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Topics - darkskyx

1


PSX Final Fantasy Tactics Dissidia 013 (Tredecim)

I recently talked to @djroomba to fix his PSX hackmod and I archieved it. Since I'm already in a project only by myself, I'm asking for help. He gave me permission to modify everything as I wish and I have all the files. This project feels like a beta and since I saw it I wanted to make it better.
This should be a BIG project. All the sprites from this Dissidia 013 (Tredecim) hackmod are variations of the sprites and some of them are very unique.

I want to expand the idea of this hackmod and truly make it memorable. New events, new battles and many more things.



This is his the topic of the hackmod. But I prefer you ask everything here. If I got some people I can start helping. I'm not going to finish that hackmod alone. I can offer all my experience from years of working on my hackmod, what can you offer?

Please, tell me if you want to help, your abilities in the hackmod creation and if you already have worked in another project.

If you have any doubts you can PM me, feel free to do it. Add me to my discord if you want, but I rarely use it since it is my 2nd account.

-

Basically I'd say we need:

1) ASMers (I think I can get around it with some help, so 1 people with some experience would do the trick)
2) Event Editors (1 or 2 people for this minimum, I'm not good at it - but I know how to use the tools in a basic way)
3) Balance/Mechanics (This is really necessary. I aim even for people without experience making mods but with good ideas. A good balancing is a lot of work. I'd say 3-5 people and maybe a Discord would be necessary so random people can give us ideas.)
4) Spriters (Sprites are less required since this project already has a good amount, but a decent spriter that fixes sprites and could do a few more would be required for this. I'm not good at sprites... duh.)
5) Graphic Editors (Fixing animations is important. I'm actually researching into fixing animations with AI. If it works, then maybe you wouldn't require experience at all, just knowledge with AI models/tools)
6) Writers (I can help for this since I am a writer myself, but it would depend on the scale of the project. I'd say 3 people.)
7) Testers (Once the game is good enough, beta testers will be required. I'm not sure how much people.)

I'd be the project leader. This is a project that maybe won't be done due to the number of people I need. And that's why I am basically asking for A LOT of help.
2
Spriting / darkskyx's Sprite Palettes
June 22, 2023, 12:08:06 am
Here's my collection of palettes that I edited from vanilla. Free to use for anyone.

Since I don't want to share other sprites by other uses as mine (even if I edited those), you can check out my project in which I modified some and I used other as it is. Link: https://ffhacktics.com/smf/index.php?topic=12687.0

P.S: I'm looking for Delita (all chapters) with a whiter face. I tried his sprite but it looks hard to edit. Can anyone do it for me? It's not an easy sprite to edit.
3
Help! / Actual replaceable monsters?
June 21, 2023, 10:59:28 pm
This may look like dumb questions but I didn't see it in the forum. There are many questions about dummied human units but none about dummied monsters that you can easily change without losing content.

I started to look sprites into Shishi and I saw 2 dragons. I watched the sprites and the palettes and everything is the same. Why is it like this?

I also saw that Bremondt uses another dragon but the sprite is a little different. And also I think it is coded as human because he uses skills. So maybe he is not a good option to be changed.

Now I ask myself... Can we use another unit (like an NPC) to be used as a monster or new boss? There is a list of hardcoded units? Those are the questions I ask myself. I prefer to ask before testing like a madman. I'm using the PSP version, btw.

Oh, and can we replace sprites number 00, 9B, 9C, 9D, 9E? Are those sprites really used for anything? Because it just looks like a black screen. And I don't mean as a unit you can use, since you can replace another usable unit. I mean if you could use those spaces as a way to add unobtainable new monsters/bosses there.
Edit: Nevermind... I found this comment on the FFTPatcher post: "These are blank and unusable with a size of 0 unless ISO is expanded."
Edit2: I'll try to replace Holy Dragon that is using an unused Dragon, by also swapping it with another monster so it could be used in your party.
4
Here's a topic about AI and custom animations. Technically it is possible but it is extremely hard to do it. I'll be investigating on this topic and providing more information until the point of being easy, so then I'll make a tutorial about it.
This thing started when I discovered an amazing video that we can apply to FFTactics hackmoding.

Basically I will explain the video:

We can have a custom animation that AI will do for you, if you give AI an example, you can get an skeleton of the model (In minute 4 you can see it). Using this skeleton in "Control Model" panel the AI can finally make an animation of several images: Maximum 25 frames, which I think is enough. You only need normal images but if you have a .GIF you can even try to separate it in frames, that can be done with online tools.
If you are already familiar with how to do AI art in Stable Diffussion you can learn easily how to do it.
We can even use it with actual FFT animations that are inside EVTCHAR.BIN (you can access on Shishi Manager) to have very similar animations from other sprites.

-

I'm trying to make an actual custom animation which will consist in which will consist of: Standing -> AI work -> Kneel down -> AI work -> Dying. I'll let you know in this post how to do it if I finally manage to do it.

Here's another video about it.
In this video it is included something called Frame Interpolation that is the tool used to create more FPS for some videos. This process can allow to create the middle version of animations. I suspect that it would be amazing for very long animations of FFT.

Edit: After some research, the process for doing this doesn't look easy because most of AI art generation are using REAL (3D) images as reference. There is no "skeleton" in 2D so you can't really make it work that way. There are not so many models for 2D and I think there is no good models for 2D classic generation. The images of the video I showed before are 2D, yes... But they are based on 3D images that later get pixelated.

It is possible, don't lose hope either. But I think it would require an entire LoRA of all the animations and sprites of Final Fantasy Tactics. And then, the generation would be easier. I suspect we would be able to create a lot of new spritesheets with just a promp.
LoRA is important because, for AI mode to be 99% similar, it would basically need the context of every image and animation in the game to work. More images equals easier to generate. It wasn't as easy as I though at first. But it will probably be fixed in the future with better 2D ISOMETRIC models.
Making a LoRA it is very difficult, it requires a lot of knowledge. But if some of you are interested, here's a video about it:


I could try to do it myself but I need to train it in a model... and we don't have good pixel models right now. The sprite generation right now looks more promising.
If you are interesed in this topic feel free to DM me. If some people join together I think we can make a good LoRA and animation/sprites would be easier to do.

Edit: I learned how to make a LoRA automatically (easily) and I also know how to make it manually but there's still the issue of that we don't have a good 2D pixel model. I can try to still make a LoRA to give it the FFTactics style, but as the model is not trained with enough pixel data, I think it shouldn't be enough.
5
There's only 1 thing I couldn't do to visually finish my mod and it is basically including a new PIC1.PNG and ICON0.PNG inside the ISO. If I do it the file is not corrupted but the patch file is so much bigger, which is not good for players to download. Do you know an easy fix?

EDIT: I solved it myself watching a tutorial. I had to use CDmage which is a program that uses bytes as zeros and helps to not fuck up the ISO.
6
FFT: Emergence 2

New characters & sprites, new reworks, new balance, no hard farming... A Vanilla+ experience. Project also translated in Spanish.
This revision project doesn't add any new event story or new battles, but there are A LOT of changes I made up for 2+ years.


Project developed with the author's permission of Emergence 1. Let me know if you wanna see some changes in quick reply.
Use Ctrl + mouse wheel to better read this post. Read FAQ to know everything you need. Download attached at the end of the post.


Summary of changes:
- Emergence hackmod as a base for this re-patch, so you can notice the similar changes if you have played that one.
- New fair game rebalance. The most important would be Parry reaction that I buffed a lot. You will notice this in early stages.
- Many reworks of units, some units are completely different. New sprite models & secret characters.
- Every unit will feel coherent and almost everyone will have a huge pool of skills.
- A LOT of new skills! You'll still feel like it's vanilla but with a lot of improved changes.
- (Release patch) Improved descriptions that will make the game more clear than vanilla.
- (Incoming for v1.1+) New custom animations for the characters that went wrong due to my changes and fixed dialogues from those removed characters. Maybe new dialogues (with camera movement) for all the new characters. I will also fix item descriptions, wrong names and more.
- (Incoming for v1.1+) A little of ASM (hacking code of the game): Smart encounters; control over random battles. No unit desertion; buff as much you want.

(If you want to know more about it you can check the next information or go to last patch spoilers)




INFO ABOUT CHARACTERS:
(* New sprite, for male, female or both)
⚫︎ Many reworks and new abilities have been developed to make the game fresh and consistent for each job. Characters are intended to be more powerful than mercenaries... usually.


*Paladin (old Squire): A good starter unit. You will transition into better ones for mid-late game. Agrias is the improved version. It works around Parry, a skill that wasn't used (all weapons were buffed for this change). Now many enemies will use this skill instead of Counter Tackle so Double Wield won't be as good.

*Merchant (old Chemist): Still has everything that our lovely Chemist has, but now has better flexibility. I never liked that this unit name because this unit just used items, so there is a change.

Knight (Soldier in Emergence): Maintains everything that Emergence provided. This unit is now physically so much tankier.

Archer: Maintains everything that Emergence provided. Now has a damage skill.


Monk: A good unit that will scale into a more powerful unit than ever, with AoE damages.

Cleric (W. Mage): Maintains everything that Emergence provided. A good utility unit.

Wizard (B. Mage): Maintains everything that Emergence provided. Now it is a little less oppresive at the start. A good AoE damage unit.


*Mentalist (old Time Mage): This unit is so good at supporting that I delayed it for mid-late stage. Also, the access to Gravity is very powerful for bosses, I kept it but now will suffer without this unit as you won't get it as early. Now has access to shield so it won't be as fragile.

Summoner: Maintains everything that Emergence provided. Fragile unit but good at AoE damages.

Orator: Maintains everything that Emergence provided. Now works with Guns and has Barrage, a powerful long-range damage skill.


*Rogue (Assassin - old Thief): Has everything that Thief has plus Assassination skills. You get this unit when you usually get Ninja. If you like Dual Wield this is the unit you should prioritize to get double weapons.


*Rebel (Varmint/Knave - old Ninja): Crossbow usage. Medium range unit that will be transient. Still has the Throw mechanic (as it is hardcoded and the unit can only learn 4 skills if you want to use another skillset than Throw). The unit has the same dodge as normal Thief.

Mystic: Maintains everything that Emergence provided. You get this unit when you usually get Thief.

*Geomancer: I lowered the damage and I gave this unit some AoE again like the default one. I didn't like that in Emergence this unit was so similar so Rapha/Marach (but they scale better on AoE). Also, damages were OP in early stages and this unit didn't scale with AoE. Now has better weapon flexibility and speed.


*Dragon Knight (old Lancer/Dragoon): Maintains everything that Emergence provided.

*Samurai: Has damage and it's supportive. Very good unit for later stages. Removed AoE Wall (Protect+Shell) as it was too oppressive and easy.


*Math Conjurer (Timespace Mage - Arithmetician): I've removed some very powerful skills from Arythmetics like Holy so this unit won't burst every team and you will able to use earlier. Also has the dummied ability Zero Charge. Have fun with this job.

Bard & Dancer: Maintains everything that Emergence provided.


*Mime: It still works as default but now male has a new sprite & model.

Dark Paladin (Magus in E1, Dark Knight in Vanilla): Maintains everything that Emergence provided. Added a few more skills. Still hard to get as it is hardcoded, you will get it for post-game.

Chocobo Knight (Onion Knight): Now this unit is much harder to get as I intended initially. This is a job that you can't change their sprites so it will only work as a way to obtain some free skills or reactions that I don't want people use to change mechanics of my re-patch, like Equip Guns. I've added some Chocobo skills and a hint to ride Chocobos in their description so it has a better "lore" as a Job. Don't try to rush it, it's not worth it. Also, you get Move+3 once you unlock it as I think it's so powerful with my item changes that gives movement. To make this unit usable I've added the unique skill Aegis.

- New secret characters -


*Vincent Valentine (FF7): Dark Sniper is his job name. He has Sniper skills from Mustadio and some very powerful skills too (if you don't get Magus AKA Dark Knight this unit can be your most powerful damage & support unit). This unit has Gun usage. I also added Cerberus as a buyable weapon (not new sprite, rare Stoneshooter gun has a similar appearance). Obtainable in the mission of Beowulf & Reis in Lionel Castle (if you try to get Byblos you will encounter him in the way, a mission after the dungeon).


*Llyud (FF12): Obtainable in the Construct 7's battle (as it was the hardest I played). I didn't know what to do with this unit, so I gave it some less broken monster skills, not only for damage so he can support. This unit flies, has a little resemblance to Rogue and has the most basic evasion of the game. I made him flexible so you can play him supportive, ranged, medium or short range.


*Fran: Vieras can be assassins in FFTA so I though it was a good idea to use her as an assassin. Obtainable in the same battle as Balthier. She has rogue & archer skills.

- Characters-

Ramza: The unit is still a Dark Knight, but now is much stronger as I gave this unit the reactions from Magus.

Luso: This unit has been converted into an Astrologer with supportive skills from other jobs.


*Melia (reworked from Meliadoul): Occultist is her job name. She has strange Dark Arts. The appareance is a Succubus. I wanted this unit to feel fresh and original. She will use some bosses skills.

Mustadio: Unit similar of an Archer but he uses Guns and can Throw Items. Now has Barrage too to do great damage. Since you get it early I can't make it better. This unit also appears in cinematics so I can't really change him much. It will be your transient Sniper unit until you get Vincent V.

