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Messages - Ildon

21
Quote from: paladin679 on October 31, 2017, 10:28:19 am
Just finished chapter 1. A couple comments/questions: 1. black mages are insanely overpowered early game with innate arcane strength, i do see that this will make magic much more useful late game however. 2. I like the addition of lifefont/manafont on most units. It forces you to actually finish off units as opposed to just having them run away. 3. Do units upgrade equipment as they level with you?


1: The innate arcane strength has 2 main effects:
a. It allows black mages to select another support ability without lowering their per spell damage output
b. It means that each point of MA that they are buffed/debuffed by has a larger impact on their damage output.  Every 3 points of MA should essentially be viewed as 4.

Also, I agree that magic can be seriously overpowered in this mod during early stages.  I believe that on my last test run the final fight in chapter one consisted of casting tailwind and then flare to alpha strike the assassination target.  Once flare resolved the fight was over.  There are two major reasons for magic being really hard to balance early game imho.
A. The strength of the spell is based off of an unchanging value that is then multiplied by your MA stat.  As such you can simply access end game spells in order to be able to produce relatively high damage with an undeveloped MA stat.  Melee classes either need to access end game weapons or in the case of a monk develop their PA stat. 
B. The speed of the spells does not change over the course of the game, and is only modified by one player available support ability.  As such spells will generally feel like they cast faster at the start of the game simply because of units having undeveloped Speed, and thus there are usually more clock ticks between unit turns after the first round(s) have resolved.  This is also related to why status effects appear to grow in duration as the game progresses. 

2: It was also intended to at times make actually moving when it isn't necessary be a tactically sound choice rather than saving CT.  Also, it generally means that mages will continue to have low tier spell options even if a fight drags on.  Furthermore, if you apply the current version fewer of the melee based units have lifefont since they were more durable than they were supposed to be or they simply had other means of healing from their class. 

3: Enemy equipment will increase in quality as their levels increase.  Nearly every enemy outside of MD/DD is based off of the highest level party member that you have.  One thing to note is that every now and then you will encounter something strange like a level 80 enemy squire in a random battle using a broadsword.  Since I am not currently aware of how to set a max level limit on items available to be equipped I am uncertain of how to remove this quirk. 


I believe that in version 0.9.78 I had adjusted the minimum level requirements for most equipment so that players would be less likely to become heavily outclassed if they did minor grinding.  Of course at the same time this means that enemies may become outclassed in a low level run through the game.  Starting at Version 0.9.76 I began editing descriptions to be more informative/accurate/helpful. 

P.S. Thank you for the input, and apologies in advance for how some of the changes to skill sets may effect your current party members.  (Mostly you might end up missing or with different r/s/m abilities due to changes)
22
Version 0.9.79 is now available.

Made a few minor ENTD adjustments, added element notes to abilities that rely on equipment, and corrected a few minor typos.
23
...
24
Quote from: johnmyster on October 29, 2017, 02:21:40 am
Thanks!


You're more than welcome.  I hope that it actually helps.
25
Quote from: johnmyster on October 28, 2017, 09:34:36 pm
Bug: Drawout animations have Katanas in weird position.


I'm guessing that the sprites for the katanas is also incorrect.  It happens if you use the draw out abilities in an action menu that is not set as "katana inventory"

You could always change the animations from "03 73 00" to something like "07 00 00" or "01 00 00" if you wanted. 

"07 00 00" is used for Holy Sword abilities, etc.

"01 00 00" is used for the Spellblade abilities

But at the end of the day I suggest setting the animations to something that YOU are happy with.  Also, I can't recall what the "Drawout" abilities look like exactly with various character animations.  It has been a while since I last messed around with them. 

26
Version 0.9.77 is now available.

I finished updating ability descriptions to be more informative.  (At least for now)

I also modified the item level list to give players even more "breathing room"...

EDIT:
Version 0.9.78 is now available...

I found a few ability descriptions that I had overlooked... that was a nice fml moment.

