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FFT type-R  (Read 8341 times)
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ruwin [Posts: 14]
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  • [April 01, 2011, 12:50:19 AM]
FFT type-R
« on: April 01, 2011, 12:50:19 AM »
This is a complete FFT romhack I made a few years ago. I based it on 1.3, but made quite a few changes, as well as using Cheetah's FFT:Complete retranslated script. There have been so many changes that it's impossible to list them all, but here, I'll try:








This is a completed project.
« Last Edit: September 06, 2016, 05:25:19 AM by ruwin »
ruwin [Posts: 14]
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  • [April 02, 2011, 02:53:57 PM]
Re: FFT type-R
« Reply #1 on: April 02, 2011, 02:53:57 PM »
-Update history-

4/2/11 - v1.01
Fixed garbled personal character quotes on the formation screen
Fixed Magic Missile's range and evadability issues
Corrected a few spell quote issues

4/3/11 - v1.02
Nerfed the archer in the Sand Rat's Sietch fight
Milleuda II accessory slot error fixed
Increased Invitation's success rate (it's still lower than vanilla's)
Fixed Panic Shot and Accelerate's JP costs
Due to a sprite glitch, the Dorter II battle has been changed

4/6/11 - v1.03
Changed Beso Toxico animation
Fixed Cloud's RSM
Increased Knight's speed multiplier slightly

10/25/12 - v1.04
Nerfed Backdraft

08/12/15 - v1.05
Changed Ladd back to a mostly-normal Squire, similar to Delita Ch.1
Changed Diabolist to Dark Knight

9/6/16 - v1.1
Removed Magic Missile, changed Black Mage's skillset back to normal
Nerfed quite a few monsters, redid a lot of fights
Buffed Sword Skills (they're mostly back to normal, but not quite)
Redid Zodiac Demons fights, made them very similar to their appearances in Final Fantasy XII
Changed a ton of items in later chapters to pay homage to a previous game I've worked on
« Last Edit: September 06, 2016, 05:24:27 AM by ruwin »
GeneralStrife [Posts: 1442]
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  • [April 04, 2011, 02:05:13 PM]
Re: FFT type-R
« Reply #2 on: April 04, 2011, 02:05:13 PM »
oh kool, sheesh released patches?!
ruwin [Posts: 14]
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  • [April 04, 2011, 08:24:10 PM]
Re: FFT type-R
« Reply #3 on: April 04, 2011, 08:24:10 PM »
oh kool, sheesh released patches?!
...huh? yes, i have released patches, the download link is on the bottom of the first post...
GeneralStrife [Posts: 1442]
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  • [April 04, 2011, 08:44:29 PM]
Re: FFT type-R
« Reply #4 on: April 04, 2011, 08:44:29 PM »
...huh? yes, i have released patches, the download link is on the bottom of the first post...

I'll try it, I got alot to try now...
Tatewaki75 [Posts: 6]
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  • [June 01, 2011, 06:53:00 AM]
Re: FFT type-R
« Reply #5 on: June 01, 2011, 06:53:00 AM »
First off, I wanna say I love what you've done with Archer on this hack. No real problems so far, except for a bug I've noticed in the beginning once Argus joins the group. If I use the full 4 characters allowed, one of my characters, usually my white mage or black mage, are scrambled up and won't display properly. They still act like they should, but it looks like a box of pixels. I can't wait to see this hack once it's completed.

I'll continue playing and see if it's just because I've got two guests, or if it's a problem that's reoccurring when any guest joins. There are no problems with sprites in normal random battles, or if I only use 3 out of my 4 available slots. It might only occur when there are 6 party members, or 4 PC and 2 Guests. I'll let you know what I find out. Thanks again for your work on this.
« Last Edit: June 01, 2011, 06:57:42 AM by Tatewaki75 »
I'ma Firin Mah Lazorz!
RandMuadDib [Posts: 381]
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  • [June 01, 2011, 07:11:38 AM]
Re: FFT type-R
« Reply #6 on: June 01, 2011, 07:11:38 AM »
prolly too many sprites in the battle? try using multiple generics with the same job