Reis (Human): Pure damage and dragon control. I gave this unit the skill Manaburn that can be useful vs. certain units. Maintains everything that Emergence provided.

Beowulf: I did some changes and this unit now scales better, has damage skills and now has at least a good AoE skill.

Cloud: I didn't do much changes as I think this unit is well balanced.

Construct 8: I added a revive and a few more skills so this unit will feel stronger. Very braindead unit for players that don't want to complicate.

Orlandeau: Powerful & tanky unit that you will use to destroy the mid-late stages. It doesn't scale that well but I think it may be fine.

Agrias: Since you get this unit early she can't be that powerful. She is the best Paladin so use her if you like that job.
New: Added a few skills to make it better than normal Paladin, but not too broken.

Rapha/Marach: Maintains everything that Emergence provided but now they scale better with a few new skills.

Still working on (Patch v1.0+):
Balthier [Sky Pirate]: I guess he is fine as it is. I'm gonna let this unit intact until I figure out what to do with him.

Cancelled:

Red XII (replacing Byblos): This unit has the most powerful monster skills.


---

- Items: -
· Remember bags have been removed from the game, instead we have a few items that were not obtainable like fell swords and a gun. This is a change from Emergence. I've added just 1 Bag to be buyable and 1 fell word less. I did other changes to balance the damage & block % of the weapons.



Hackmod media info: Soon

(Video zone - coming soon)

Difficulty: ★★★ or ★★★★ / ☆☆☆☆☆ ( ★ Easy ★★ Normal ★★★ For RPG players ★★★★ Experienced on Tactics ★★★★★ Challenging)
Balanced, a little hard overall but you will get more powerful skills than the original game, so maybe it can't be challenging for some very experienced players. The start can be easy for some people (or it can be hard for others) but it will gradually increase the difficulty. It's perfect for some experienced RPG players that have played FFT and wanna play FFT again. The idea is that you won't need to farm a lot. So, overall the grinding has been greatly reduced. You'll farm easily initial skills and you can even have some free skills sometimes for newer units. And all skills/jobs for post-game will be very expensive/hard to get.

If this post have many comments that say that I should increase the difficulty then I may try to make a more difficult version. I'll modify stats for enemies (mainly bosses and monsters) and maybe I'll even delete some skills, but you will need to tell me what you want as I will need all the help from hardcore players. I think I've balanced overall the difficulty from easy in early-game to hard late-game (all the story) without too much farming, but that can lead to strange play patterns.

I'm looking for testers!
(Read known bugs near the end of this post before posting anything)
- Tell me if you found a broken strat and a boss fight was too easy (I know those based on mana shield or reflect, they are fine).
- Tell me if a character or a skill is so much above the rest for the moment that you got it and even since things went in easy-mode, I can delay it or modify it slightly.
- Tell me if you think a story battle is too hard or too easy. Not just easy or hard for you. For example: Low units in a battle compared to yours, so I can add another or add to that boss 20% more HP.
- Tell me what monsters do you think that need stat buffs for late game stages. They don't need to be impossible but easy to step on either.
- Let me know about misplaced text or text that doesn't relate to the character.

FAQ for players:
· You need to use PPF-O-Matic. Very easy to use. You'll find the download file at the end of the post. Patch the .ppf file on a FFT EUR ISO (WoTL).
Always apply the lastest .ppf version on a CLEAN FFT PSP ISO. Follow this tutorial if you don't know how to do it, but it is very easy.
· You need to apply my .ppf file. You'll found it in a .zip at the end of this post (don't forget to extract the file!). If you see more versions (like hotfixes), always download the lastest one too. The rest of patches can be there if the new version is experimental or if I fixed something, but the big patch will be on the zip.

· Optional info: If you emulate it, try to use the lastest version of an emulator (like PPSSPP). Also let me know if it works in a physical PSP. Legally you need a copy of the game on a UMD. All hackroms are free, and if you found someone that is not, you are being cheated.
Also, be sure to defragment your ISO if you have any slow issue. Here's a post about it.

_____________________

For Spanish speakers:
· Para jugar a este hack mod en castellano primero necesitas descargar el parche español para aplicarselo al juego original (europeo), y después aplicar la versión española de mi parche más reciente, que iré actualizando a la vez que lo actualizo en inglés, en un archivo zip.
La descarga del parche al español lo podrás encontrar al final de este post en un link. Es un archivo bastante grande, ya que modifica mucho para adaptarlo al español. Lee las instrucciones que hay para descargar si tienes alguna otra duda.
^^^ Very important ^^^
-Stats re-balance: I had in mind 5 fundamental ways to understand how to balance the game around: Tank, support skills, melee damage, range damage & flexibility.
If a unit is more oriented to damage from range they need to be squishier. If they don't damage that much from range they need to be tankier. Other units that doesn't support that well I gave them more ways to survive (Enchanters) or some damage (Orator). That's why Squire units are allrounded, they have tank, support and low range damage skills. And that's why I gave greater weapon flexibility to units that scale worse, like Chemists, Squires and Geomancers.
- Unique units will be a little better than normal units (or just very different).
>Look this beta graph I did around units actual damages here< (Patch 0.8-0.9)

-For some JP costs or Job requirements, I had in mind when it would be fair to get that skill or Job.
Scaling or SCA (ESC in Spanish) means the type of power you need to make to buff the damage or the hitrate %.
WP = Weapon Power (PA - Poder de Ataque in Spanish)
PA = Physical Attack (AF - Ataque Físico in Spanish)
MA = Magic Attack (AM - Ataque Mágico in Spanish)

Some skills can have these shortenings in the description:
%Fa = %Hit Faith force based (%Fe - Fe in Spanish)
%Spd = %Hit Speed force based (%Ve - Velocidad in Spanish)
%Bra = %Hit Bravery force based (Bravura in Spanish)

The maximum hit force is 25.5 - Skills normally have that hitrate force around 20.
Note: All MP costs won't appear in description since this can be very likely to change & they appear in the in-game skillset, so there is no need. "Speed" was renamed to "Hit force" to make it clearer.
I know the second battle can be very hard, but I won't make buffs to the units since I want to make it a "protect the Noble" fight. I made a few changes to make it a little easier, like changing all enemies to females.
Ramza in that fight is a Noble thas has no idea how to fight, I want to maintain that. Since some of you here sent me some PMs to me complaining about that fight, here are some tips that may be useful to you:
· Don't use Ramza to fight. Put him in the last line and always use Defend with him. Send him to a corner of the map.
· Focus the unit that is gonna focus Ramza. Put your units in the way so it's not that easy to focus him. Always prioritize the units that are focusing Ramza and kill the boss first because he will do the most damage.
· Use the power of Swordblade. It is a very powerful AoE tool. Be careful because you can hit your allies.

I also wanna make clear in that fight that this is a game in which you always protect Ramza or you lose, some people may not remember that. It is a good way to let it know it. Ramza will scale very good and most of the time will be your best unit so I hope understand this idea.
The start of every FFT game can be hard, don't forget you can buy items and train vs monsters a bit to lvl up your party a little.


Hacktitians/modders FAQ:
You need to know how I managed to create this hackmod and you wanna know things like how to change sprites, create new units, animations...?
Go to my 3rd post or click here. I also did a topic about it.


Additional info:
Bugs without solution:
- Some skills that damage around while selecting your unit won't show real damage/effect (some will show what effect that ability will have on your unit). For example: Samurai skills. {This is part of the game but I let you know it} AI can make weird plays with those abilities.
- Some skills (like Archer ones) will have a visual bug and you will see the effect or damage 2 times. Don't worry, those skills won't do double damage.
- Zero Change won't work with Knight skills (old Aim archer skills). Try Short Charge instead. {This is part of the game but I let you know it}

Fixable:
- NEW: Visual glitches on animations due to replacement of new characters -> I'll try to fix this in v1.1 with new custom animations. I'll try to fix all the visual issues for v1.1.
- NEW: [From patch 1.03] (Visual) Since Goltanna was fixed in the events and added into the game again to make space for another unit the only way I could fix it was to remove another model/unit, which was DK Argath (that I found weird) but I don't find his linked portrait so I don't know how it works. I used Olan there instead, which can have a wrong portrait. If Argath appears there I can try to fix it using Olan as Argath (but it'd require a lot of event editing that can turn wrong since I don't know much of how guests work) and also Argath can have animations...
- NEW: Name bugs due to how I applied in-game texts wrong. Will be fixed in v1.1 after 2023 summer. How to fix it: Play 1 or 2 battles in vanilla until you get your units, save and then apply my patch.

->All beta patches info here<- (v0.1 to v0.99)
Actual Patch:  Patch 1.0x - Date: July 17, 2023
Next one: v1.1

v1.0: All text changes. Official release. Spanish & English patch.
v1.1: Finishing item changes. Fixing all that I see wrong in the game playing a new run.

I'll move all 1.0+patches into this post. Beta patches will be no longer downloadable after 1.0 version.

---

✪ Pre-Patch 1.0 (Sprite .ppf v0.99 patch):

▷ Recap:
- Preparing sprite changes & new units.
- General revision of all my changes & every job/character:

▷ Visual changes:
- Swapped Olan & Goltanna (#12E event, unused) sprites.❌
- Added all other sprites (custom & new), listed here:

Vincent Valentine:  Fully done.✔️
Fran:  Fully done.✔️
Llyud:  Fully done.✔️
Blonde Agrias:  Fully done. No portait change.✔️
Melia:  Fully done.✔️
Paladin M:  Fully done.✔️
Paladin F: Fully done.✔️
Merchant F: Fully done. No portait change.✔️
Brown Female Monk: Fully done.✔️
Brown Male Monk: Fully done. No formation sprite change.✔️
Mentalist M: Fully done.✔️
Mentalist F: Fully done. ✔️
Rogue M: Fully done. ✔️
Rogue F: Fully done. ✔️
Geomancer M: Fully done.✔️
D. Knight M: Fully done. ✔️
D. Knight F: Fully done. ✔️
Samurai F: Fully done. ✔️
Rebel M: Fully done. ✔️
Rebel F: Fully done. ✔️
Math C. M: Fully done. ✔️
Math C. F: Fully done. ✔️
Mime M: Fully done. ✔️

Red XIII: Fully done. ❌ Sprite animations were not finished by the original author. Needs testing to see if it's fine so I didn't add it yet.

▷ v0.99 Hotfixes:
- (Items) Bags were not usable: 1 bag added as buyable. Swapped with 1 rare fell sword (#73 & #108). Now there's only 1 buyable (Chapter 4. almost the end).
- Fran character fixes (Skillset, evasion & weapon usage).
- Llyud added in the event (it was Valmafra) instead a random monster (#1D4).

Note: You have an overall explanation about how I did the sprite changes in FAQ new units.

---

✪ Patch 1.0 BETA (PRE-RELEASE)

▷ In-game text changes:

Done (ENG): ✔️Job Names | ✔️ Skillset Names | ✔️ Character Names | ✔️ Item Names | ✔️ Job Descr. | ✔️ Job Requer. | ✔️ Skill Names
Done (ESP): ✔️Job Names | ✔️ Skillset Names | ✔️ Character Names | ✔️ Item Names | ✔️Job Descr. | ✔️ Job Requer. | ✔️ Skill Names

❌ Skill Descr.
❌ Items Descr.
❌ Skillset Descr.

(Not all changes are described)

▷ Skill names:
✔️Shout >> Cheer Up
✔️Breathe Fire(144#) >> War Cry (Shout?)
✔️Stall >> Not Now
✔️Salve >> Assistance
✔️Unholy Darkness >> Darkness
✔️Darkness >> True Darkness
✔️Shadow & Dusk Blade(2) >> Sanguine & Infernal Blade
✔️Vanish >> Shadow
✔️Graviga >> Black Hole
✔️Focus >> Stopga
✔️Aero >> Doom Fist
✔️Quake >> Earthsplitter
✔️Quake(2) >> Earthquake
✔️Crushing Blow >> Dimensional Blade
✔️Shock (Vengeance) >> Gates Of Death/Hell's Gate
✔️Rush >> Focus {new descrip}

? (Monk) Abandon >> Bellicosity

✔️Goblin Punch >> Vendetta
✔️ Sleep Touch >> Poison Combo/Poison Slash
✔️ Spirit Blade >> Swordblade
✔️Zombie Touch >> Dark Resurrection
✔️Fire Anima >> Wind Anima
✔️Dispel (#F4)>> Ultima Dispel
✔️Charge >> Hidden Power
✔️Oily Touch >> Wallga
✔️Bequeath Bacon >> Wild Hunt
✔️Ice Breath(151#) >> Steal Life {Effect Drain or Drain Touch}
✔️Thunder Breath >> Assassination (Death effect?)
✔️Fire Breath >> Unholy Darkness
? Glitterlust >> God's Blessing
? Karma >> (Dark Blow?/Vengeance/Demonic Blade)


✔️Concealment >> Vanish

All Emergence 1 skill name changes.
(ES) 234-247 ❌
(ES) Other skill names ❌

---

▷ Skillset Names:
✔️Onion Knight >> Chocobo Knight
✔️Agrias Job >> Master Paladin (holy knight in descr.)
✔️Templar >> Mystic Knight
✔️Melia's Arcane Knight >> Heretic, Occultist
✔️Sword Saint >> Master Swordman
✔️Lancer > Dragon Knight
✔️Chemist >> Merchant
✔️Magus >> Dark Paladin
✔️Luso's Job: Game Hunter >> Astrologer
✔️Ramza's Job: Vagrant >> Noble, Heretic, Dark Knight
✔️Squire >> Paladin (+Holy Arts)
✔️Marach Job: Earthseer >> Netherseer
✔️(Ninja >>) Thief >> Rogue (Assassin?)
✔️(Thief >>) Ninja >> Rebel (Varmint/Knave?)
✔️Arithmetician >> Math Conjurer (Timespace Mage?)
✔️Conjurer >> Mentalist (Dimensional Mage?)
✔️Soldier >> Knight
✔️Cloud's job >> SOLDIER
✔️Time Mage >> Mentalist (Can use the power of shields as an spiritual defense)
-
✔️Meliadoul >> Melia
✔️Simon >> Vincent Valentine, Job: Dark Sniper
✔️Valmafra >> Llyud, Job: Harpy
Byblos >> Red XII, Job: Experiment; Great Magicks
✔️ Olan >> Fran (I kept Olan as enemy), Job: Assassin

· Enemies:
✔️Assassin >> Dark Dancer

▷ Item Names:
✔️Stoneshooter gun >> Cerberus

▷ Beta changes:
- Added sprite changes from Emergence 1.✔️
- Sprites added again (For Spanish & English version) ✔️
- Some job tree changes: Added +1 Paladin to some jobs.✔️
- Swapped Olan & Goltanna (#12E event, unused) sprites.✔️
- Testing: Elidibus/Byblos event (#1D9) to change Red XIII sprite. ❌
- Not included before: Marach has Darkness skill.