Also, Salve (Biora 2) was renamed to Heal to prevent confusion with Salve.  I tried a few different edits in an attempt to remove the "Salved!" message when you use Heal in combat, but it stubbornly persisted.  Oddly enough changing the spell effect did nothing... so I left it with the Salve effect.
27
Version 0.9.76 is now available.

I cleaned up some spacing issues I found...  Also, I updated several status messages and ability descriptions to be more informative. 
28
You will need a clean U.S. ISO to apply the patch.
29
Version 0.9.75 is now available.
30
As the title implies this is a mod for Final Fantasy Tactics: War of the Lions for the PSP...
::NOTE::
Links to the bundle (patching instructions and a copy of the current change log) as well as the current .ppf for patching are below.  They will be updated so that no one has to scour the thread for the current versions. 

This mod leaves the original story of the game intact while focusing on rebalancing aspects of the game related to combat. 

Ability descriptions, job descriptions, and status messages have been edited to generally be more informative.

ALL of the psp exclusive items have been made available in the normal single player game. 

Since GGL Edition is the "lite" version of my mod it should not viewed as a hard mode mod.  I did spend a fair bit of time while working on this mod reminding myself that it was not meant to be a hard mode mod.  I have also made modifications on several occasions based on feedback from the closed beta.  However, players should still be unable to roflstomp their way through this mod in quite the same fashion as was possible with the original version of the game. 

Forethought plays a much larger role in this mod than in the original game and players may find themselves rewarded or punished based on certain playstyles. 

Certain "exploits" are no longer possible while others remain and are generally encouraged.  For example:  manafont/mana shield on a knight is no longer possible while JP overflow and spammable abilities remain to be abused at your leisure.


::Current change log::
quality of life adjustments:
- slowdown removal
- crystal crash fix
- found/discovered item name fix
- custom title screen added
- custom Milleuda sprite added
- generic human classes are now immune to the traitor status
- undead should no longer turn into crystals or treasure
- adjusted jp requirements for job levels
- adjusted encounter difficulty (most enemies should now scale to party level)
- overworld random battles adjusted
- adjusted item lvl list (to give players a bit more "breathing room")
- adjusted some item costs (mostly increases for previously unavailable items)
- adjusted some ability learn rates
- adjusted some ability jp costs
- renamed most mystic spells
- most story characters/guests should now scale to party level aside from generics and Cloud
- adjusted starting job levels of most story characters/guests
- all mandatory guests should now be under player control
- removed availability to level drain until post midlight deep
- altered traps so they cannot be abused
- removed variance from most hidden treasure locations
- auto-potion priority is now mega-potion, x-potion, hi-potion and then potion
- removed golem ability from summoners
- the following may no longer be cast using arithmetics: ga tier spells, arise, reraise, wall, esuna, holy, toad, death, flare, haste, slow, stop, immobilize, float, reflect, gravity, graviga, umbra, belief, disbelief, corruption, quiescence, fervor, trepidation, delirium, harmony, hesitation, repose, and induration.
- streamlined most poaching
- Ultima (lvl 1), and Zodiark have high JP cost to learn normally. However, both can be learned on hit.
- most multiplayer only items added to the level list (some may be missable due to the nature of the level list)
- many rare/unique items added to the level list (in case you lose the item you may be able to acquire replacements)
- most items that had equip haste or reraise have been changed to intial haste or reraise
- adjusted the brave/faith of storyline generics
- adjusted durations of regen, protect, shell, haste, faith, and reflect
- protect, shell, faith, atheist, and reflect no longer cancel on death
- performing status now cancels invisible status
- invisible status can no longer stack on top of performing status
- berserk status now cancels charm status
- berserk status now cancels confusion status
- charm status now cancels confusion status
- charm status no longer stacks on top of berserk status
- confusion status no longer stacks on top of berserk status
- confusion status no longer stacks on top of charm status
- updated some of the status messages to be more informative
- updated some of the ability descriptions to be more informative
- updated some of the job descriptions to have more information
- updated some of the job requirement descriptions to have more information
- updated some ability descriptions to have special notes
- ether is now available in stores earlier