I will show you the power of SARDIIIIINES!!!!
Tatewaki75 [Posts: 6]
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  • [June 01, 2011, 08:49:53 AM]
Re: FFT type-R
« Reply #7 on: June 01, 2011, 08:49:53 AM »
I'll give that a shot and see what happens.
Tatewaki75 [Posts: 6]
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  • [June 01, 2011, 10:17:31 AM]
Re: FFT type-R
« Reply #8 on: June 01, 2011, 10:17:31 AM »
I gave it a shot and you were right. it's rather odd though. Having two of the same generic and a third of something like a white or black mage, and I don't get the glitch. But when I do three of three different jobs, the glitch kicks in again. This happens most often on highly populated maps. I didn't kick in on Siedge weald. But it happens on all the other maps so far when I have two guests. Well, at least it's narrowed down to what's causing it. Normally I phase my generics out while I get story characters, I'll let you know if it still happens once I'm back down to only one guest.
Tea [Posts: 175]
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  • [June 01, 2011, 10:40:41 AM]
Re: FFT type-R
« Reply #9 on: June 01, 2011, 10:40:41 AM »
That glitch is actually quite well-known. I believe it was a maximum of 9 different sprites per battle?
Tatewaki75 [Posts: 6]
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  • [June 01, 2011, 10:51:07 AM]
Re: FFT type-R
« Reply #10 on: June 01, 2011, 10:51:07 AM »
I wouldn't have thought anything of it normally, but I loaded my same save file on FFT 1.3 and 1.3 ez mode complete, and even vanilla, and it didn't happen no matter what my party setup was. I've tried tweaking my emulators graphics settings, and nothing I do seems to affect it.
Tea [Posts: 175]
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  • [June 01, 2011, 01:03:53 PM]
Re: FFT type-R
« Reply #11 on: June 01, 2011, 01:03:53 PM »
It seems the enemy party uses too many sprites in this patch, and that is not the case in Vanilla and 1.3. Don't worry about it, there's nothing wrongwith the emulator.
I'ma Firin Mah Lazorz!
RandMuadDib [Posts: 381]
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  • [June 01, 2011, 07:17:24 PM]
Re: FFT type-R
« Reply #12 on: June 01, 2011, 07:17:24 PM »
Yeah its too many enemy sprites on the map during that battle. It can be fixed, but only by modifying the patch.
« Last Edit: June 01, 2011, 07:18:44 PM by RandMuadDib »
I will show you the power of SARDIIIIINES!!!!
Tatewaki75 [Posts: 6]
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  • [June 02, 2011, 04:28:39 AM]
Re: FFT type-R
« Reply #13 on: June 02, 2011, 04:28:39 AM »
It's happening pretty much every story battle, I've noticed, Unless of course, I use two of the same class. I hate doing that though, because variety is the spice of life. It's not like the bug effects gameplay, just looks awkward. I'm more than willing to put up with it for this play through, because I'm loving the Archer changes, like I said earlier. Love the new abilities. I didn't really like the whole charge +1 - +20 thing from vanilla. It was a pain setting up for a charge just to have someone move out of the way. I can't wait to see this patch in it's completion. Now if only someone would make a patch with the Dark night job from the PSP version, I would be in heaven. My PSP broke ages ago and I can't afford a new one, so my copy of war of the lions is sitting there, lonely and sad.
ruwin [Posts: 14]
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  • [June 08, 2011, 05:06:14 PM]
Re: FFT type-R
« Reply #14 on: June 08, 2011, 05:06:14 PM »
you've found a graphics glitch! thanks! ill address this immediately. could you tell me which battles it takes place in?

the archer class is mostly a composite of other peoples' ideas for the archer class, as well as a couple skills from FFTA. thanks again!
« Last Edit: June 08, 2011, 05:14:20 PM by ruwin »
Tatewaki75 [Posts: 6]
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  • [June 17, 2011, 04:29:14 AM]
Re: FFT type-R
« Reply #15 on: June 17, 2011, 04:29:14 AM »
So far it's mostly happened in the storyline battles in which Algus is a guest. I'll let you know if it happens in any others. It may be dependent on what's in my party.
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