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FFT The Lion War ReMixed v1.0-1.1.11 [PSX]

Started by Nyzer, December 22, 2023, 12:35:48 am

Nyzer

Quote from: HippeusOmega on April 25, 2024, 02:08:38 amAh okay. So use L1 and R1 to move my units manually? Is benching worth it? 🤔

Sure, Benching is worth it. Just not for moving units. It's great for storing human units you don't want to use but would prefer not to discard, and it's ideal monster storage unless you specifically want to breed or field them right now.
  • Modding version: Other/Unknown

txgarden

A question about changing the spell names and spell quotes. I assume the included excel file "ReMixed Text Editor.xlsm" is for this purpose. How do I make a ppf patch using the excel file? I am new the modding stuff, any instructions will be appreciated. Thank you.
  • Modding version: PSX

HippeusOmega

Have to say I'm loving the new Qol improvements since starting my new game this morning. Have JP gained as an innate ability helps so much with early grinding.

I was going to ask how to unlock Luso but ended up running into the battle for him pretty quick. That was a hard but fun fight. I laughed when Algus attacked the big chocobo and got KO by it and just went serves you right lol.

Overall having fun with mod and thank you for your hard work on it.
  • Modding version: PSX & WotL

Charles_2011

Hello Nyzer.

First of all, thank you for this. I´m interested on playing it. On the trailer I watched this image:



I downloaded this version:
FFT ReMixed - v1.1.11.401.ppf

And I got this image:


Did I download the correct version? Please, let me know.

* Please, forgive my poor english, I just studied basic long time ago.
  • Modding version: PSX & WotL
  • Discord username: Charles_2011

Nyzer

Quote from: txgarden on April 26, 2024, 12:29:24 amA question about changing the spell names and spell quotes. I assume the included excel file "ReMixed Text Editor.xlsm" is for this purpose. How do I make a ppf patch using the excel file? I am new the modding stuff, any instructions will be appreciated. Thank you.

You don't make a .ppf with it. You export a .tactext file from it, open it with Tactext which you can find in the ASM folder of the Resources, and then choose Patch ISO.

QuoteDid I download the correct version? Please, let me know.

I included some silly stuff for April Fools. It'll go away for the next update, whenever I get it done.
  • Modding version: Other/Unknown

ChocoboChris

Hello! I've been really enjoying this mod so far! However, I seem to have found a bug in the 2nd battle with Milleuda, when my Ramza selects steal gil, the game freezes. It's happened twice now :(
I'm on duckstation if that helps :)
  • Modding version: PSX & WotL

Nyzer

Unfortunately, without a savestate, I couldn't tell you why. I just ran a test of it both with and without Bandit's Eye equipped to turn it into Mug, and both worked perfectly fine.

For now, it would be best to include as much information about it as possible.
  • Modding version: Other/Unknown

Argath

when i reached the final battle sometimes it gets glitched and gets stuck, however when reloading the save it fix it but still i hope it gets fixed, im using duckstation too
  • Modding version: WotL
  • Discord username: Argath

Nyzer

Quote from: Argath on May 07, 2024, 06:32:10 amwhen i reached the final battle sometimes it gets glitched and gets stuck, however when reloading the save it fix it but still i hope it gets fixed, im using duckstation too

You need to be much more specific than that. What exactly is happening?
  • Modding version: Other/Unknown

Argath

Quote from: Nyzer on May 07, 2024, 09:09:07 amYou need to be much more specific than that. What exactly is happening?
sometimes it glitches during the first cutscene in the final battle of ultima where the screen will go black and not load the whole thing and gets stuck there but it usually gets fixed by reloading the save file, i aint sure if its just me who is encountering these kinds of bugs or glitches tho
  • Modding version: WotL
  • Discord username: Argath

Jaylo

@Nyzer
Nice submod.
It was mentioned in an earlier post about Argus's messed up sprite in cutscenes, after reading around i found out it's because characters in cutscenes may have some special animations that use their own sprites so if you change a cutscene characters sprite you need to create new special animations for the EVTCHR.bin using the new sprite.
If you don't then when the special animations occur the sprite will change to the old one but use the new sprite's colour palette which results in messed up sprites.
As you changed Algus's sprite will you be making new special animations for him for cutscenes?

Also i came across a consistent game freeze with this mod when putting a samurai Ramza into autobattle in the Goug City Rooftop story battle.