ability list changes:
- adjusted ability lists of most monster classes.
- skill sets expanded for byblos, automaton, and most unique human classes.
- beastmaster removed from most human classes
- jp boost removed from squire and unique human classes
- parry moved to squire
- reequip moved to squire
- accrue jp moved to squire
- cup of life moved to chemist
- counter moved to knight
- defend moved to knight
- move +1 moved to knight
- adrenaline rush removed from archer
- vigilance moved to archer
- lifefont moved to white mage
- levitate moved to black mage
- bonecrusher moved to monk
- jump +2 moved to monk
- gil snapper removed from thief
- archer's bane moved to thief
- critical: quick removed from time mage (to prevent unlimited turn(s) strategy)
- manafont removed from mystic
- equip axes moved to geomancer
- equip heavy armor moved to dragoon
- equip guns removed from orator
- ignore terrain moved to orator
- fly moved to summoner
- first strike moved to samurai
- magick boost moved to arithmetician
- vanish moved to bard and dancer
- hp boost moved to bard and dancer
- fury moved to dark knight
- soulbind moved to dark knight
- shirahadori moved to dark knight
- rush replaced with precision blow
- tailwind added to generic squire
- steel added to generic squire
- skill set altered for archers
- arts of war stat rending abilities replaced with sap line abilities
- flareja and unholy darkness added to black mage
- steal exp removed from thief
- quick removed from time mage
- hesitation moved from mystic to time mage
- meltdown, tornado and quake added to time mage
- invigoration removed from mystic
- trepidation removed from mystic
- poison, toad and death moved from black mage to mystic
- bio and bioga added to mystic
- reordered some of the orator skill list
- midgardsormr added to summoner
- horizontal jump 3/4/8 and vertical jump 3/4/5/6/7 removed from dragoon
- all but shuriken and bomb removed from ninja throw line (to prevent abuse of catching end game weapons)
- rousing melody, finale and faith boost removed from bard
- slow dance, last waltz and bravery boost removed from dancer
- skill set of dark knight class expanded
- chicken removed from templar


job changes:
- adjusted many human/monster/demon/zodiac stat growth values and multipliers.
- adjusted monster elemental resistances.
- equipment limitations altered for some unique human classes
- buff packages given to most unique/rare classes, zodiac monsters and demons.
- arithmetician now requires White Mage level 6, Black Mage level 6, Mystic level 5, Time Mage level 5
- bard now requires Squire level 4, Chemist level 4, Summoner level 5, Orator level 5
- dancer now requires Squire level 4, Chemist level 4, Geomancer level 5, Dragoon level 5
- mime now requires Squire level 8, Chemist level 8, Knight level 5, Archer level 5, Geomancer level 5, Dragoon level 5, Summoner level 6, Orator level 5,Samurai level 6, Ninja level 4, Arithmetician level 4
- innate lifefont granted to squire, knight, and dragoon.
- innate manafont given to most generic classes with spells.
- innate jp boost given to most human classes.
- innate poach given to archer class
- innate concentration given to thief class
- innate waterwalking and lavawalking given to geomancer class.
- innate ignore elevation given to dragoon class.
- innate doublehand given to samurai class.
- innate arcane defense given to white mage class.
- innate arcane strength given to black mage class.
- innate defense boost given to mystic class.
- innate swiftness given to time mage class.
- innate halve mp given to summoner class.
- innate concentration given to dark knight class.
- innate safeguard and reequip given to Lv.1 onion knight class.
- innate safeguard, reequip, dual wield, and doublehand given to Lv.8 onion knight class.
- innate beastmaster given to most tier 3 monster classes.
- diversified reaction abilities of monster classes
- squires can no longer equip axes or flails
- squires can now equip shields
- chemists can now equip crossbows
- monks can now equip hats
- white mages can now equip flails
- thieves can now equip ninja blades
- orators can now equip books
- ninjas can no longer equip flails
- dark knights can no longer equip axes or flails
- Boco is now a unique white chocobo
- red chocobos are now white chocobos
- removed cannot enter water from death seraph since it did nothing
- removed cannot enter water from bomb since it did nothing
- removed cannot enter water from grenade since it did nothing
- removed cannot enter water from exploder since it did nothing
- removed cannot enter water from ghoul since it did nothing
- removed cannot enter water from ghast since it did nothing
- removed cannot enter water from revenant since it did nothing
- removed Ignore Terrain from Automaton since it did nothing
- removed Ignore Weather from Automaton since it did nothing
- added innate defense boost to Automaton


