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March 23, 2025, 06:30:40 am

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


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

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

Nyzer

Quote from: Mutteo on August 24, 2024, 07:01:45 pmit looks like you used mode 7 to upscale the sprite too.  That's some old school design, I'm impressed!

Not at all. The Miscellaneous Data for the units allows their sprites to be stretched. It gets used a few times in Reach The Future, actually. I believe the Special Snowflakes hack also allows someone to utilize that functionality, and that's been around for a while. It's basically just unused vanilla functionality, same as the job nicknames.

Quote from: Mutteo on August 24, 2024, 07:01:45 pmIt always bothered me that the soldier office rename was only for monsters, and you had to waste money on new recruits just to name them. I can also appreciate just being able to reorder your units, perfect for my OCD sorting tendencies!

These are great hacks that were made ages ago - by other people, so I can't take credit for any more than including them. I love this extra quality of life stuff, too!

Quote from: Mutteo on August 24, 2024, 07:01:45 pmI love the new additions to the pub too, adding all those missions and activities for all your soldiers to do on the side just incentivizes keeping a large roster instead of them collecting dust doing nothing.

Most of those side activities always existed in the original game! The implementation was just awful, haha. With missions being location specific, collecting units after they've finished also being location specific, the total lack of access for special units or monsters, and requiring 10+ in-game days to finish as opposed to being completable after a battle, it's so tedious and frustrating that I honestly don't think I ever bothered doing them.

Quote from: Mutteo on August 24, 2024, 07:01:45 pmReally everything you added so far has made this version of Tactics the definitive edition for me.

I always enjoy hearing that! My intent for ReMixed was always to present my idealized version of what I'd imagine a proper remaster would do. All the rough edges smoothed out, all the existing underutilized functionality enhanced, every quality of life upgrade imaginable. Knowing that I've succeeded for so many people is just fantastic.
  • Modding version: Other/Unknown

Ripley

I'm still impressed how much longevity you've brought to the game. Not only the quality of life implements, but the events, reworks such as Rafa/Malak's magics. The NG+ and Completion Points system to buy enhancements/delevel/special units brings so much replayability, which is what I've yearned for SO LONG! Can't remember how many times I've got to lategame stage and got a little frustrated that I couldn't experience the game using  all the harded items/abilities/characters for more than a couple of main story battles. I remember back when I was a kid that I would make up stuff, some little goals to manufacture (albeit poorly) some semblance of countinuity while avoiding the red dot in Orbonne.

You job is amazing. The effort and vision for the game's improvement goes to show how much passion you have for it. Hope I can see more of it in the future!
  • Modding version: Other/Unknown
  • Discord username: Ripley

Nyzer

Thanks! Though that isn't all my work. A lot of work was done by the original team for The Lion War, and while I was included on that team, I wasn't one of its heaviest lifters. The NG+ functionality is all Xifanie, for example!
  • Modding version: Other/Unknown

Ripley

August 25, 2024, 03:48:53 pm #163 Last Edit: August 25, 2024, 07:02:23 pm by Ripley
Quote from: Nyzer on August 25, 2024, 01:33:37 pmThanks! Though that isn't all my work. A lot of work was done by the original team for The Lion War, and while I was included on that team, I wasn't one of its heaviest lifters. The NG+ functionality is all Xifanie, for example!

I see. Even so, it is still a hell of a job! I'm glad this community shares their work, which makes possible for a mod like this to happen. Looking forward to more of it.

I got a question, which is the best way to boost stats through the Transmigration feature:

For example, which one is the more effective

Set as a higher gains job while transmigrating with 20%, then Retrain same job on the Special Training session
Or do I set it for Bard/Dancer and then Retrain it as Mime/Ninja on the Special Training session?

I tried both but didn't quite see much improvement either way, so I guess I'm missing something?
Perhaps doing the Deleveling/Retraining through the Special Training, not actual in-battle leveling doesn't translate the gains as much?
  • Modding version: Other/Unknown
  • Discord username: Ripley

Nyzer

I couldn't tell you the exact specifics of how Transmigration works.

I can tell you that Retraining ignores it: it generates a brand new unit and copies their stats onto your party member.

If I made Retraining now I could probably have looked up the code for how units are leveled or deleveled and made use of that; however, I couldn't do ASM hacking when I first made the Dispatch Missions. What I ended up doing instead was the result of trying to use a buggy custom event command that I think was originally made as part of the attempt to get the multi-phase Rendezvous battles working before an alternate option was discovered for loading other encounter tables in. With that event command, unit stats did load correctly, and I could even manually adjust the "Current Party Level" setting before loading units, allowing me to pick from the entire 0x200 entries of encounter table data to load in Male, Female, or Monster units of any job set to (a manually set) "Current Level".
  • Modding version: Other/Unknown

layerP

I'm in awe of this mod. Just reading through the changelog made me eager to give it a go!