Not related to this submod i just came across a game breaking issue in the original Lion War mod when using Secret Hunt\Train with Balthier's four strike barrage ability.
3lric investigated and found that the Poach\Train check happens before Barrage reduces the damage so the first Poach message is an illegal poach that requires another strike to give a legal Poach and another message, if the illegal Poach happens on the 4th strike then the game simply stops, waiting to correct the poach.
If you know formulas perhaps you could have a go at fixing this?
  • Modding version: PSX

Nyzer

Quote from: Jaylo on May 14, 2024, 08:50:29 am@Nyzer
Nice submod.
It was mentioned in an earlier post about Argus's messed up sprite in cutscenes, after reading around i found out it's because characters in cutscenes may have some special animations that use their own sprites so if you change a cutscene characters sprite you need to create new special animations for the EVTCHR.bin using the new sprite.
If you don't then when the special animations occur the sprite will change to the old one but use the new sprite's colour palette which results in messed up sprites.
As you changed Algus's sprite will you be making new special animations for him for cutscenes?

Also i came across a consistent game freeze with this mod when putting a samurai Ramza into autobattle in the Goug City Rooftop story battle.

Not related to this submod i just came across a game breaking issue in the original Lion War mod when using Secret Hunt\Train with Balthier's four strike barrage ability.
3lric investigated and found that the Poach\Train check happens before Barrage reduces the damage so the first Poach message is an illegal poach that requires another strike to give a legal Poach and another message, if the illegal Poach happens on the 4th strike then the game simply stops, waiting to correct the poach.
If you know formulas perhaps you could have a go at fixing this?

If you have a save file for that fight with the freezes, that might be helpful.

As for the sprite, I've mentioned a few times in here that it's part of the April fools patch. I don't seriously intend to replace his sprite with that silly low quality option, and the only reason it hasn't been reverted in a new patch yet is because I started writing up code for Doublecast, which quickly snowballed into something bigger, taking what I thought would have been a mid April update and pushing it to later this month.

As for the poaching? I don't think you actually read the username of the person who replied to you.
  • Modding version: Other/Unknown

Jaylo

My apologies Nyzer, i see it was you now lmao.
I had another screen open at work and was sneaking in the posts.
  • Modding version: PSX

Aelyat

Hey!
Is there a possibility for a The Lion War of the Lions Remix, per chance?
Would love to see TLWL mod version with those QoL changes done here.
  • Modding version: PSX & WotL
  • Discord username: Aelyat

Nyzer

Quote from: Aelyat on May 16, 2024, 06:14:12 amHey!
Is there a possibility for a The Lion War of the Lions Remix, per chance?
Would love to see TLWL mod version with those QoL changes done here.

Quote from: Nyzer on April 06, 2024, 12:30:16 pmIt's my preferred script as well, but I chose not to use it at first because TLWotL has a few more ASM hacks, and others that were moved, and last I checked, that caused them to have compatibility issues with some of the Quality of Life hacks.

It wasn't until I was done the bulk of the work on ReMixed that I finally got my foot in the door with ASM hacking - before then, I'd tried on several occasions to follow along with what the hacks were doing to attempt to sort of understand them, but couldn't - just because of different kinds of formatting and documentation, I think. Not knowing how to convert hex code to ASM, or named registers to standard ones, or how some offsets were relative to their sector while others were specific to RAM, meant that most of the hacks I tried to read or compare the code for were total gibberish to me, and without anything to anchor myself to while I tried to figure out the format, it went nowhere. But after being told about how some hacks' offsets do use RAM offsets that need no conversion, and after looking into a hack that was in the same format used by the wiki, things finally started to click.

Things snowballed from there, and now I'm quite comfortable making and editing ASM hacks. But making it with the WotL script would have required more work at the end, and I didn't want it to have to wait until the new year to release. I've also always wanted to have a toggle that the player can choose at the start, that picks between the two different scripts for events and changes units' name IDs and custom nicknames. Stuff like ability and location names would still be locked to only one option, but a separate Tactext patch if someone really wanted the original PSX stuff wouldn't be too much to have around.