Ability changes:
- mystic arts and spellblade animations swapped
- multiple hit abilities should no longer animate misses
- charge times of most spells/abilities reduced.
- most stat debuffs are now less effective.
- adjusted accuracy of most status inflicting spells.
- adjusted most monster ability damage formulas.
- increased the range of abilities that trigger nature's wrath
- increased the range of spells that trigger magick counter
- most sword techniques can now be evaded.
- most sword techniques can now trigger magick counter and nature's wrath
- most sword techniques now have an MP cost
- adjusted the damage bonuses of most sword techniques
- adjusted the vertical threshold(s) of hallowed bolt
- Drain (sword spell) now uses the formula (PA*WP)
- Aspel (sword spell) now uses the formula (PA*WP)
- damage output of Vengeance (sword spell) is no longer reliant on damage taken.
- damage output of blade beam (limit) is no longer reliant on damage taken.
- adjusted the damage formulas of brave slash, cross slash, meteorain and omnislash to be in line with other sword techniques
- blade beam now functions as a linear attack
- aoe limit skills can now be centered on the caster
- removed ct from sky mantra and nether mantra spells
- added MP cost to sky mantra and nether mantra spells
- sky mantra and nether mantra spells now trigger magick counter
- sky mantra and nether mantra spells are now evadeable
- sky mantra and nether mantra abilities will no longer hit the caster
- adjusted power of task skills
- barrage can now be evaded.
- energize no longer tranfers health, but acts as an instant cast single target heal
- most dragonkin support abilities now affect all unit types
- most dragonkin abilities can now target the caster
- Dragon's Might now grants haste, regen, and reraise.
- increased the range of status ailments removed by dispelna
- ultima line of spells will no longer hit the caster
- ultima line of spells is no longer reliant on faith
- reduced the power of the ultima line of spells
- increased the range of status ailments removed by salve.
- tailwind now applies haste
- steel now applies regen
- Shout now applies haste, regen and reraise
- chant no longer tranfers health, but acts as an instant cast single target heal
- speedsap is now reflectable
- sap line of sword spells no longer require a sword
- equipment rending abilities have increased accuracy
- ja tier of beneficial spells will no longer hit enemies
- all ja tier offensive spells will no longer hit the caster
- holy and flare cannot be evaded and bypass reflect.
- steal abilities have increased accuracy
- steal heart (thief) now requires line of sight
- pummel is no longer evadeable
- shockwave no longer ignores evasion
- consolidated bio line of abilities
- bio line of spells now bypass reflect
- gravity line of spells are now dark element
- orator skills that bestow positive effects should no longer need beast tongue to affect monsters
- stall now inflicts slow
- praise now grants reraise
- intimidate now inflicts immobilize
- preach now inflicts faith
- enlighten now inflicts atheist
- beg now inflicts disable
- geomancy, offensive iaido and most offensive summons can now be evaded.
- geomancy abilities no longer hit allies
- adjusted power of geomancy abilities
- adjusted the power of some summons
- Faerie now revives allies
- Sylph now deals wind element damage with a chance of inflicting silence
- Lich now deals dark element damage with a chance of causing instant death
- midgardsormr will no longer hit the caster or allies
- reduced power of zodiark
- iaido abilities are longer allies/enemies only
- Some offensive iaido now have elemental attributes
- verse of oblivion changed from a MP attack to a MP heal
- bard songs may no longer be mimicked
- accuracy of bard songs increased
- battle chant will no longer persevere
- magickal refrain will no longer persevere
- dance abilities may no longer be mimicked
- accuracy of dance abilities increased
- polka will no longer persevere
- heathen frolic will no longer persevere
- eye gouge now deals damage with a chance to inflict status
- venom fang now deals damage with a chance to inflict status
- bomblet and flame attack can now inflict oil
- ink now deals damage with a chance to inflict status
- dread gaze now deals damage to HP
- oily touch can now inflict a wider variety of negative statuses
- life nymph now removes KO
- magick nymph now restores HP as well as MP
- bequeath bacon no longer crystalizes the caster
- tentacles (malboro ability) is no longer evadeable
- lick now removes negative statuses
- goo can now inflict the same statuses as bad breath
- malboro spores is now a damaging ranged attack that can randomly inflict the same statuses as bad breath
- almagest can now be evaded
- karma can now be evaded
- twister can now be evaded
- adjusted damage of tail sweep
- tail sweep is no longer evadeable
- vampire can now be evaded
- Snakecharm is no longer evadeable
- consolidated petrify and aphony (Lucavi abilities) as Seal
- tri-breath is now dark element