You and the guys that made the original TLW are the best.

I wonder if I'll be able to play it on my N3DS, just for fun :lol:

Also, where can I find the resources for version 1.1.11? I'd like to do some basic sprite work before playing the game again, but the latest version of the resources I found is 1.1.09.
  • Modding version: PSX & WotL
I promise not to let the dog eat my homework... Maybe I can find a cat.
  • Discord username: layerP

Nyzer

There shouldn't be a problem with switching sprites out, but there is no Resources version for that.

I didn't release Resource folders for every single version because my own actual files are not that organized; for example, I have a whole graveyard of discarded XML files that I still keep around just in case I need to revert to a previous version due to a bug or something. 

My original intent when I began working on updates was to have a lot more time to do so. For most of the previous six years, the spring and summer have been rather light at work, meaning I could take more days off and regularly be done shortly after 5 PM on the days I didn't. But all the way back to March at a minimum - perhaps even all of 2024 - I have had as many days in which I got to go home as I used to get in an individual week. I also rarely get home before about 7 PM. It's made it harder to get major work done without having to leave it unfinished late at night and pick it up again another day, which in turn has not exactly helped the organization issue. It's also left me less time to test things thoroughly (which is why 1.2 is still marked as a beta version). I'm also dealing with the conflict between feeling burnout and yet still wanting certain ideas to get finalized before I take some months to not work on the project for a while.

If I had known in advance that I would end the 1.1 versions where I did, I would have made sure to establish a Resources folder for 1.1.11, but I didn't think I would until I was neck-deep in testing out ideas for major changes to action menus and unit generation and realizing just how much could be done. By that point I was also burning out very, very hard, due to staying up until 1 or 2 AM most nights to advance Doublecast or Improved Level Scaling work because of how inspired I felt and how strongly I wanted them done.
  • Modding version: Other/Unknown

layerP

Ah, no worries then. I'll grab the 1.1.09 and start from there.

Just take your time, and I hope everything works out well for you.
  • Modding version: PSX & WotL
I promise not to let the dog eat my homework... Maybe I can find a cat.
  • Discord username: layerP

Mutteo

Quote from: Nyzer on August 25, 2024, 01:14:02 amThese are great hacks that were made ages ago - by other people, so I can't take credit for any more than including them. I love this extra quality of life stuff, too!

Oh yes, I am familiar with a few of them, but yours has those little extra things I enjoy that other mods haven't done.  Speaking of which, I know there's a hack from Xif for Smart Encounters that allows random battles to be controlled by the player by just landing on the location, but otherwise you can skip them.  Any plans to add that in future installments?

Quote from: Nyzer on August 25, 2024, 01:14:02 amMost of those side activities always existed in the original game! The implementation was just awful, haha. With missions being location specific, collecting units after they've finished also being location specific, the total lack of access for special units or monsters, and requiring 10+ in-game days to finish as opposed to being completable after a battle, it's so tedious and frustrating that I honestly don't think I ever bothered doing them.

Well the way you sorted everything into a nice neat package, it looks like an entirely new game to me, and plus you added those side jobs for when there were no propositions, I found myself using them after every battle.  Also I really enjoyed that little add where dispatched units walk off the table and out the door, it's a very nice touch!

Quote from: Nyzer on August 25, 2024, 01:14:02 amI always enjoy hearing that! My intent for ReMixed was always to present my idealized version of what I'd imagine a proper remaster would do. All the rough edges smoothed out, all the existing underutilized functionality enhanced, every quality of life upgrade imaginable. Knowing that I've succeeded for so many people is just fantastic.

It's been a very good playthrough so far!  I've been playing the game much differently than I did with vanilla.  I kept all my units (except ones i replaced because I had 3 Sagittarius units and wanted some variation) when normally i would only keep 4 max because of all the grinding involved.

I do have a suggestion to add some more quality of life changes.  With monsters I always found it annoying when i traveled the map and then i had to stop to dump 4 monsters it created taking up space when I just wanted to keep the one monster, or when i had to run the map to make a specific breed of monster, and spend 20 or 30 minutes breeding and tossing out junk monsters to get the one I wanted.  I know the Bench ASM helps a little bit with this, but I think it would be great to disable breeding on the map and formation screens and instead make a place, like the propositions bar, where you can drop off monsters, for a price and a few days wait, maybe some variables to make breeding more controlled to get the monster you want the first time around, so you only breed when you want to and makes owning monsters less of a hassle.  I'm not sure how complicated that is to do, but I thought it was worth a mention.