▷ [v.1 beta 3 ENG Hotfix]:
· Fixed a corruption issue (3 hotfixes for this one).
· Included slowdown removal.
· Oil from Rogue nerfed from 900 to 1500 JP.

▷ [v.1 beta 4 ENG Hotfix]:
· Removed blade skills from Paladin.
· Preview of next patch: Added some balance changes.

---

✪ [Changes intended for Patch 1.0 OFFICIAL ENGLISH RELEASE] 🛠️

▷ Finish every in-game text that I didn't finish last patch:
- Skill Descriptions:
· For all basic jobs: ✔️
· All monsters, enemies & secret characters: ✔️  (I kept all mana costs in descriptions from monsters, if they had so. Monster skills won't have scaling description)
· Other reaction & passive skills: ✔️ (Items: No changes)
* Exceptions: Suffocate (B7), Petrify, Charm, Sleep Touch, Tentacles, Charge, Shadowbind?
- Skillset Descr. ✔️ (Made some in beta ver. but I'm revising it)
- Items Descr. ❌ (Moved to v1.1)
- Put every in-game text change loading a clean ISO again: ✔️
· Added to the ISO:  ✔️ Job & Character Names |  ✔️ Job Descr. |  ✔️ Skillset Names | ✔️ Item Names | ✔️ Job Requer. | ✔️ Skill Names | ✔️ Skillset Descriptions | ✔️ Skill Descriptions
(Monsters were not revised (Job descr. for example) and it will be done in next patch)

▷ Visual:
- Added new title screen, icon & image for the ISO ✔️ (Applied: ❌) {I couldn't, it will be added in a hotfix}

▷ Skill fixes & changes (while revising every skill): ✔️
· Faith % scaling:
- Slow/Haste nerfed from 210 to 200. Slowja/Hasteja buffed -> 210 from 200. Regen buffed -> 220 from 200.
- Oil from Rogue hitrate nerfed: 70%  -> 60% (+Spd).
- Zombie buffed: 16.5 faith scaling from 15.
- Disable nerfed: 18 faith scaling from 20.
· Buff: Range +1 to Mystic skills.
· Odin buffed: Formula dmg from 36 to 38.
· Cyclops: +200 JP +10 MP +1 formula dmg.
· Buff: Added some heal (5%) for some skills of Samurai.
· Bard:
- Life's Anthem & Seraph Song buffed: to 3 speed ticks from 4 (since it heals so little I wanted to buff it).
- Battle Chant, Magickal Refrain nerf: Hitrate to 95% from 100%. Nerf: +2 speed tick.
- Nameless Song buffed: From 65% to 85% to hit, then 25% to inflict each effect. Added Invisible.
- Rousing Melody. Nerfed to 55% from 100%. Buffed: -1 speed tick.
- Finale buffed: +5% hitrate. Nerf: +1 speed tick.
- Nameless Song nerf: +4 speed tick.
· Dancer:
- Forbidden Dance: From 66% to 60% rate hit. Speed tick +1 (to 7).
- Slow Dance buffed: +5% hitrate. Buff: -1 speed tick.
- Last Waltz buffed: +5% hitrate
- Polka, Heathen Frolic nerf: Hitrate to 95% from 100%. Nerf: +2 speed tick.
· Removed Rush from Melia.
· Praise/Preach nerfed from 20 to 16 Bravery/Faith. Enemy skills still makes -20. This is to control better the permanent bonuses and to make it less rewarding for tryhard people.
· (TEST) Demonic Blade: Buffed damage and damage received.
· Magical Bullet: Nerfed from 70 to 65 but added 25% Undead. JP cost from 500 to 1500.
· Climhazzard back to default formula dmg.
· Samurai's Muramasa: Berserker -> Randomly Undead or Doom.
· Math C. (Arythm.) delayed a little. +2 Cleric? (Don't forget to add it in Job. Req. description✔️)

Monsters:
· (Enemy/Ally) Gaffgarion: Drain HP/MP uses same skills. Now uses Unholy Chant & Dark Knight reactions.
· Some skills like Goo buffed. Added more skills overall. More minor changes.

▷ New skills & reworks:
- Discord (old Voodoo) reworked: Zombie Touch: Convert a unit into a zombie that joins your group. Effect: Undead, Traitor. Hit 90% + MA (If it's too broken I can make it maybe only Undead). Weapon Range. Added for Melia, removed Unholy Chant. {Visual effect: ?}
- Life's Anthem (from Bard) also added to Paladin & Balthier. JP cost to 1200???
- Mincing Minuet (from Dancer) also added to Melia & Rogue. JP cost to 1000???
- [ MAYBE I'LL BUFF IT ] Chant from Paladin moved to Dark Knight (back to where it was on vanilla) & Melia. New name: Unholy/Demonic Chant. Chant (persev) effect. Heal an ally by inflicting damage to oneself. (New visual effect: Chant & Squeal swapped). JP cost to 10 from 0.

▷ Palette fixes:
· All palettes from my sprites changed again due to a misunderstanding on how the game works. Added into the ISO. ✔️
(In the game 4th & 5th palette are the most used for enemies, followed by the 3rd palette. I just tought the 2nd was the most used but it was rarely used)
Done: Rogue F/M ✔️ D. Knight F/M ✔️ Calculator F/M ✔️ Merchant F ✔️ Geomancer M ✔️ Mentalist F/M ✔️ Mime M ✔️ Monk F/M ✔️
Paladin F/M ✔️ Rebel ✔️ Samurai W ✔️

· Some palettes changed in story events, so 2nd & 3rd palettes will be more rare to be seen. ✔️
· Finished male & female rogue palettes. ✔️ (They only had 2. Male now has 3 palettes, female has 5)
· Some palettes were edited for better colors for enemies spritesheets and new accurate portraits. ✔️
- Paladin F/M new portrait edited by me. Spritesheets modified. ✔️

▷ Items:
Since you get 2 Cerberus with Vincent now this gun is not obtainable, you can only try to steal it from other units.
White Staff: Added (cancel) Confuse, Atheist, Charm, Sleep, Immobilize and Disable.

▷ Balance fixes due to my own changes of lastest patches:
✔️ Archer's Salve: It wasn't working as intended since you can't buff + cancel statuses. Now it gives +2 Spd. Changed battle message "Salved" to "Blessed".
✔️ Blind effect was incorrectly adding more effects.
✔️ Unholy darkness was giving Regen and also was in Poison Bow effect.
✔️ Aim Extremity (Leg Shot/Snipe Movement) fixed formula from Separate to random.´
✔️ Change Sleep Touch into another skill: Poison Slash. Added to Rogue. Tentacles monster skill back to default but +1 range (I started to delete monster skills because I didn't have more to freely use). Since there are 2 Tentacle skills, I've just used 1 for monsters.

▷ Final changes ideas that required more time:
✔️ Paladin's new dmg skill. Removed repeated skill. (Dance mechanic atm)
Other minimal changes (The rest of ideas were moved to the next patch).

▷ Skillset names:
✔️ Chant >> Unholy Chant
✔️ Byblos Vengeance >> Demonic Blade
✔️ 2nd Bio >> Virus
✔️ 3rd Bio >> Virusga
✔️ Snipe Movement (Leg Shot) >> Aim Extremity
✔️ Snipe Action (Arm Shot) >> Magical Bullet
✔️ Luminaire >> Blaze
✔️Berserker Shot (Rend Magick) >> Divine Justice
✔️ Salve >> Blessing
Dischord >> Zombie Touch
✔️ Snipe Atk/Mag/Sp >> Destroy Atk/Mag/Sp
✔️ Snipe MP >> Spiritual Bullet
✔️ (Non-reworked skills*) >> HIDDEN POWER (Description: Unkwnown skill.)

▷ About text changes:
✔️ Make clear how some skills work in-game. That means to say how much % of inflict status there is or how every skill scales.
✔️ Murasame New effect: Cancel near evil forces. [Confusion, Vampire, Atheist, Undead, Stone, Traitor, Chicken, Toad, Poison, Slow, Doom, Charm, Doom]
✔️ {Make clear that reactions like Archer's Bane uses Bravery as probability} (Something like "Bravery scaling") -> Moved to Br/Fa description
✔️ {Reis skills -> Dragon instead Target}
✔️ {Make clear how Teleport works: Teleport is 100% within the unit's regular move range. It goes down 10% for each square beyond that.}
✔️ {Monk's purification also removes confusion and Time Mage dispels remove defense}
✔️ {Make clear that Monk's Purification Range around is 1}
✔️ {Make clear how evasion/block works on Parry description & Reflexes that is a buff on Evasion rates (double physical and magical)}
✔️ {Make clear that Samurai skill to evade scales with Bravery, and it blocks back attacks unlike other skills that doesn't help from behind}
✔️{Make clear that Steal Life only steals HP from live beings}
✔️ {Remove "Hex magic" from Oil description, make clear that now affects various enemies}
✔️ {Assasination description: Uses a dagger to quickly try to kill aiming for a lethal point of the enemy, but it can miss.}
✔️ {Quick description: "To come more quickly" -> "To come instantly"}
✔️{Make clear on Orator's Praise/Preach that will affect mostly Jobs Reactions} (Increase x boosting mostly their P/M reactions)
✔️ Paladin's Revive: "with a powerful battlecry" -> "by the will of the gods"
✔️{Make clear that Geomancer skills or skills like Blaze/Darkness have hybrid scaling} ("PA&MA scaling")
✔️ {Mystic Immobilize/Disable (#25) add: "and from evading"}
✔️ {Golem: add "scaling with a percentaje of the user HP until..."}
✔️ {Seal Evil Description: Add "Imbue the weapon with a strange fluid to"}
✔️{Darkwave: "to damage all" -> "to damage all enemies in an area around"}
✔️{Flame Shot: add "at a very high speed"}
✔️ {DK Sanguine Sword / Infernal Strike new descriptions and names}
✔️ {Short Charge is 50% less CT. Attack Up is 33% more attack.}
✔️ {Make clear that Praise gives 1/4 permanent faith}
✔️ {Add a hint to ride Chocobos in Chocobo Knight's description}
✔️ {Climhazzard: Fix the description (as default)}
✔️ {Make clear that now the skills from Templar do damage}
✔️ {Samurai's Kiku- (Yumi Bow) descrip: "wreaking havoc..." to "shoots an spiritual arrow with an spiritual bow that pierces the enemies in its path"}
✔️ {Samurai: New descriptions for changed skills}
✔️ {Make clear that you need a sword for all sword skills: "(Sword only)"}
✔️ {Monk's Earthquake: "Hit the ground to conjure up..." Scaling PA, on Tornado: Scaling MA.}
✔️ {Make clear that cleric has a halved attack damage in the job descrip.}
✔️ {Make clear that Samurai uses katanas in the inventory on Draw Out (Laido) description}
✔️ Added Hidden Power name and blank description to unused skills so I can rework each one.
? {Make clear that Allure uses giles to buy that unit (007B)}

▷ Fix all bugs I can, like:
✔️ Crystallization crash.

▷ FINAL TEST:
- Last Step: Revision in-game to see if all is fine after patching .ISO file: ✔️ (Hotfix: Patch 1.01)

Note: Since I've made every description in the game very clear, an Excel with all the damage scales for the abilities is not necessary.
I also decided to not make a job requirement image like Emergence 1 since everything is in-game, but I'll try add some stuff like job requirements to the notes too.

---

★ From now on if I make a mini-patch or a hotfix with minimal changes I'll make a new .ppf patch with one increased number.
Example: Patch 1.01, Patch 1.02...

---

✪ [v1.0x Hotfixes] 🛠️
▷ v1.01
· Fixes to most general misplaced text in some descriptions.
· Fixes to all Melia's descriptions.
· Added two experimental skills for damage and heal (from dancer & bard) for Paladin as a test.