increased radius of:
curaga
curaja
protectja
shellja
firaga
thundaga
blizzaga
flareja
hasteja
slowja
cyclone
spin punch
ultima (lvl 1)
toadja
blindja
confuseja
sleepja
feral spin
leaf rain
life Nymph
guardian Nymph
shell Nymph
magick Nymph


increased range of:
chant
purification
unholy darkness
unholy sacrifice
choco esuna
choco cure
bomblet line of abilities


increased vertical threshold of:
regen
protect
shell
haste
slow
chakra
steal helm
steal armor
steal shield
steal weapon
steal accessory
meteorain
omnislash
cherry blossom
Leaf Rain
Guardian Nymph
Shell Nymph
Life Nymph
Magick Nymph


increased range and vertical threshold of:
revive
cross slash


removed vertical threshold from:


reduced the MP cost of:
aegis
dispelna
spell blade line of sword spells
sap line of sword spells


reduced radius of:
faerie
Kiku-ichimonji
shockwave
sap line of sword spells
holy breath
tri-thunder
tri-flame


reduced range of:
spellblade line of sword spells


increased MP cost of:
cura
curaga
curaja
flareja
moogle
midgardsomr
ultima (lvl 1)


introduced CT to:
Ulmagest


introduced MP cost to:
chant
purification
revive
sanguine sword
crushing blow
judgment blade
cleansing strike
northswain's strike
hallowed bolt
divine ruination
crush armor
crush helm
crush weapon
crush accessory
Heaven's Wrath
Ashura
Adamantine Blade
Maelstrom
Celestial Void
Divinity
Hell's Wrath
Nether Ashura
Nether Blade
Nether Maelstrom
Corporeal Void
Impiety
shadowblade
holy breath
brave slash
cross slash
blade beam
climhazzard
meteorain
finishing touch
omnislash
cherry blossom


Abilities replaced:
- bio (2) is now choco raise
- bio (3) is now choco magick
- sleep touch is now choco star
- Biora (2) is now heal
- Biora (3) is now Unholy Ruination
- Biora (4) is now Northswain's Glow
- bioga (2) is now Megalixir
- Bioga (3) is now Ultima Shot
- rush is now counter throw
- invigoration is now precision blow
- focus is now persevere
- steal gil is now gil toss
- wind anima is now mosfungus bomb
- chicken is now wish
- trepidation is now crisis protocols
- quick is now full life
- steal exp is now double blow
- plunder gil is now aimed strike
- plunder heart is now rift strike
- plunder helm is now osmose strike
- plunder armor is now leech strike
- rousing melody is now dousing strike
- finale is now muddle strike
- bite is now firestorm
- doom fist is now unholy aegis
- glitterlust is now typhoon gust
- charge is now beam breath
- tentacles (mindflayer) is now deluge
- last waltz is now bioja
- slow dance is now dark matter
- counter tackle is now counter throw
- petrify (Lucavi) is now seal
- aphony is now hide
- wing buffet is now blade dance