Also a minor thing, maybe there's a way to control the volume of the sfx and the music separately?  I may be a select few, but i always found that CHA-CHING noise when you buy stuff grating to hear.  Otherwise everything is great here, aside from bug fixes, it's just about perfect for me!
  • Modding version: PSX

Nyzer

I won't ever be including Smart Encounters, because this mod already has Smrt Encounters. Which is the same thing, but you have to hold Circle while moving.

I wasn't originally going to have the units standing on the table, but it was so perfect for the setup that I just went with it because it made me laugh.

Changing monster breeding to work like it's a daycare in Pokémon would be a fairly major thing to set up, especially because I don't think there's actually a way to make an egg join the party like a standard unit would during a cutscene or battle. I can probably make a toggleable option to disable monster breeding though.

I couldn't tell you the first thing about editing the volume of sound effects. The functionality might not even exist.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on August 26, 2024, 06:52:47 pmI won't ever be including Smart Encounters, because this mod already has Smrt Encounters. Which is the same thing, but you have to hold Circle while moving.

OH! I did not know that it had a toggle!  Good to know it has that feature in it.  I know about the reorder units and skip cutscene buttons, are there other shortcut buttons I should know about?  Speaking of which, is there any FAQ on the ability changes?  I noticed that Train, for example, adds new abilities and move +1 to the monster you affect, is that a temp or permanent boost?

Quote from: Nyzer on August 26, 2024, 06:52:47 pmChanging monster breeding to work like it's a daycare in Pokémon would be a fairly major thing to set up, especially because I don't think there's actually a way to make an egg join the party like a standard unit would during a cutscene or battle. I can probably make a toggleable option to disable monster breeding though.
I figured as much, though an option to toggle on and off the breeding would help a bit, if not, the bench ASM works well enough for that. I was just curious.
  • Modding version: PSX

Nyzer

Well, that's not really a toggle. But yeah, it's a sort-of hidden feature because I personally like the idea of keeping random battle functionality when I'm playing for real and not just doing a test run. But I also like being able to not worry about it when I don't want to!

If I could just display the info about it somewhere while on the world map, I would,   but I don't believe there's any way to do so.

I'm pretty sure that's the last of the "hidden" functions. Everything else, I was able to show outright (like refunding abilities).

I don't have any specific FAQ on the ability changes. Most of what I've done, I've listed across all the changelogs. Train in particular is just the upgraded version of Monster Skill, so that's where that functionality comes from. I tried to make several less useful abilities stack effects from also less useful abilities that could be unlocked before it.
  • Modding version: Other/Unknown

Ripley

One thing I've noticed is that in a NG+ run, when you already have Orlandu for instance, as you reach the point where you'd get him you don't receive his Items like when you do with Agrias. It would be nice to receive his items too. Another Excalibur is always welcome. xD
  • Modding version: Other/Unknown
  • Discord username: Ripley

Nyzer

Quote from: Ripley on September 02, 2024, 09:29:01 amOne thing I've noticed is that in a NG+ run, when you already have Orlandu for instance, as you reach the point where you'd get him you don't receive his Items like when you do with Agrias. It would be nice to receive his items too. Another Excalibur is always welcome. xD

In The Lion War, you get the items that guests are holding, not the ones that the joining units are holding. I may have given the joining guests' items through War Trophies to account for the fact that your guests retain their progress (and gear) before joining for real, but I don't remember? Anyway, I wouldn't be changing that.

If you want more Excaliburs, the best thing to do is to knock off some Rendezvous battles.
  • Modding version: Other/Unknown

Ripley

Quote from: Nyzer on September 02, 2024, 12:21:31 pmIf you want more Excaliburs, the best thing to do is to knock off some Rendezvous battles.

Even better! Didn't know that the treasures of Rendezvous reached that level of rarity, thanks for the info!
  • Modding version: Other/Unknown
  • Discord username: Ripley

Xyrmes

This may be a silly question, but which version is the most up-to-date, v1.1.11.ppf or 1.1.11.401.ppf? I'd assume the latter, but the former was the last one on the list.
  • Modding version: PSX & WotL

Nyzer

The .401 designation is for 4/01; the first of April. Because I had a few visual edits for an April Fools joke.
  • Modding version: Other/Unknown

MinosTaurian

Yes I did notice that the levels and job levels did not decrease and job points unspent reverted to 0.  It does make it so the mod is fine (I wish it wouldn't remove the unspent job points) but if that's all that happens then it's something I can live with.  By the way is it 10 benched units?
  • Modding version: PSX & WotL

Nyzer

Yes, it's 10 benched units. 20 in the regular roster, 10 more in the bench.
  • Modding version: Other/Unknown

Zaxs85

  • Modding version: Other/Unknown