▷ v1.02
· Balance fixes for the early game:
- Added Revive skill to Delita so you will have easier fights in the early game. Also buffed his HP multiplier so he will not suck as much.
- All enemy males from second battle -> females (they will have less HP so it will be a bit easier as not as tough)
- Sorted Paladin skills so AI will prioritize to upgrade others earlier.
· In-game mini-fix for Female Paladin spritesheet.
· New model & portrait for Buchs (first miniboss). Edit: Portrait doesn't work, btw.

▷ v1.03 
· Added new icons and name of the ISO (you can notice this in PPSSPP emulator for example).
· Swordblade from 150 to 100 JP cost so earlier fights will be easier with Ramza.
· Finally swapped all Rebel & Rogue jobs in battles. (Thanks FFTPatcher for your new update that made this easy)
· In-game mini-fix for Female Paladin sprite for formation screen.
· Changed sprite model from Argath DK event & Olan event.

Testing (these changes got corrupted):
· Added Goltanna again. (Moved to patch v1.05)
· Testing CUSTOM ANIMATIONS. It works! Tested Vincent for it in this mini-patch. I can even fix all the other animations that are wrong but it'll require hard work.
· Testing dialogue changes. It also works! (I got weird errors so I must be prudent with the changes)

▷ v1.04 
· Added Shadowbind (HidPow) to Paladin. New effect: Dmg 15% HP. Effect: Blind, Immobilize. Hit: 63%+MA. Range 5. AoE: 1. JP cost 777. Name not decided
· Removed Esunaga from Paladin. Fixed: Disbelief skill -> Belief. Sorted skills by cost.
· Removed Mincing Minuet from Paladin. It was toxic and enemies were using it early, but it was temporary. Remember Rogue uses this skill.
Added another skill instead: Just damage, WP*PA formula. Name not decided.
· Created a new experimental AoE damage poison skill, added it to Mustadio. 4444 JP cost. Name not decided. Charm name temporarily.
· Poison Slash to 777 JP from 0 JP. Mincing Minuet to 999 JP from 1200 JP.
· Fixed Melia's Zombie Touch as it was not working correctly. (This skill is still experimental). 6666 JP cost. This skill make you recruit everything but those immunes to Traitor (like bosses). It is too broken but a fun skill so here's a high cost. Maybe I will change it for a skill with a dance/pray mechanic.
· Black mage lvl requirement: Added White mage 2. (It was oppressive to have this unit right away and you will use White mage a little)
· Golem: 1000 -> 2000 JP. This is a very broken unfair skill and this change will make the game harder.
· Balthier mini-rework: Removed Shout, Rush & Life's Anthem. Added supportive dance & chant skills to decrease Speed/Magick/Attack. (1 skill still left if I wanna put him a huge AoE skill or a different one)

Items/Enemies:
· Some minor item changes to make the second battle a little bit easier (I still wanted it to be hard but it was very very hard) -> Removed boots from enemies.
· Added Stopga instead Shadowbind for Celie/Lette.

▷ v1.05 - Preparation for v1.1

Fixed the following huge bug: Divine arts have a bug in which you can use all skills without buying any. I may know what is is causing this bug as I think some skillsets could be coded as monster skillsets. I'll swap around the skillsets of Fran, Chocobo Knight and Paladin to try to fix this issue. It would make the skillset names wrong but I'll fix it in the next patch that is going to be v1.1, so it is fine.

Note: I'll add a preview of this patch for those who are starting a new game, even if the names of the skillsets will be wrong.
------
· New skill: Shadowbind reworked into Atomic Blast. New formula, same as old Rapha/Hydra random fire skills but +2 AoE, 99 vert. +1 Stop effect (Separate) and min. formula damage. MA scaling. Evadable. New JP cost: 2222 JP. Only hits enemies. Shoots 20 spells in a wide area. {It covers a wide area and it can miss, also it is based on magic so it won't be as good as it seems for the early game but good enough to have an AoE skill for a starting unit}
· Paladin MA/lvl impedance buff: From 40 to 34.
· Geomancer HP impedance: From 13 to 8.
· Arithmetician HP growth from 85 to 90. Buffed some HP impedance of some units without armor: -1.
· Since Life's Anthem & Mincing Minuet are buffed: 1 MP every use.
· Since you can get Life's Anthem too early: JP cost to 1999 JP from 1500 JP.
· Embrace (temp name): Mana cost to 5 from 1. Belief mana cost to 5 from 10.
· New skill for Paladin: Tentacles reworked into: Shadowbind, skill dmg 20% max enemy HP. Hitrate: 80%+MA. JP cost: 777. Removed from Llyud.
· New skill: Gore reworked into the skill formula I had for Level Drain (read it in old patches if you want to know what it does). Removed Shirahadori, now Reflectable. Added to Llyud.
· Disbelief (Doubt) added to Rogue. {I forgot to do it}
· Due to changes of Paladin and this job now having passive defense boost and more utility: Paladin is too good and Knight is worse than intended. Paladin to 150 HP & Knight to 155 HP multiplier from 160 & 150. Knight HP impedance: 9 from 11. Paladin: 10 from 7. {Knight should be now the most tanky unit of the game if you add another good passive reaction}
· Removed Zombie Touch from Vincent. Removed Lich from Summoner and Dark Knight. Now Lich is exclusive for Vincent.
· Charm removed from Mustadio. Added to Vincent instead. JP cost to 500 from 4444.
· Added unlocked Dark Knight to Vincent instead Mime. Added unlocked Onion Knight for Beowulf (2nd version). Added unlocked Dancer for Fran instead Lancer. Added unlocked Bard for Balthier instead Monk. Added unlocked Mime for Llyud. {You'll have to play the game again for these changes if you are in post-game}
· Added Almagest to Dark Knight {I wanted to give this unit a similar skill but since it is repeated by a monster skill I'll add it instead}, removed Vendetta {This unit has a better version of that spell}.
· Melia's Zombie Touch moved to Byblos. JP cost to 0.
· New controllable monster replacing Reis (dragon form). Permanent Guest unit? {I hope there are not bugs in any Reis mission). You can get it in last Deep Dungeon battle for the moment. Random name.

Redone due to corruption on v1.03 patch:
· Lost change from old patch: Added Goltanna model again. Swapped model of original Olan with Argath-Deathkight-, removed Argath-Deathkight- model (All the units changed will have their name wrong until v1.1). Goltanna will show right in the story events. {I can add a new Argath palette in the future instead of DK model that felt weird.}
· New: Argath DK now replaced correctly into Argath model instead Olan. Added a new palette.

Monsters:
· Hydra Tri-Flame and Tri-Thunder. 3 times -> 6 times.
· Dark Whisper: 6 times -> 9 times. All Hydra skills are not evadable (it didn't change). Those skills and Dark Whisper fixed: 99 Vert.
Note: This 99 vert change makes Hydra skills function properly and to not be broken when it has -1 range (you could do 6 hits on a enemy with Dark Whisper). As it may fail more on empty squares, compensated by buffing damage and/or number of shoots.
· Level Drain back to default formula as it was requested.
·
· Changes to Holy Dragon events. Holy & Dark Dragon mixed in 1 unit.
· Added Divine Ultima to Byblos.
· Beak removed, added instead Petrify. Other monster changes.

Visual:
· Changes to some skill effects.
· New palette for Reis dragon form & Dark Dragon.

Bugfixes:
· Not done yet: Due to a visual change, Atomic Blast is not working as intended.
· Fixed some Unit IDs from all the new units of my hackmod, mainly Fran. {Maybe this is why some of my units disappeared}
· Vincent didn't have 2 Cerberus.

(More soon)

- Hotfixes moved to patch v1.1 -
· Fixes to the bug of japanese names of 2nd battle (I'm not sure if you would need to start the game again).
· Fixes for cutscenes and dialogues of first two battles. (I got it to work!)
· Vincent has a wrong name. I think somehow I forgot to make some changes for the names of the units when I did v1.0!
· Rebel description is wrong. As well as Holy/Dark Dragon descriptions.

---

[Changes intended for Patch 1.1+] 🛠️

- Added all patch notes & job requirements to the .zip file. ❌

- Revise again all beta changes so see if I missed something ❌
❌ Revise damage from Ultima & Divine ultima.
- Revise Ultima boss fight and each skill.

- I need to re-watch all changes I did from "growth" to "impedance" and play the game again.
- All Jobs stat scaling
- Monster stat scaling
- Some final job tree changes and minor changes. Cleric & Arythm revision:
· Revise items from Cleric.
· Revise power from Arythm.
- Test Bylos & Altima battle. Check out late-game with a saved file. (Byblos is too lategame)

- (IDEA) Change Byblos into Red XIII? Obtainable on Byblos' vanilla battle.
- (IDEA) Include a Reaver/Apanda instead Byblos to be a Guest for all of the battles, but it will have other Apanda skills). You won't be able to recruit this unit. Name: Reaver/Apanda. It would require to erase another monster or boss. Or maybe I could also include another recruitable monster with a lot of skills adding Serpentarius in a blank unit instead [Experimental]. Edit: There are 2 Dragon units and maybe I can add a new monster there.
- (IDEA) Can Materia Blade be used for making a skill only viable with that weapon or maybe change it visually? So then I may use it for Vincent, for the broken skill he has.

▷ New skills & reworks:
- [ IDEA ] Melia's Cursed Reconstruction reworked. New name: Day of the Dead (#B7 suffocate): Now heals 15%? but hits everyone. Still effect Berserk + Zombie. Chant (persev) effect. JP cost to 3000??? (Effect: Glitterlust??)
- [ IDEA ] Hidden Power (B6?) reworked: moved to Paladin. (Effect: Suffocate) Dance mechanic? {New persev. skill also for Bard & Dancer? Hit everyone?}
- [ IDEA ] Change Petrify into another skill (->B5<-/BB) Only bosses and Celia/Lette seems to use it
- [ IDEA ] Tentacles (11D) as new skill. Heal with status effect? (Formula 4B/35) for Paladin & Llyud.

▷ Skillset names:
Glitterlust >> Holy/God's Blessing??
Embrace >> ??
Tentacles (HidPow) >> ??
Shadowbind (HidPow) >> ??
Charm >> ??
Suffocate  (HidPow) >> ??
Zombie Touch?

{Visually swap some effects of the skills for Rapha and Luso to be coherent?}
{I can make elemental changes like: Monster units that fly will halve earth damage, heavy units will halve wind damage}
{I made axes forced 2 hands so maybe I should buff more Weapon Power or give PA buffs (no Concentration buff). Bags will also be buffed a little because they do RNG damage too}


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Special thanks (to sprite authors):
Watch/DL portrait sprites here! (Part 1)
Watch/DL portrait sprites here! (Part 2)
Watch/DL spritesheets here! (Part 1)
Watch/DL spritesheets here! (Part 2)

My idea was to change every weird/ugly/inconsistent sprite model that the game has and I've added later some new cool characters:

-Drunkard's Sprite as Rogue (Thief). [I've added new palettes done by me]
Parts: M Ranger from Kagebunji / Concept by Twinees, M Rogue by R999 /  Lijj, and Xeldoran's M Chemist's legs.
Avatar/Portrait sprite used from Mograine_D.
· Mime male: From this message [Palettes edited a little by me] - by Seushiro.
· Fran as a new unit (swapped with Olan and replacing an unused unit). From this post - By Valkirst.

- I've used these sprites from Journey of The Five:
· Dragoon F/M as D. Knight [5th palette used - Palettes edited a little by me] - by Twinees
· Rogue F/M as new Ninja F/M (name: Rebel?) [1st Palette used] - by R999 / Port by Lijj
· Geomancer M as Geomancer M [4th pallete used - Palette edited a little by me] - by Lijj
· Samu F as Samurai F [3rd palette used] - by Lijj

- These sprites from this site:
· Paladin F/M as Squire F/M (maintain Paladin name) [Palettes edited by me - Female boots fixed by me] - by Lijj, Twinees
· Female Alchemist as Alchemist F. - by Choto, Square-Enix
· Vincent Valentine as a new unit (replacing unused Simon) - by Twinees
· Melia (Succubus model) as Meliadoul (Occultist [Dark Arts] job) - by Kagebunji, Twinees
· Enchanter F/M as Calculator F/M [5th palette used] - by Celdia, RavenOfRazgriz, Square-Enix
· Llyud as a new unit (replacing unused Valmafra). Palette by mav [3rd palette used] - by Twinees
· Red XIII as a new unit (replacing Byblos) - by Twinees
· Mentalist F/M as Time Mage F/M [Added a little more blue color to male] - by Lijj
- Female Mime was already changed in FFT Emergence 1 - by Lijj.

Others (vanilla edits):
- Meliadoul as Female Rogue (Thief) [Edited by me - Finished all 5 palettes].
- Agrias: Now the model sprite is blonde. [Palette changed by me]
- Female Monk: Now brown skin. [Palettes changed by me]
- Male Monk: New portrait/avatar. [Palettes changed by me]

I give permission to edit or use the vanilla sprites that I have edited. I only ask for a proper credit like I also did.


----
The project is almost finished, with sprite changes done. There's only a few things like balancing battles that I'm gonna fix with some hotfixes.
Everything you need to know is inside the game. If you need other kind of information or feedback please let me know. You can freely DM me.
Emergence 2 works on an EUR ISO. You can find spanish translation in the post below and its downloads behind the following image.
I'm looking for testers and I'm still working on this! Leave a like if you have played this mod and you enjoyed the experience.