item changes:
- adjusted the item level list (both availability of items and level at which they become available to NPCs)
- removed the following to make room for the psp exclusive items:  mythril knife, Orichalcum dirk, kunai, ninja longblade, long sword, coral sword, sleep blade, platinum sword, battle axe, giant's axe, poison rod, wizard's rod, serpent staff, golden staff, iron flail, mythril bow, mythril spear, battle bamboo, musk pole, gokuu pole, croakadile bag, hydrascale bag, round shield, golden shield, leather helm, mythril helm, platinum helm, headgear, mythril armor, platinum armor, leather clothing, mythril vest, wizard clothing, hempen robe, spiked boots, rubber boots, winged boots, reflect ring and angel ring.
- some guns can now be dual wielded
- increased weapon power of romanda gun
- increased weapon power of mythril gun
- removed equip effect stone from stoneshooter
- Ras Algethi now increases speed by 2 and prevents immobilize and disable status ailments
- rods can no longer benefit from doublehand
- increased weapon power of dragon rod
- staves can no longer benefit from doublehand
- white staff now cancels more status ailments
- staff of the magi now increases MA
- adjusted weapon power of books
- poles can no longer benefit from doublehand
- adjusted weapon power of poles
- added spell effect double blow to crossbows
- adjusted range of crossbows
- adjusted weapon power of bows
- adjusted range of bows
- added spell effect blizzard to ice bow
- adjusted weapon power of knives
- mage masher should now absorb MP
- zwill straightblade now inflicts KO and not sleep
- spellbinder now increases MA
- Sasuke's blade now inflicts stop
- iga blade now inflicts KO
- koga blade now has double blow
- reduced weapon power of moonsilk blade
- moonsilk blade now increases speed
- added spell effects/equip effects to katanas
- added equip effect haste to moonsilk blade
- adjusted weapon power of spears
- adjusted block rates of spears
- Javelin II now has spell effect Zodiark (remains irreplaceable)
- flails are now forced 2 hands
- adjusted flail block rates
- lowered weapon power of vesper
- adjusted block rates of axes
- francisca now increases MA
- adjusted weapon power of swords
- adjusted block rates of swords
- mythril sword now increases MA
- blood sword is now dark elemental
- moonblade now increases speed
- materia blade is now forced 2 hands
- knight swords are now forced 2 hands
- Defender had block rate adjusted
- Defender now applies passive defending
- added spell effect holy to excalibur
- added spell effect flare to ragnarok
- lowered weapon power of chaos blade
- lowered weapon power of durandal
- adjusted weapon power of shurikens
- adjusted weapon power of elemental bombs
- adjusted evasion rates of shields
- escutcheon II now provides immunity to an array of status ailments (remains irreplaceable)
- circlet now increases MA
- crystal helm now provides immunity to silence
- grand helm now also grants immunity to charm, immobilize, and disable.
- carabiner mail now increases speed
- crystal mail now grants immunity to sleep
- maximillian now has innate protect and shell
- adjusted hp granted by black cowl
- adjusted HP granted by thief's cap
- adjusting HP granted by clothing
- rubber suit now increases move
- luminous robe now grants permanent regen
- adjusted evasion rates of cloaks
- improved lordly robe (remains irreplaceable)
- improved cursed ring (remains irreplaceable)
- improved genji shield (remains irreplaceable)
- improved genji helm (remains irreplaceable)
- improved genji armor (remains irreplaceable)
- improved genji glove (remains irreplaceable)
- remedy cures fewer status ailments