So it's on the list, but because of the work that would be involved in it, and the work that was already involved in ReMixed, and a lot of other work that ended up wasted, I haven't had enough motivation to get started on it yet. I expect I will eventually, but I can't bring myself to start a task that'll take a few weeks to do when I've mostly just been knocking off a smaller one-night task once every week or two and haven't even been able to feel inspired enough to do slightly bigger things that would take about a day and a half or something.
  • Modding version: Other/Unknown

goldnfrog

I really love all the quality life changes with this mod. However, with the JP up innate on all units feature I've found in my playthrough when I switch to other jobs the amount of JP received is still at a regular rate? Not sure if this is a bug or not. The only way for me to tell is that on average my other jobs get about 16~ JP whereas it should be 28~ JP right?
  • Modding version: PSX

Nyzer

Quote from: goldnfrog on June 07, 2024, 09:23:47 pmI really love all the quality life changes with this mod. However, with the JP up innate on all units feature I've found in my playthrough when I switch to other jobs the amount of JP received is still at a regular rate? Not sure if this is a bug or not. The only way for me to tell is that on average my other jobs get about 16~ JP whereas it should be 28~ JP right?

The amount of JP you gain is boosted the higher your Job Level (and unit level) is. That's standard vanilla design. To get 28 JP per turn at Job Level 1 with innate JP Boost, your units would need to be around level 36-40, depending on rounding. 8 base JP, +2 from Job Level 1, +9ish from Level/4, then multiplied by 1.5x by JP Boost.
  • Modding version: Other/Unknown

AHaru

June 09, 2024, 09:35:23 am #117 Last Edit: June 09, 2024, 09:58:41 am by AHaru
Hello, I'd like to ask in which day the Agrias birthday scene triggers, since the dates in this mod are different than in WOTL's version. Thanks in advance.

EDIT: Nevermind, it's during her actual birthday (June 22nd), dur. Though it does make one wonder why it is Cancer 1st in WOTL...or why the calendar is like that to begin with.
  • Modding version: Other/Unknown

YurrickLavada

Hello Nyzer, I'd like to start off by staying I love this mod, it has become my definitive edition of the game.

I do have one question, you seem to have changed Zalbaag's Blade of Ruin abilities. How do they work now? They don't seem to do anything.
  • Modding version: PSX

Nyzer

Far later than I'd originally intended, the Algus Fools patch has finally been replaced!

First up, there's Version 1.1.11, which is just the Algus Fools patch minus the Algus Fools sprite changes.

Secondly, there's Version 1.2 beta. It should be working fine overall, but the changes in it are broad enough that I wouldn't be comfortable calling it anything but a beta without a full playthrough, and I simply haven't had the time or the motivation to do so. Work for me has become busy enough in the last four months that both of my local union stewards have gotten into shouting matches with the manager because we haven't been aggressively hiring people when we very much need to. This is supposed to be our light time of year... none of us are looking forward to when we're actually busy, if this is just our new normal.

The main highlights of the changes here are:

The inclusion of Bonus Actions, which enabled the implementation of Doublecast (instantly casting a lower level magic spell and then being able to regular cast another lower level magic spell) and Mounted Actions (in which a mounted unit can use their Chocobo's abilities at the cost of the Chocobo's Action).

The inclusion of Bonus Skillsets, which allowed Doublecast to grant access to limited White and Black Magic skillsets just by being equipped, and Jump to grant access to the new Dragon Tech skillset, which takes advantage of an expanded Lancer skillset. Fire Breath, Ice Breath, Thunder Breath, and an altered Mutilate from the Goblin family (because I didn't feel like spending a skill slot on Lancet).

Several fixes to Dark Knights that grant them even more of the functionality that the WotL Dark Knights have. Abyssal Blade is now correctly a cone attack that decreases in damage for each row further away from the caster. Abyssal Blade and Unholy Sacrifice now have their damage affected by the chosen weapon equipped. Katanas and Knight Swords lower damage the lower the unit's Brave is, and Axes lower damage the higher the unit's Faith is. Adeptness has been moved to Samurai (and granted protection against Draw Out shattering), because Vehemence has been implemented.

The Preparation Menu has seen some upgrades. The player can now use it to go to the Dispatch Missions event at will, leave MOST (but not all) battle sequences, and access Extra Options to customize their playthrough. Want to always control Guests? Now you can. Want to always have the Permadeath Terminator on? Now you can. (Yes, it's finally toggleable by the player!) Want to ensure units always crystallize or treasurize upon death? Now you can. And a major new option is Improved Level Scaling - causing units to be rerolled using the Current Party Level of only the units on the field instead of all units in the roster.

For the full list of changes, be sure to check out the changelog in the main post.
  • Modding version: Other/Unknown