I recommend you to play Vanilla or Emergence 1 until you are about to start the second battle, it has some issues I will fix in version 1.1, thanks. I also recommend you to start a new game after v1.1+ because I will fix most of the issues, I hope that everything will be okay after that version... Including animations and everything I can.
Once I finish version 1.1, I will do an official playthrough to look for some minor balance changes, let me know if you like the idea.
[/i]
7
Help! / [SOLVED] Searching events, help!
October 22, 2022, 08:10:23 pm
I need to modify each battle from the Deep Dungeon and maybe even more battles. Try to find each battle is impossible.
Where good list of all the events or battles of the game sorted by most to least recent? All the events are messy in the FFTPatcher ENTD tab. A good tutorial about it would also help. I use PSP version, so I can't use ASM.

Edit: New version of FFTPatcher made searching events easy to do for certain characters.
8
Since I didn't find this tutorial I've decided to do it myself. I tried some solutions until I find one it worked!
It worked for me with less quality loss possible, I don't think there is a better way to do this, so please comment if you found a better way to not lose quality.

1- Make a image for your project. You can have it in PNG. Dimensions: 480x272
Example, my project:


2- Export the original title screen from a clean ISO using Shishi or downloading it: I'll include it as an attachment.
This is important because it will let you use a 256bit image. If you don't do this correctly you will get errors, don't try to erase some bits even if it work because you will have less bits.
You can found the title screen in Other images -> Menu Options

3- Open GraphisGale. Click All Frames -> Color Depth


4- Use the option 8bpp, 256 colors. Make sure you DON'T mark Dither. Click OK.


This will convert your image in BMP with the less quality loss for BMP, it can get darker.
You can try to fix it a little using Image -> Adjust Color, but I don't recommend it.

5- Click the button under the palette. Save the palette from this last image, you'll use it later.


6- Use the rectangular selection tool or use Ctrl + A to select your image. Copy with Ctrl + C. (Deselect in Edit if you have any issue)

7- Open the original title screen (File -> Open). Load the last saved palette (Use the same button as in step 5).
Click File... Import from file and select your saved .pal file.

8- Click all pixels but the first one in the left side and click the second pixel on the right side.
Be sure you drag with your mouse like you can see in the following image:


Be sure everything but the first pixel is changed and the "Match pixels" option is marked. Click OK.

9- Paste your new custom title screen with Ctrl + V.

If you don't see your image correctly with the green background you did something wrong.

10- Save it (in BMP format): File -> Save.

11- Load this image with Shishi Manager, use Image -> Import.

Again, you'll found the title screen in Other images -> Menu Options


You have finished!

If you also want to change icons or the loading image for your project you'll found those opening your ISO (I used CDMage replacing those files successfully).
9
I'll share some useful FAQ that I made during the creation of my PSP WoTL project:

Hacktitians/modders FAQ:
It may be the most comfortable to you, but it's not the best for hackmods as it is limited.
For me, that usually play FFT in my PSP I think it is good because it can also be emulated more easily than PSX in mobile devices. But if you want to make that, you'll only get a Vanilla+ project.
If you want to make a new big project I recommend you the PSX version. There are better tools to use and you are much less limited. If you still want the story of TLoW on that project, I recommend you to install instead >this patch<
- For the in-game text changes from the PSP ISO you have to follow these steps from this post. And use version 0.457 of FFTacText. The changes needs to be done in 1-go.
- To patch you need to use FFTPatcher lastest version, you can get it from here. It's very simple to use. You use it to edit patches yourself and you can share changes but those changes won't change in-game text.
Oh, and this is important: That last program have more tools to easily make everything about hackroms.
· I followed this guide, but some steps may get issues, so also read my comment. You need to use a powerful or specific program for that, some will use Adobe Photoshop but there's also GIMP or GraphicsGale.
For the palette changes I used Palette Editor v.131b, very easy to use. You can click & drag the mouse to copy easily.

· If you have any issues with portraits in spritesheets (just for palette changes or uploading already done skillsets), try to use Palette Editor clicking the palettes to see if the avatar fixes itself so you can save and it's done, it's the best way. Maybe that doesn't help to you, so you can follow this useful tutorial (I don't know if there is a better one) to see if you can fix it.
If you see a grey square in your .bmp image that mean the initial image is somehow corrupted. You must reupload again the first spritesheet, convert it to BMP again (I use Photopea online, but there are more tools) and then finish again your palette changes. Don't forget to save your changes that you did for palettes and load them again.

· Understanding that last tutorial you can even make a new title screen for your project (you'll found it in Shishi: Other images -> Menu Options).

· If you wanna do something more advanced like adding new portraits for different spritesheets, you need to follow Celdia's tutorial exactly, but I found a better way... once you understand it, of course. It was so hard to understand for me as I tried everything until something worked. Here's a message that solved one of my issues with new portraits... Read carefully:
Quote from: Xifanie on July 09, 2017, 04:36:12 pmI guess you didn't get that Celdia's tutorial is now pretty pointless.

In GG, open the bmp of the sprite, crop to the portrait, rotate it.
Select All & Copy (ctrl+c) (if you choose to load from clipboard in the next step)
Click the down arrow button under the palette colours, choose Load Palette/File/Load From Clipboard (or from file)
Copy the portrait's palette row (9th row unless you want a different one) to the 1st palette row. Then select the 9th row in the first box, and the 1st row in the second box, uncheck Match Pixels with Colors.
All Frames/Color Depth, choose 4bpp, OK.
Unfortunately, that will likely fuck up your palette's order (which is important), so you'll have to reimport the palette from file, selecting the original sprite's file and copy the 9th row to the 1st row again, but this time with Match Pixels with Colors.
Save the bmp and import in Shishi.
Basically to create a new portrait you need to first download the original WLDFACE portrait with Shishi. Then, you need to follow the instructions above. Once you have done it you will end up with a messy image (THIS IS COMPLETELY NORMAL AND I DIDN'T KNOW IT). Now you can use this messy image to paste it in the spritesheet you are going to edit. When you have done that, then you have to go to Palette editor, click in your first palette and it will be fixed.

It didn't work for your portrait that was edited? Follow this:
How to remake your spritesheet after editing it: Basically you need to get the "negative image" again, in fact this is named null palette (You can have an idea of what it looks like using Palette Editor). Open your spritesheet that has a portrait that looks good, now delete everything but the avatar. Follow the same steps of the last quote... Put it on color depth 4bpp, 8bpp again and so... You need to obtain a portrait that looks like a negative image. Now copy and paste that "negative" image into another copy of the spritesheet that looks good. You should get a spritesheet and a wrong avatar. Now open it with Palette Editor and fix it clicking in the first palette. Save. You are welcome.

· [How to make new palettes like a noob] Following this tutorial you can understand how to make new color palettes. Do the tutorial loading a portrait or a spritesheet. Once you have changed it you only need to open it on GraphicsGale, save your image palette in a .pal, open it in your spritesheet and paste each colorful pixel color (it will be messy. so you have to fix it manually). Then play with the palette color in the Palette Editor until it shows a good result. 
My best advice for this is: Try change the next pixel of a color equally (One color is 10 15 20 then change it to 12 17 22 and then 15 20 25).

· (Optional) Here you have a good amount of sprites that a lot of users has done: Sprite Thread. Give them credit if you use any of those!
You can follow this full guide (found it on this guide). It is for PSX but it works. Maybe I can do a tutorial for PSP but it is basically the same concept. The idea is to replace unused characters that has a formation sprite and an avatar/portrait. There are sprites that people recommend for removing are a few units like Valmafra {F. Sprite: #12 & Job: #21 (skillset #49)}, Simon {F. Sprite: #0A & Job: #13 (there are unused skillsets like #49)}... Even if those units only appear on cinematics so it's safe to change everything about them, they will appear wrong in cinematic events. To change their appearance you have to use the program FFTEVGRP (made for PSX version but it works on PSP version) or Sishi Manager that works too.
There are very hardcoded units like Dark Knight and Onion Knight so you can't really change those units, you can only add/change skills. There are also hardcoded units but just for skills like Archer or Ninja that you can't change or have a full skillset but you can change their appearance.

If you want to maintain everything it is basically impossible. You need to delete an event or a character. You have to choose. And since PSP is very hard to edit freely, it can be very hard to work around these problems. Also, the space for playable characters are limited. You can't really make new ones from nothing.

Also there is a problem, you can only add units that appear both in WLDFACE.BIN & UNIT.BIN  for your side (WLDFACE4 won't work for your units as I tested it, I think this is hardcoded). It doesn't happen in the enemy side. Also, the important thing is that portraits and sprites need to be tied. You can see this using Shishi Manager in Other images.
Technically that means you can add new units even for pure Guests (Rapha, Mustadio...), but in the PSP version the issue will be that you can't change easily their avatar/portrait sprite and you'll have to edit many events so I'll avoid that. You can still try use other Guests (Algus, Gafgarion...) that you can change their avatar/portrait sprite but you'll still have to modify events and maybe bugs will happen, so it is not as safe for PSP. You'll end up with wrong portraits and you won't have it easy to link those units in the event editing (ENTD). Remember a Guest unit needs an unique sprite formation to work.

Anyway, there is a way to add new units in the game than just Simon and Valmafra like some people say. This is something I tought myself while seeing that people made new units with Guests. These are all the unused units (you can read this from the FFT Wiki):
Quote from: undefinedThere are quite a few job classes that are unused in battle (...) More information on these jobs can be found in their respected articles; Cardinal, Duke, Duke, Elder, False Saint, Grand Duke, High Confessor, Viscount, and Witch of the Coven.
- So with animation/event editing you have the option of Delacroix, Goltanna, Larg, Simon, Ajora Glabados, Barrington, Funebris, Ludovich and Valmafra. The important thing to use those units in your side is that they needs to appear too in UNIT.BIN so that's why Valmafra and Simon are the way to go, but you can also use some Guest units like Algus if you don't like it, but you'll need to edit a lot more. Don't forget you can replace any of the other units only on the enemy side.
So after all, which are the units that are safe to use but require a little more work (events, swapping sprites) other than Valmafra and Simon? I'll try to say some:
- The easiest one is Olan, as this is an enemy unit that you only see once and this unit won't appear in scenes. To replace it, use another unused unit from the list above (example: Goltanna, Simon...). Be careful if you use any unit that appear in scenes. I'll explain how to make custom animations to fix this issue with any character.
- Serpentarius & Archaic Demon. Two monsters that you can also use to edit new units and you won't use on your journey. To replace Jobs & IDs, you can use units listed above. I didn't test those units but I think they will work. They are coded as humans but they have monster sprites.
- NEW: I am also trying Holy Dragon (2nd dragon) that seems like a good replacement for a monster.
Remember you'll have to change ALL sprites for those, including all in-game sprites that will appear in the wheel and formation. Follow the tutorials for that, including to learn how to change sprites.

Animations
I didn't figured it out at first but there are some units that are not used in combat but there are used in events and those units use animations. If you replace a character, that character is also replaced in story events. If that character has animations, the animations will glitch. Those animations are found in EVTCHR.BIN (in Other Images, using Shishi), using different layers as palettes.

The way to edit those animations is pretty simple if you are already familiar with the edition of sprites:
· Select the animation from the character, navigate arround the palettes until you see your desired character that is not glitched.
· Export that palette and edit it as you like. You can also try to make custom AI animations if you are familiar with AI.
· Just import the .BMP image on the same palette and animation number. Done.
· Be careful with this crystallization crash error, it's very common for the PSP ISO.

· If you want to make a project yourself be patient, it will require years of work, and that's only for a vanilla+ project. After making this hackmod I think that if you want to get involved into something big it's better to jump into an existent PSX group project to make a huge hackmod.

· Keep in mind in FFTPatcher effect area is -1 (so 0 means 1, only for 1 character). Also keep in mind some character have hardcoded skills. The only place I've seen this hardcoded list is in the file of FFTText Editor v1.1.

· In-game text are difficult to patch for the PSP version. That's why some people don't recommend to patch PSP ISOs, because it's easier to patch on PSX. There are better tools for PSX, but the simple answer to use the PSX version is that PSP will be a lot of work because you can usually get errors while making text changes and you can't save the file to keep updating, you have to manually put every text on a clean ISO. That's why I couldn't make in-game text changes until I finish all my changes, because I had to make all of them in one go.

· Before doing any in-text game changes with FFTactText just make a backup/copy of your ISO that you'll patch. Weird things can happen if you make something that the program is not allowed to do. Make sure you delete some kanji/japenese text to make some space before you make any change. Test the game to see if you have some issues too. Also check out this post to know more about in-game text changes.

· Here is a useful video and a useful post about skill effects that you may use to change it to create new skills. Also, use this webpage to know how "inflict statuses" work

· To finish your project you'll have to use PPF Studio. Follow the steps of this video and you'll have a safe way to share your project that also will be lighter.

Leave a like it this post was useful to you.
10
Help! / New characters for PSP version
September 06, 2022, 06:58:33 pm
I searched for this question but I have not see anything so I need to ask this:

[1] For the PSP version (WoTL), the only 2 characters that are unused & safe to use are Valmafra (Balmafula) and Simon? There is not another character that is unused that could (of course) have a formation sprite?