items replaced:
- antidote is now elixir
- eye drops are now turbo ether
- potion is now mega-potion
- hi-potion is now x-potion
- x-potion is now hi-potion
- elixir is now potion
- poison bow is now arbalest


known issues:
- less than optimal audio quality of ability/death sound effects in combat (psp version feature?)
- truncation of found treasure notifications may occur (should be fixed)
- graphics error which leaves in battle portraits of enemies blank may occur if the unit begins combat with innate statuses such as regen (encountered on two units on one map. was able to replicate so long as the units continued to spawn with innate regen items)
- inconsistent accept/decline errand window graphics error
- inconsistent display of errand reward gil
- inconsistent menu display error(s) when viewing class details in job change menu
- Balthier comes hardcoded with the legit versions of mirage vest and ras algethi.  They will not stack with cloned versions in your inventory.
- minerva bustier clone is a hair adornment that equips to the body slot in order to be a female exclusive item
- onion knight item clones not set to onion knight only
- Various sprite graphic errors when cloned psp exclusive weapons are "swung"/"fired" in combat (mostly color issues a few use the incorrect sprites)
- stardust rod has a range of 1
- some weapons may suffer from the poaching bug due to the nature of how I made edits and cloned in the psp exclusive items.  (I have yet to have this issue)
- changing the equipment of player controlled mandatory guests in combat can lead to the loss of items from inventory under certain conditions (mainly when the guest does not join at the end of the battle)
- malboro spores attack declares that the target was turned into a malboro although that will never happen.
- aimed strike may suffer from the "charge and move" bug. If the player begins charging the ability and then moves it will terminate charging.   
- Aim abilities, precision blow and ultima shot have minor animation/display issues when using a bow, oddly enough.  They may also inflict double KB at times.
- generic monsters do not display the resolution time of abilities with CT in battle.  You can view when the ability will resolve by hitting right on the dpad. (players will simply have to keep this in mind when using some generic monster classes in battle)


Patching instructions as well as a copy of the current change log should be present in the "psp ggl bundle"...  If anyone has issues or needs further clarification on how to apply the mod feel free to post.  Use a clean U.S. ISO when applying this patch. 

psp git gud lite bundle 0.9.81.rar is available at:
Mirror 1
Mirror 2
Mirror 3

psp git gud lite 0.9.81.ppf is available at:
Mirror 1
Mirror 2
Mirror 3

Feedback is more than welcome. If you encounter any "glitches"/"bugs"/issues/text errors in general please report them with information that will allow identification of said "glitches"/"bugs"/issues/text errors.  Essentially I would like to know who/where/what whenever possible.  Simply stating, "I encountered an enemy in a random battle that was level XX while my highest level party member was YY," will not cause me to scour the entire ENTD searching for a mystery mob. 

Also, I hope that whomever decides to play this mod finds at least some amusement in doing so. 


Note:
PPSSPP v1.4.2 for Windows currently appears to cause many audio issues when emulating FFT: WotL.  Version 1.3 for Windows seems to suffer from less.  So, if you experience missing/muffled sound effects please check your version.  If anyone experiences slowdown issues with my mod please feel free to PM me and I will attempt to troubleshoot the issue for you. 
33
Spriting / Re: Managing sprite file size...
October 04, 2017, 07:45:29 am
Sure. 

So essentially the chocobo sprite sheet has the largest file size of all the character sprite sheets.  As such without being able to expand the file size limits for the psp version you have two options for creating a recruitable unique chocobo. 

Option 1:  Cut down on the number of used pixels in rows 257 to 488 to reduce file size.  You can somewhat easily remove 500-700 without butchering the sprites horribly which gets you nowhere near where you need to be to substitute in the new chocobo sprite sheet unless you choose to overwrite one of the larger Lucavi sprite sheets. 

Then you will be forced to modify said Lucavi sprite sheet so that it can replace something like the funeral priest.  This of course causes a Lucavi cameo unless you modify events that use the replaced sprite.  You will also have to modify the ENTD and jobs sections So that the chosen Lucavi will use the modified sprite that you swapped in. 

