (of classes) in line with each other.

From a conceptual standpoint this means that leveling up doesn't necessarily give you better classes - it rather gives you access to more options and greatly increases flexibility.  Honestly I dislike tier systems in most games.  So yes the Lunar Knight isn't better than most classes, I will take full responsibility for that - however the end result was that we weren't going for the class to be a powerhouse that you unlock - but simply another mage/knight option that you have access to.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Myrmidon on July 13, 2013, 02:29:04 PM
here we go - I don't know if I'm saved right beside Goug anymore - I think I started doing other things, and got discouraged by my lack of Reis and Beowulf...but I'm at the beginning of CH4 or so.

Anytime I try to load the Steel Ball scene, I get a completely black screen - no loading message, nothing...

...I'm pretty sure this is the right file...it was under PSP/Savedata/SCUS94221, and it had the right custom icon, so it looks like Rebirth...but I have no idea how PSP save files work, so it might not be the save...
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Haiku on July 26, 2013, 08:06:43 AM
I'm currently playing this mod, and I was wondering why the new class (Lunar Knight) can't wear shield ? It's such a drawback compare to the other Knight jobs... I guess I could hack it back, but I'm not sure I will bother.

Am I missing something ?
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: MoogyD on September 17, 2013, 09:18:37 PM
Bit late to the party, but better late than never I suppose.  :mrgreen:

First off, this is a really fun hack. Had a blast playing it and I love all the neat changes made to the game. Though there is a slight problem I have. I can't play it on any other emulator outside of epsxe. I personally prefer pcsxr because it's a bit more accurate. However, when I try to play this on it, the game freezes before it can even load a map, so the only way I can play is with epsxe.  :? It's not a HUGE problem, but for some people that prefer other emulators, its kind of not fun. Not to me anyway.

If you can fix it so it can be played on some other emulators, that'd be great. Other than that, keep up the good work.

And whatever that PSP image hints at for the future, I look forward to.  :D
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on October 05, 2013, 07:27:27 PM
@Myrmidon
Stumped with this.  If you are still messing with this issue I think I need to provide you my EBOOT file to see if maybe your file is slightly different.

@Haiku
Noted on the lack of Shield, may think about changing in future versions.

@MoogyD
Unfortunately I don't have the time to support another emulator for the PSX version outside of EPSXE.  Having said that I have started development on the PSP version of the mod.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: formerdeathcorps on October 05, 2013, 07:50:39 PM
You know, if you just told me which ASMs you used, I can probably fix that problem so it's compatible with all versions (including the real hardware and PSP EBOOTS of hacked PSX ROMS).
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Paheej on October 06, 2013, 12:50:49 AM
@formerdeathcorps

Actually we were just looking at the updated tools - the FFTorgASM tool has been drastically updated.  Of the ones currently availabe in version V0.482 these are the ones we would be using:

~ Version 0.02 ~
* Axe Calculation fixed to 0.5X to 1.5X (Where X is WP)
* Crossbow damage changed to WP*WP (Like Guns)
* Rod damage changed to MA*WP (Like Staves)
* Float grants Fly
* Death Sentence Ignores "Cancel: Dead"
* Transparent units are attacked by the AI
* Transparent loses 100% accuracy bonus
* Special Characters can do Propositions
* Poison Damage is based off current HP
* Poison Damage is 1/4 of HP
* Regen heal is 1/8 * Min(999,MaxHP)
* Change % HP formulas to use Min(999,MaxHP)
* Blade Grasp only blocks melee (NOT gun, xbow, bow, instrument, books, shuriken, bomb)
* Undead units receive 25% max HP damage from Phoenix Down
* Performing Does Not Cancel Evasion
* Don't Move Cancels Evasion
* Beserk Cancels Evasion
* Transparent Doubles Evasion
* Sets the title screens default option from New Game to Continue
* Innate Weapon Guard All
* Critical Chance increased from 4% to 5%
* Dash/Throw Stone cause 100% knockback
* Chance of procs increased from 13% to 25%

Not sure if you can just overwrite the old values with these new values then we could test.
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: ngovandang on October 18, 2014, 05:56:56 PM
I am very like like this mod <3
- But, I think this mod will better if you add a orther version of Rebirth II with increase enemies and difficult like FFT 1.3 ^^

+ This is just a my suggestion! :p
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: renegadeofunk on June 24, 2015, 12:51:10 AM
* Nevermind, this appears to be a problem with pSX (or any emu not epsxe) and not this mod. Apologies!

I have a problem with this mod. I've enjoyed it very much but now that I'm in Chapter 4 I tried starting the sidequest. I couldn't get the flower girl to appear in Warjilis (unless she already did before and I forgot) but when I try to go to Goug it fades to black like a story sequence is going to start but it just flashes "Now loading" forever.

Anyone else had this problem?

Edit: Forgot to mention I'm using pSX v1.13 as my emulator
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Nosrocx on April 27, 2018, 07:19:07 PM
Hey, I've recently started playing this and streaming it and I just wanted to say I love it. I love everything about this patch the only issue I have is that the sites no longer work so I'm curious of what the all the job requirements are. I know I can obviously just get all the jobs to 8 and I will probably just do that eventually but it would help since I'm only on Act 2 at the moment, thank you!
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Elric on April 28, 2018, 01:20:57 AM
A click of his profile would have showed you that he hasnt logged on since janurary 2016
Title: Re: Final Fantasy Tactics: Rebirth Released!
Post by: Nosrocx on April 28, 2018, 07:24:29 PM
Well thankfully I emailed him and got a response.