Quote from: undefinedThere are quite a few job classes that are unused in battle (...) More information on these jobs can be found in their respected articles; Cardinal, Duke, Duke, Elder, False Saint, Grand Duke, High Confessor, Viscount, and Witch of the Coven.
This is the only info I found about it but I don't know if it's for PSP or PSX ( https://finalfantasy.fandom.com/wiki/Dummied_content )
But the issue is that most of those characters don't have a WLDFACE portrait. So that's why I understand there are only 2 characters that you can safely change.
I can try to change any of those unused ones because they appear in WLDFACE4 and maybe that's enough.

[2] Also, if there is none... Can I change any enemy character into an allied character (in ENTD) so I'll be able to recruit him? I'm looking for new ways to add new ally characters. People say in some posts that Olan is an easy character to modify/delete but I'm not sure about that since those enemies has conversations and maybe I'll lose some. I'm not sure about how that thing works.


Edit: I found something interesting. But I guess this will make one of your sprite avatar wrong because is tied to the guest one.
Quote from: RavenOfRazgriz on April 14, 2017, 11:40:22 amYou can add your character before Agrias joins if you're willing to do more in-depth changes.  You're getting "sprite confusion" because the events are seeing a unit with Guest Agrias' Sprite ID on the field and are ignoring the unit with Agrias' Unit ID.  Events behave this way so that scenes such as the Agrias and Gafgarion Talking event in Golgorand Execution Site work - once joining, Agrias loses her unique Unit ID but (obviously) retains her unique Sprite ID.

So, if you want a unit to replace 34 Agrias ("Guest Agrias") before Agrias leaves the player's party at Lionel Castle - you need to edit events!  In addition to all the scenes involving Agrias needing her Sprite ID and Unit ID being converted to 1E, you'll need to go through all the events where Agrias is present on-screen before she leaves the player's party - Chapter 2 Start, Dorter 2 Battle, Araguay Woods Battle, Zirekile Falls Battle, Zaland Fort City Battle, Bariaus Hill Battle, those two cut-in scenes with Ramza/Mustadio/Agrias/Ovelia, including all the insert conversations in each of these - and change all references to Agrias' 34 Unit/Sprite ID in these events to 1E as well. 

Doing this will allow your new unit that takes Sprite Slot 34 and Unit ID 34 to exist in the same scenes as Agrias, who should now exclusively be using Sprite Slot 1E and Unit ID 1E.  This is the "correct" way of repurposing the 34 Sprite Slot without any bugs.  Doing it the other way around (using slot 34 and not 1E) will stop certain scenes like the talking scene in Golgorand from playing unless you make edits in a similar vain to convert those events from referencing ID 1E to ID 34.
11
It's weird that after many years people didn't discover a way to make changes for DK or OK sprites (or that's the feeling I have, as I don't find any solution).

I know the PSP version is weird but as I said in this post I think it could be a way to make it.
The problem still lies in finding where OK and DK are in the code of the game. But if someone has figure it out, the easy solution would be to change everything (spritsheet and icons) in an unused sprite.
I need to ask this question as I have an issue with my actual project and I need a way to 1-Make another job... (not possible I guess) or 2-swap everything (stats, reactions...) between an obtainable job and OK or DK... and then swap it again for Squire (I don't care if that job can't use other skills like Onion Knights).
Do you know any fix to my problem?

Secondarily, I need an answer for this: It's weird but jobs like Archer or Ninja can't use their skillset away from their job?

Edit: It looks like there is not an easy fix due to the PSP mod limitations.
12
FFT: Emergence 2 (WIP post)

New characters & sprites, new reworks, new balance, no hard farming... A Vanilla+ experience. Project also translated in Spanish.
This revision project doesn't add any new event story or new battles, but there are A LOT of changes I made up for 2 years.


Project developed with the author's permission of Emergence 1. Let me know if you wanna see some changes in quick reply.
Use Ctrl + mouse wheel to better read this post. Read FAQ to know everything you need. Download attached at the end of the post.


Summary of changes:
- Emergence hackmod as a base for this re-patch, so you can notice the similar changes if you have played that one.
- New fair game rebalance. The most important would be Parry reaction that I buffed a lot. You will notice this in early stages.
- Many reworks of units, some units are completely different. New sprite models & secret characters.
- Every unit will feel coherent and almost everyone will have a huge pool of skills.
- A LOT of new skills! You'll still feel like it's vanilla but with a lot of improved changes.
- (Release patch) Improved descriptions that will make the game more clear than vanilla. 

(If you want to know more about it you can check the next information or go to last patch spoilers)




INFO ABOUT THIS RE-PATCH:
(* New sprite, for male, female or both)
⚫︎ Many reworks and new abilities have been developed to make the game fresh and consistent for each job. Characters are intended to be more powerful than mercenaries... usually.


*Paladin (old Squire): A good starter unit. You will transition into better ones for mid-late game. Agrias is the improved version. It works around Parry, a skill that wasn't used (all weapons were buffed for this change). Now many enemies will use this skill instead of Counter Tackle so Double Wield won't be as good.

*Merchant (old Chemist): Still has everything that our lovely Chemist has, but now has better flexibility. I never liked that this unit name because this unit just used items, so there is a change.

Knight (Soldier in Emergence): Maintains everything that Emergence provided. This unit is now physically so much tankier.

Archer: Maintains everything that Emergence provided. Now has a damage skill.


Monk: A good unit that will scale into a more powerful unit than ever, with AoE damages.

Cleric (W. Mage): Maintains everything that Emergence provided. A good utility unit.

Wizard (B. Mage): Maintains everything that Emergence provided. Now it is a little less oppresive at the start. A good AoE damage unit.


*Mentalist (old Time Mage): This unit is so good at supporting that I delayed it for mid-late stage. Also, the access to Gravity is very powerful for bosses, I kept it but now will suffer without this unit as you won't get it as early. Now has access to shield so it won't be as fragile.

Summoner: Maintains everything that Emergence provided. Fragile unit but good at AoE damages.

Orator: Maintains everything that Emergence provided. Now works with Guns and has Barrage, a powerful long-range damage skill.


*Rogue (Assassin - old Thief): Has everything that Thief has plus Assassination skills. You get this unit when you usually get Ninja. If you like Dual Wield this is the unit you should prioritize to get double weapons.


*Rebel (Varmint/Knave - old Ninja): Crossbow usage. Medium range unit that will be transient. Still has the Throw mechanic (as it is hardcoded and the unit can only learn 4 skills if you want to use another skillset than Throw). The unit has the same dodge as normal Thief.

Mystic: Maintains everything that Emergence provided. You get this unit when you usually get Thief.

*Geomancer: I lowered the damage and I gave this unit some AoE again like the default one. I didn't like that in Emergence this unit was so similar so Rapha/Marach (but they scale better on AoE). Also, damages were OP in early stages and this unit didn't scale with AoE. Now has better weapon flexibility and speed.


*Dragon Knight (old Lancer/Dragoon): Maintains everything that Emergence provided.

*Samurai: Has damage and it's supportive. Very good unit for later stages. Removed AoE Wall (Protect+Shell) as it was too oppressive and easy.


*Math Conjurer (Timespace Mage - Arithmetician): I've removed some very powerful skills from Arythmetics like Holy so this unit won't burst every team and you will able to use earlier. Also has the dummied ability Zero Charge. Have fun with this job.

Bard & Dancer: Maintains everything that Emergence provided.


*Mime: It still works as default but now male has a new sprite & model.

Dark Paladin (Magus in E1, Dark Knight in Vanilla): Maintains everything that Emergence provided. Added a few more skills. Still hard to get as it is hardcoded, you will get it for post-game.

Chocobo Knight (Onion Knight): Now this unit is much harder to get as I intended initially. This is a job that you can't change their sprites so it will only work as a way to obtain some free skills or reactions that I don't want people use to change mechanics of my re-patch, like Equip Guns. I've added some Chocobo skills and a hint to ride Chocobos in their description so it has a better "lore" as a Job. Don't try to rush it, it's not worth it. Also, you get Move+3 once you unlock it as I think it's so powerful with my item changes that gives movement. To make this unit usable I've added the unique skill Aegis.

- New secret characters -


*Vincent Valentine (FF7): Dark Sniper is his job name. He has Sniper skills from Mustadio and some very powerful skills too (if you don't get Magus AKA Dark Knight this unit can be your most powerful damage & support unit). This unit has Gun usage. I also added Cerberus as a buyable weapon (not new sprite, rare Stoneshooter gun has a similar appearance). Obtainable in the mission of Beowulf & Reis in Lionel Castle (if you try to get Byblos you will encounter him in the way, a mission after the dungeon).


*Llyud (FF12): Obtainable in the Construct 7's battle (as it was the hardest I had). I didn't know what to do with this unit, so I gave it some less broken monster skills, not only for damage so he can support. This unit flies, has a little resemblance to Rogue and has the most basic evasion of the game. I made him flexible so you can play him supportive, ranged, medium or short range.


*Fran: Vieras can be assassins in FFTA so I though it was a good idea to use her as an assassin. Obtainable in the same battle as Balthier. She has rogue & archer skills.

- Characters-

Ramza: The unit is still a Dark Knight, but now is much stronger as I gave this unit the reactions from Magus.

Luso: This unit has been converted into an Astrologer with supportive skills from other jobs.


*Melia (reworked from Meliadoul): Occultist is her job name. She has strange Dark Arts. The appareance is a Succubus. I wanted this unit to feel fresh and original. She will use some bosses skills.

Mustadio: Unit similar of an Archer but he uses Guns and can Throw Items. Now has Barrage too to do great damage. Since you get it early I can't make it better. This unit also appears in cinematics so I can't really change him much. It will be your transient Sniper unit until you get Vincent V.

Reis (Human): Pure damage and dragon control. I gave this unit the skill Manaburn that can be useful vs. certain units. Maintains everything that Emergence provided.

Beowulf: I did some changes and this unit now scales better, has damage skills and now has at least a good AoE skill.

Cloud: I didn't do much changes as I think this unit is well balanced.

Construct 8: I added a revive and a few more skills so this unit will feel stronger. Very braindead unit for players that don't want to complicate.

Orlandeau: Powerful & tanky unit that you will use to destroy the mid-late stages. It doesn't scale that well but I think it may be fine.

Agrias: Since you get this unit early she can't be that powerful. She is the best Paladin so use her if you like that job.

Rapha/Marach: Maintains everything that Emergence provided but now they scale better with a few new skills.

Still working on (Patch v1.0+):
Balthier [Sky Pirate]: I guess he is fine as it is. I'm gonna let this unit intact until I figure out what to do with him.

Cancelled:

Red XIII (replacing Byblos): This unit has the most powerful monster skills.

I also tought of including characters from other FF games like Tifa, Cid Highwind, Sephirot, Aeris, Zack, Tidus, Reno and many others but it wouldn't feel as much as a vanilla+ game and at that point it would be a big project. I decided to include Vincent since he is one of my favorite characters, Fran due to Balthier and Llyud because he flies and also he is somewhat unknown. Since I also need to create skills for those characters I decided to use characters that would thematically fit with those skills.

---

- Items: -
· Remember bags have been removed from the game, instead we have a few items that were not obtainable like fell swords and a gun. This is a change from Emergence. I've added just 1 Bag to be buyable and 1 fell word less. I did other changes to balance the damage & block % of the weapons.



Hackmod media info:

(Video zone - coming soon)

Difficulty: ★★★ or ★★★★ / ☆☆☆☆☆ ( ★ Easy ★★ Normal ★★★ For RPG players ★★★★ Experienced on Tactics ★★★★★ Challenging)
Balanced, a little hard overall but you will get more powerful skills than the original game, so maybe it can't be challenging for some very experienced players. The start can be easy for some people (or it can be hard for others) but it will gradually increase the difficulty. It's perfect for some experienced RPG players that have played FFT and wanna play FFT again. The idea is that you won't need to farm a lot. So, overall the grinding has been greatly reduced. You'll farm easily initial skills and you can even have some free skills sometimes for newer units. And all skills/jobs for post-game will be very expensive/hard to get.


I'm looking for testers! If this post (on v1.0+) have many comments that say that I should increase the difficulty then I may try to make a more difficult version. I'll modify stats for enemies (mainly bosses and monsters. But you will need to tell me what you want as I will need all the help from hardcore players. I think I've balanced overall the difficulty from easy early to hard late-game without too much farming, but that can lead to strange play patterns.
(Read known bugs at the end of this post before posting anything)
- Tell me if you found a broken strat and a boss fight was too easy (I know those based on mana shield or reflect, they are fine).
- Tell me if a character or a skill is so much above the rest for the moment that you got it and even since things went in easy-mode, I can delay it or modify it slightly.
- Tell me if you think a story battle is too hard or too easy. Not just easy or hard for you. For example: Low units in a battle compared to yours, so I can add another or add to that boss 20% more HP.
- Tell me what monsters do you think that need stat buffs for late game stages. They don't need to be impossible but easy to step on either.
- Let me know about misplaced text or text that doesn't relate to the character.