Option 2:  Essentially... you gut the red chocobo.  You replace the palettes for the red chocobo with the ones for a white chocobo.  This of course means that you will want to modify the job name for the red chocobo since it is no longer red.  Then you set your unique monster class to have the same M. Portait, M. Palette, and M. Graphic info as the red chocobo class. 



In either case you will have to modify at least one UNIT.BIN sprite and WLDFACE.BIN portrait. 


Extra info:
For non-recruitable chocobos simply use palettes beyond the third since you will not have to worry about formation sprites or portraits. 

From my experience if you want to create a functional/unique/recruitable monster class for the psp version it is easiest to replace a Lucavi class that has a formation sprite/portrait then clone the Lucavi class over one of the unused classes.  As always make sure to update the ENTD, UNIT.BIN, and WLDFACE.BIN accordingly. 

34
Spriting / Re: Managing sprite file size...
October 03, 2017, 04:22:44 pm
Well on the bright side I believe that I figured out a work around that creates a properly functioning unique white chocobo class with correct formation portrait and sprite as well as battle sprite/portrait.  So unless something comes up in future beta testing that ordeal is behind me. 
35
Spriting / Re: Managing sprite file size...
September 27, 2017, 11:49:58 am
...
36
Spriting / Re: Managing sprite file size...
September 26, 2017, 11:34:42 pm
Well maybe more information is better than less... 

Currently my goal is to finish minor sprite replacements in WotL.  Specifically replace 13 - Simon, max spr size of 47104 bytes, with a White Chocobo sprite, current size of 49572 bytes. 

I'd like to copy the sprite for Simon over an unused sprite, but for the time being I copied him over a sprite that is only used once. 

So this leads me back to the subject of this thread...  What are my options for managing the size of character sprite sheets in .bmp format?
37
Spriting / Re: Managing sprite file size...
September 26, 2017, 10:11:23 pm
I actually did set which version I am modding.  It's both Wotl and the PSX versions.  I am not certain why it did not display that information at the end of my post.  It has displayed it in the past. 

For the PSX version obviously you just expand the ISO and then you wont run into size issues. 

For Wotl you can use shishi v.352 and bypass the size limit and then cause all sorts of graphical errors.  Which of course defeats the purpose of bypassing the limit because the end result is garbage.  So until the pipe dream of expanding the limits for Wotl comes true the only option is to manage the file sizes of sprite sheets. 

The only thing that I've found as viable means to manage file size so far is altering how much of the sprite sheet is used/empty.  To cut down on how much of the sprite sheet is used can really only be accomplished by strategically trimming down the battle sprites to avoid creating a hideous mess.   

Edit: I just double checked and my profile shows that I have PSX and WotL checked.  If you have something checked in your profile it did not display on your post.  I guess I'll just add something to personal text. 
38
Spriting / Managing sprite file size...
September 26, 2017, 08:44:45 am
What are the best methods for cutting down on the file size of sprites? 

Currently all that is left for my mod is to do two sprite replacements, one unit.bin/wldface.bin edit and finish beta testing. 


P.S. Thank you for your time.
39
I've had at least 16 unique sprites present for a single battle without issue.  However, I never did bother to test in chapter one if Attempting over 16 units in a battle causes issues.  I know that more than 11 enemy units causes issues even if you only deploy one unit and have one guest unit. 

I may do testing later to see if "team" assignments are what are capped at 11 later at some point. 


Edit:  only 11 units can be rendered from the ENTD.  The limit is not extended or altered by modifying "team" flags.  Since most of the multiplayer missions have 10 units and if I recall correctly each player is limited to three units each there may be a hard limit of 16 units for any given encounter including all enemy/guest/player units. 
40
War of the Lions Hacking / Re: no encounter for wotl
September 26, 2017, 08:06:55 am
If you happen to be able to create save states then you can abuse them to scum your way out of random battles.  That would likely save everyone involved a fair bit of time tbh.