Additional info:
Bugs without solution:
- Some skills that damage around while selecting your unit won't show real damage/effect (some will show what effect that ability will have on your unit). For example: Samurai skills. {This is part of the game but I let you know it} AI can make weird plays with those abilities.
- Some skills (like Archer ones) will have a visual bug and you will see the effect or damage 2 times. Don't worry, those skills won't do double damage.
- Zero Change won't work with Knight skills (old Aim archer skills). Try Short Charge instead. {This is part of the game but I let you know it}

Fixable:
- NEW: Visual glitches on animations due to replacement of new characters -> I'll try to fix this in v1.1 with new custom animations. I'll try to fix all the visual issues for v1.1.
- NEW: [From patch 1.03] (Visual) Since Goltanna was fixed in the events and added into the game again to make space for another unit the only way I could fix it was to remove another model/unit, which was DK Argath (that I found weird) but I don't find his linked portrait so I don't know how it works. I used Olan there instead, which can have a wrong portrait. If Argath appears there I can try to fix it using Olan as Argath (but it'd require a lot of event editing that can turn wrong since I don't know much of how guests work) and also Argath can have animations...
- NEW: Name bugs due to how I applied in-game texts wrong. Will be fixed in v1.1 after 2023 summer.


->All beta patches info here<- (v0.1 to v0.99)
Actual Patch:  Patch 1.0x - Date: June 12, 2023
Next one: v1.1

v1.0: All text changes. Official release. Spanish & English patch. I have some things to fix but it is a functional beta.
v1.1: Finishing item changes. Fixing all that I see wrong in the game playing a new run. Basically the final release.

I'll move all 1.0+patches into this post. Beta patches will be no longer downloadable after 1.0 version.

---

✪ Pre-Patch 1.0 (Sprite .ppf v0.99 patch):

▷ Recap:
- Preparing sprite changes & new units.
- General revision of all my changes & every job/character:

▷ Visual changes:
- Swapped Olan & Goltanna (#12E event, unused) sprites.❌
- Added all other sprites (custom & new), listed here:

Vincent Valentine:  Fully done.✔️
Fran:  Fully done.✔️
Llyud:  Fully done.✔️
Blonde Agrias:  Fully done. No portait change.✔️
Melia:  Fully done.✔️
Paladin M:  Fully done.✔️
Paladin F: Fully done.✔️
Merchant F: Fully done. No portait change.✔️
Brown Female Monk: Fully done.✔️
Brown Male Monk: Fully done. No formation sprite change.✔️
Mentalist M: Fully done.✔️
Mentalist F: Fully done. ✔️
Rogue M: Fully done. ✔️
Rogue F: Fully done. ✔️
Geomancer M: Fully done.✔️
D. Knight M: Fully done. ✔️
D. Knight F: Fully done. ✔️
Samurai F: Fully done. ✔️
Rebel M: Fully done. ✔️
Rebel F: Fully done. ✔️
Math C. M: Fully done. ✔️
Math C. F: Fully done. ✔️
Mime M: Fully done. ✔️

Red XIII: Fully done. ❌ Sprite animations were not finished by the original author. Needs testing to see if it's fine so I didn't add it yet.

▷ v0.99 Hotfixes:
- (Items) Bags were not usable: 1 bag added as buyable. Swapped with 1 rare fell sword (#73 & #108). Now there's only 1 buyable (Chapter 4. almost the end).
- Fran character fixes (Skillset, evasion & weapon usage).
- Llyud added in the event (it was Valmafra) instead a random monster (#1D4).

Note: You have an overall explanation about how I did the sprite changes in FAQ new units.

---

✪ Patch 1.0 BETA (PRE-RELEASE)

▷ In-game text changes:

Done (ENG): ✔️Job Names | ✔️ Skillset Names | ✔️ Character Names | ✔️ Item Names | ✔️ Job Descr. | ✔️ Job Requer. | ✔️ Skill Names
Done (ESP): ✔️Job Names | ✔️ Skillset Names | ✔️ Character Names | ✔️ Item Names | ✔️Job Descr. | ✔️ Job Requer. | ✔️ Skill Names

❌ Skill Descr.
❌ Items Descr.
❌ Skillset Descr.

(Not all changes are described)

▷ Skill names:
✔️Shout >> Cheer Up
✔️Breathe Fire(144#) >> War Cry (Shout?)
✔️Stall >> Not Now
✔️Salve >> Assistance
✔️Unholy Darkness >> Darkness
✔️Darkness >> True Darkness
✔️Shadow & Dusk Blade(2) >> Sanguine & Infernal Blade
✔️Vanish >> Shadow
✔️Graviga >> Black Hole
✔️Focus >> Stopga
✔️Aero >> Doom Fist
✔️Quake >> Earthsplitter
✔️Quake(2) >> Earthquake
✔️Crushing Blow >> Dimensional Blade
✔️Shock (Vengeance) >> Gates Of Death/Hell's Gate
✔️Rush >> Focus {new descrip}

? (Monk) Abandon >> Bellicosity

✔️Goblin Punch >> Vendetta
✔️ Sleep Touch >> Poison Combo/Poison Slash
✔️ Spirit Blade >> Swordblade
✔️Zombie Touch >> Dark Resurrection
✔️Fire Anima >> Wind Anima
✔️Dispel (#F4)>> Ultima Dispel
✔️Charge >> Hidden Power
✔️Oily Touch >> Wallga
? Bequeath Bacon >> Wild Hunt
✔️Ice Breath(151#) >> Steal Life {Effect Drain or Drain Touch}
✔️Thunder Breath >> Assassination (Death effect?)
✔️Fire Breath >> Unholy Darkness
? Glitterlust >> God's Blessing
? Karma >> (Dark Blow?/Vengeance/Demonic Blade)


✔️Concealment >> Vanish

All Emergence 1 skill name changes.
(ES) 234-247 ❌
(ES) Other skill names ❌

---

▷ Skillset Names:
✔️Onion Knight >> Chocobo Knight
✔️Agrias Job >> Master Paladin (holy knight in descr.)
✔️Templar >> Mystic Knight
✔️Melia's Arcane Knight >> Heretic, Occultist
✔️Sword Saint >> Master Swordman
✔️Lancer > Dragon Knight
✔️Chemist >> Merchant
✔️Magus >> Dark Paladin
✔️Luso's Job: Game Hunter >> Astrologer
✔️Ramza's Job: Vagrant >> Noble, Heretic, Dark Knight
✔️Squire >> Paladin (+Holy Arts)
✔️Marach Job: Earthseer >> Netherseer
✔️(Ninja >>) Thief >> Rogue (Assassin?)
✔️(Thief >>) Ninja >> Rebel (Varmint/Knave?)
✔️Arithmetician >> Math Conjurer (Timespace Mage?)
✔️Conjurer >> Mentalist (Dimensional Mage?)
✔️Soldier >> Knight
✔️Cloud's job >> SOLDIER
✔️Time Mage >> Mentalist (Can use the power of shields as an spiritual defense)
-
✔️Meliadoul >> Melia
✔️Simon >> Vincent Valentine, Job: Dark Sniper
✔️Valmafra >> Llyud, Job: Harpy
Byblos >> Red XII, Job: Experiment; Great Magicks
✔️ Olan >> Fran (I kept Olan as enemy), Job: Assassin

· Enemies:
✔️Assassin >> Dark Dancer

▷ Item Names:
✔️Stoneshooter gun >> Cerberus

▷ Beta changes:
- Added sprite changes from Emergence 1.✔️
- Sprites added again (For Spanish & English version) ✔️
- Some job tree changes: Added +1 Paladin to some jobs.✔️
- Swapped Olan & Goltanna (#12E event, unused) sprites.✔️
- Testing: Elidibus/Byblos event (#1D9) to change Red XIII sprite. ❌
- Not included before: Marach has Darkness skill.

▷ [v.1 beta 3 ENG Hotfix]:
· Fixed a corruption issue (3 hotfixes for this one).
· Included slowdown removal.
· Oil from Rogue nerfed from 900 to 1500 JP.

▷ [v.1 beta 4 ENG Hotfix]:
· Removed blade skills from Paladin.
· Preview of next patch: Added some balance changes.

---

✪ [Changes intended for Patch 1.0 OFFICIAL ENGLISH RELEASE] 🛠️

▷ Finish every in-game text that I didn't finish last patch:
- Skill Descriptions:
· For all basic jobs: ✔️
· All monsters, enemies & secret characters: ✔️  (I kept all mana costs in descriptions from monsters, if they had so. Monster skills won't have scaling description)
· Other reaction & passive skills: ✔️ (Items: No changes)
* Exceptions: Suffocate (B7), Petrify, Charm, Sleep Touch, Tentacles, Charge, Shadowbind?
- Skillset Descr. ✔️ (Made some in beta ver. but I'm revising it)
- Items Descr. ❌ (Moved to v1.1)
- Put every in-game text change loading a clean ISO again: ✔️
· Added to the ISO:  ✔️ Job & Character Names |  ✔️ Job Descr. |  ✔️ Skillset Names | ✔️ Item Names | ✔️ Job Requer. | ✔️ Skill Names | ✔️ Skillset Descriptions | ✔️ Skill Descriptions
(Monsters were not revised (Job descr. for example) and it will be done in next patch)

▷ Visual:
- Added new title screen, icon & image for the ISO ✔️ (Applied: ❌) {I couldn't, it will be added in a hotfix}

▷ Skill fixes & changes (while revising every skill): ✔️
· Faith % scaling:
- Slow/Haste nerfed from 210 to 200. Slowja/Hasteja buffed -> 210 from 200. Regen buffed -> 220 from 200.
- Oil from Rogue hitrate nerfed: 70%  -> 60% (+Spd).
- Zombie buffed: 16.5 faith scaling from 15.
- Disable nerfed: 18 faith scaling from 20.
· Buff: Range +1 to Mystic skills.
· Odin buffed: Formula dmg from 36 to 38.
· Cyclops: +200 JP +10 MP +1 formula dmg.
· Buff: Added some heal (5%) for some skills of Samurai.
· Bard:
- Life's Anthem & Seraph Song buffed: to 2 speed ticks from 4 (since it heals so little I wanted to buff it).
- Battle Chant, Magickal Refrain nerf: Hitrate to 95% from 100%. Nerf: +2 speed tick.
- Nameless Song buffed: From 65% to 85% to hit, then 25% to inflict each effect. Added Invisible.
- Rousing Melody. Nerfed to 55% from 100%. Buffed: -1 speed tick.
- Finale buffed: +5% hitrate. Nerf: +1 speed tick.
- Nameless Song nerf: +4 speed tick.
· Dancer:
- Forbidden Dance: From 66% to 60% rate hit. Speed tick +1 (to 7).
- Slow Dance buffed: +5% hitrate. Buff: -1 speed tick.
- Last Waltz buffed: +5% hitrate
- Polka, Heathen Frolic nerf: Hitrate to 95% from 100%. Nerf: +2 speed tick.
· Removed Rush from Melia.
· Praise/Preach nerfed from 20 to 16 Bravery/Faith. Enemy skills still makes -20. This is to control better the permanent bonuses and to make it less rewarding for tryhard people.
· (TEST) Demonic Blade: Buffed damage and damage received.
· Magical Bullet: Nerfed from 70 to 65 but added 25% Undead. JP cost from 500 to 1500.
· Climhazzard back to default formula dmg.
· Samurai's Muramasa: Berserker -> Randomly Undead or Doom.
· Math C. (Arythm.) delayed a little. +2 Cleric? (Don't forget to add it in Job. Req. description✔️)

Monsters:
· (Enemy/Ally) Gaffgarion: Drain HP/MP uses same skills. Now uses Unholy Chant & Dark Knight reactions.
· Some skills like Goo buffed. Added more skills overall. More minor changes.

▷ New skills & reworks:
- Discord (old Voodoo) reworked: Zombie Touch: Convert a unit into a zombie that joins your group. Effect: Undead, Traitor. Hit 90% + MA (If it's too broken I can make it maybe only Undead). Weapon Range. Added for Melia, removed Unholy Chant. {Visual effect: ?}
- Life's Anthem (from Bard) also added to Paladin & Balthier. JP cost to 1200???
- Mincing Minuet (from Dancer) also added to Melia & Rogue. JP cost to 1000???
- [ MAYBE I'LL BUFF IT ] Chant from Paladin moved to Dark Knight (back to where it was on vanilla) & Melia. New name: Unholy/Demonic Chant. Chant (persev) effect. Heal an ally by inflicting damage to oneself. (New visual effect: Chant & Squeal swapped). JP cost to 10 from 0.

▷ Palette fixes:
· All palettes from my sprites changed again due to a misunderstanding of how the game works. Added into the ISO. ❌ 
(In the game 4th & 5th palette are the most used for enemies, followed by the 3rd palette. I just tought the 2nd was the most used but it was rarely used)
Done: Rogue F/M ✔️ D. Knight F/M ✔️ Calculator F/M ✔️ Merchant F ✔️ Geomancer M ✔️ Mentalist F/M ✔️ Mime M ✔️ Monk F/M ✔️
Paladin F/M ✔️ Rebel ✔️ Samurai W ✔️

· Some palettes changed in story events, so 2nd & 3rd palettes will be more rare to be seen. ✔️
· Finished male & female rogue palettes. ✔️ (They only had 2. Male now has 3 palettes, female has 5)
· Some palettes were edited for better colors for enemies spritesheets and new accurate portraits. ✔️
- Paladin F/M new portrait edited by me. Spritesheets modified. ✔️

▷ Items:
Since you get 2 Cerberus with Vincent now this gun is not obtainable, you can only try to steal it from other units.
White Staff: Added (cancel) Confuse, Atheist, Charm, Sleep, Immobilize and Disable.

▷ Balance fixes due to my own changes of lastest patches:
✔️ Archer's Salve: It wasn't working as intended since you can't buff + cancel statuses. Now it gives +2 Spd. Changed battle message "Salved" to "Blessed".
✔️ Blind effect was incorrectly adding more effects.
✔️ Unholy darkness was giving Regen and also was in Poison Bow effect.
✔️ Aim Extremity (Leg Shot/Snipe Movement) fixed formula from Separate to random.´
✔️ Change Sleep Touch into another skill: Poison Slash. Added to Rogue. Tentacles monster skill back to default but +1 range (I started to delete monster skills because I didn't have more to freely use). Since there are 2 Tentacle skills, I've just used 1 for monsters.
(Not applied yet each one)

▷ Final changes ideas that required more time:
✔️ Paladin's new dmg skill. Removed repeated skill. (Dance mechanic atm)
Other minimal changes (The rest of ideas were moved to the next patch).

▷ Skillset names:
✔️ Chant >> Unholy Chant
✔️ Byblos Vengeance >> Demonic Blade
✔️ 2nd Bio >> Virus
✔️ 3rd Bio >> Virusga
✔️ Snipe Movement (Leg Shot) >> Aim Extremity
✔️ Snipe Action (Arm Shot) >> Magical Bullet
✔️ Luminaire >> Blaze
✔️Berserker Shot (Rend Magick) >> Divine Justice
✔️ Salve >> Blessing
Dischord >> Zombie Touch
✔️ Snipe Atk/Mag/Sp >> Destroy Atk/Mag/Sp
✔️ Snipe MP >> Spiritual Bullet
✔️ (Non-reworked skills*) >> HIDDEN POWER (Description: Unkwnown skill.)

▷ About text changes:
✔️ Make clear how some skills work in-game. That means to say how much % of inflict status there is or how every skill scales.
✔️ Murasame New effect: Cancel near evil forces. [Confusion, Vampire, Atheist, Undead, Stone, Traitor, Chicken, Toad, Poison, Slow, Doom, Charm, Doom]
✔️ {Make clear that reactions like Archer's Bane uses Bravery as probability} (Something like "Bravery scaling") -> Moved to Br/Fa description
✔️ {Reis skills -> Dragon instead Target}
✔️ {Make clear how Teleport works: Teleport is 100% within the unit's regular move range. It goes down 10% for each square beyond that.}
✔️ {Monk's purification also removes confusion and Time Mage dispels remove defense}
✔️ {Make clear that Monk's Purification Range around is 1}
✔️ {Make clear how evasion/block works on Parry description & Reflexes that is a buff on Evasion rates (double physical and magical)}
✔️ {Make clear that Samurai skill to evade scales with Bravery, and it blocks back attacks unlike other skills that doesn't help from behind}
✔️{Make clear that Steal Life only steals HP from live beings}
✔️ {Remove "Hex magic" from Oil description, make clear that now affects various enemies}
✔️ {Assasination description: Uses a dagger to quickly try to kill aiming for a lethal point of the enemy, but it can miss.}
✔️ {Quick description: "To come more quickly" -> "To come instantly"}
✔️{Make clear on Orator's Praise/Preach that will affect mostly Jobs Reactions} (Increase x boosting mostly their P/M reactions)
✔️ Paladin's Revive: "with a powerful battlecry" -> "by the will of the gods"
✔️{Make clear that Geomancer skills or skills like Blaze/Darkness have hybrid scaling} ("PA&MA scaling")
✔️ {Mystic Immobilize/Disable (#25) add: "and from evading"}
✔️ {Golem: add "scaling with a percentaje of the user HP until..."}
✔️ {Seal Evil Description: Add "Imbue the weapon with a strange fluid to"}
✔️{Darkwave: "to damage all" -> "to damage all enemies in an area around"}
✔️{Flame Shot: add "at a very high speed"}
✔️ {DK Sanguine Sword / Infernal Strike new descriptions and names}
✔️ {Short Charge is 50% less CT. Attack Up is 33% more attack.}
✔️ {Make clear that Praise gives 1/4 permanent faith}
✔️ {Add a hint to ride Chocobos in Chocobo Knight's description}
✔️ {Climhazzard: Fix the description (as default)}
✔️ {Make clear that now the skills from Templar do damage}
✔️ {Samurai's Kiku- (Yumi Bow) descrip: "wreaking havoc..." to "shoots an spiritual arrow with an spiritual bow that pierces the enemies in its path"}
✔️ {Samurai: New descriptions for changed skills}
✔️ {Make clear that you need a sword for all sword skills: "(Sword only)"}
✔️ {Monk's Earthquake: "Hit the ground to conjure up..." Scaling PA, on Tornado: Scaling MA.}
✔️ {Make clear that cleric has a halved attack damage in the job descrip.}
✔️ {Make clear that Samurai uses katanas in the inventory on Draw Out (Laido) description}
✔️ Added Hidden Power name and blank description to unused skills so I can rework each one.
? {Make clear that Allure uses giles to buy that unit (007B)}

▷ Fix all bugs I can, like:
✔️ Crystallization crash. (For text file, not applied yet)

▷ FINAL TEST:
- Last Step: Revision in-game to see if all is fine after patching .ISO file: ✔️ (Hotfix: Patch 1.01)

Note: Since I've made every description in the game very clear, an Excel with all the damage scales for the abilities is not necessary.
I also decided to not make a job requirement image like Emergence 1 since everything is in-game, but I'll try add some stuff like job requirements to the notes too.

---

★ From now on if I make a mini-patch or a hotfix with minimal changes I'll make a new .ppf patch with one increased number.
Example: Patch 1.01, Patch 1.02...

---


✪ [v1.0x Hotfixes & Mini-Patches] 🛠️
▷ v1.01
· Fixes to most general misplaced text in some descriptions.
· Fixes to all Melia's descriptions.
· Added two experimental skills for damage and heal (from dancer & bard) for Paladin as a test.

▷ v1.02
· Balance fixes for the early game:
- Added Revive skill to Delita so you will have easier fights in the early game. Also buffed his HP multiplier so he will not suck as much.
- All enemy males from second battle -> females (they will have less HP so it will be a bit easier as not as tough)
- Sorted Paladin skills so AI will prioritize to upgrade others earlier.
· In-game mini-fix for Female Paladin spritesheet.
· New model & portrait for Buchs (first miniboss). Edit: Portrait doesn't work, btw.

▷ v1.03 
· Added new icons and name of the ISO (you can notice this in PPSSPP emulator for example).
· Swordblade from 150 to 100 JP cost so earlier fights will be easier with Ramza.
· Finally swapped all Rebel & Rogue jobs in battles. (Thanks FFTPatcher for your new update that made this easy)
· In-game mini-fix for Female Paladin sprite for formation screen.
· Changed sprite model from Argath DK event & Olan event.

Testing (these changes got corrupted):
· Added Goltanna again. (Moved to patch v1.05)
· Testing CUSTOM ANIMATIONS. It works! Tested Vincent for it in this mini-patch. I can even fix all the other animations that are wrong but it'll require hard work.
· Testing dialogue changes. It also works! (I got weird errors so I must be prudent with the changes)

▷ v1.04 
· Added Shadowbind (HidPow) to Paladin. New effect: Dmg 15% HP. Effect: Blind, Immobilize. Hit: 63%+MA. Range 5. AoE: 1. JP cost 777. Name not decided
· Removed Esunaga from Paladin. Fixed: Disbelief skill -> Belief. Sorted skills by cost.
· Removed Mincing Minuet from Paladin. It was toxic and enemies were using it early, but it was temporary. Remember Rogue uses this skill.
Added another skill instead: Just damage, WP*PA formula. Name not decided.
· Created a new experimental AoE damage poison skill, added it to Mustadio. 4444 JP cost. Name not decided. Charm name temporarily.
· Poison Slash to 777 JP from 0 JP. Mincing Minuet to 999 JP from 1200 JP.
· Fixed Melia's Zombie Touch as it was not working correctly. (This skill is still experimental). 6666 JP cost. This skill make you recruit everything but those immunes to Traitor (like bosses). It is too broken but a fun skill so here's a high cost. Maybe I will change it for a skill with a dance/pray mechanic.
· Black mage lvl requirement: Added White mage 2. (It was oppressive to have this unit right away and you will use White mage a little)
· Golem: 1000 -> 2000 JP. This is a very broken unfair skill and this change will make the game harder.
· Balthier mini-rework: Removed Shout, Rush & Life's Anthem. Added supportive dance & chant skills to decrease Speed/Magick/Attack. (1 skill still left if I wanna put him a huge AoE skill or a different one)

Items/Enemies:
· Some minor item changes to make the second battle a little bit easier (I still wanted it to be hard but it was very very hard) -> Removed boots from enemies.
· Added Stopga instead Shadowbind for Celie/Lette.

▷ v1.05 - Preparation for v1.1 🛠️

Fixed the following huge bug: Divine arts have a bug in which you can use all skills without buying any. I may know what is is causing this bug as I think some skillsets could be coded as monster skillsets. I'll swap around the skillsets of Fran, Chocobo Knight and Paladin to try to fix this issue. It would make the skillset names wrong but I'll fix it in the next patch that is going to be v1.1, so it is fine.

Note: I'll add a preview of this patch for those who are starting a new game, even if the names of the skillsets will be wrong.
------
· New skill: Shadowbind reworked into Atomic Blast. New formula, same as old Rapha/Hydra random fire skills but +2 AoE, 99 vert. +1 Stop effect (Separate) and min. formula damage. MA scaling. Evadable. New JP cost: 2222 JP. Only hits enemies. Shoots 20 spells in a wide area. {It covers a wide area and it can miss, also it is based on magic so it won't be as good as it seems for the early game but good enough to have an AoE skill for a starting unit}
· Paladin MA/lvl impedance buff: From 40 to 34.
· Geomancer HP impedance: From 13 to 8.
· Arithmetician HP growth from 85 to 90. Buffed some HP impedance of some units without armor: -1.
· Since Life's Anthem & Mincing Minuet are buffed: 1 MP every use.
· Since you can get Life's Anthem too early: JP cost to 1999 JP from 1500 JP.
· Embrace (temp name): Mana cost to 5 from 1. Belief mana cost to 5 from 10.
· New skill for Paladin: Tentacles reworked into: Shadowbind, skill dmg 20% max enemy HP. Hitrate: 80%+MA. JP cost: 777. Removed from Llyud.
· New skill: Gore reworked into the skill formula I had for Level Drain (read it in old patches if you want to know what it does). Removed Shirahadori, now Reflectable. Added to Llyud.
· Disbelief (Doubt) added to Rogue. {I forgot to do it}
· Due to changes of Paladin and this job now having passive defense boost and more utility: Paladin is too good and Knight is worse than intended. Paladin to 150 HP & Knight to 155 HP multiplier from 160 & 150. Knight HP impedance: 9 from 11. Paladin: 10 from 7. {Knight should be now the most tanky unit of the game if you add another good passive reaction}
· Removed Zombie Touch from Vincent. Removed Lich from Summoner and Dark Knight. Now Lich is exclusive for Vincent.
· Charm removed from Mustadio. Added to Vincent instead. JP cost to 500 from 4444.
· Added unlocked Dark Knight to Vincent instead Mime. Added unlocked Onion Knight for Beowulf (2nd version). Added unlocked Dancer for Fran instead Lancer. Added unlocked Bard for Balthier instead Monk. Added unlocked Mime for Llyud. {You'll have to play the game again for these changes if you are in post-game}
· Added Almagest to Dark Knight {I wanted to give this unit a similar skill but since it is repeated by a monster skill I'll add it instead}, removed Vendetta {This unit has a better version of that spell}.
· Melia's Zombie Touch moved to Byblos. JP cost to 0.
· New controllable monster replacing Reis (dragon form). Permanent Guest unit? {I hope there are not bugs in any Reis mission). You can get it in last Deep Dungeon battle for the moment. Random name.

Redone due to corruption on v1.03 patch:
· Lost change from old patch: Added Goltanna model again. Swapped model of original Olan with Argath-Deathkight-, removed Argath-Deathkight- model (All the units changed will have their name wrong until v1.1). Goltanna will show right in the story events. {I can add a new Argath palette in the future instead of DK model that felt weird.}
· New: Argath DK now replaced correctly into Argath model instead Olan. Added a new palette.

Monsters:
· Hydra Tri-Flame and Tri-Thunder. 3 times -> 6 times.
· Dark Whisper: 6 times -> 9 times. All Hydra skills are not evadable (it didn't change). Those skills and Dark Whisper fixed: 99 Vert.
Note: This 99 vert change makes Hydra skills function properly and to not be broken when it has -1 range (you could do 6 hits on a enemy with Dark Whisper). As it may fail more on empty squares, compensated by buffing damage and/or number of shoots.
· Level Drain back to default formula as it was requested.
·
· Changes to Holy Dragon events. Holy & Dark Dragon mixed in 1 unit.
· Added Divine Ultima to Byblos.
· Beak removed, added instead Petrify. Other monster changes.

Visual:
· Changes to some skill effects.
· New palette for Reis dragon form & Dark Dragon.

Bugfixes:
· Not done yet: Due to a visual change, Atomic Blast is not working as intended.
· Fixed some Unit IDs from all the new units of my hackmod, mainly Fran. {Maybe this is why some of my units disappeared}
· Vincent didn't have 2 Cerberus.

(More soon)

- Hotfixes/Changes moved to patch v1.1 -
· Fixes to the bug of japanese names of 2nd battle (I'm not sure if you would need to start the game again).
· Fixes for cutscenes and dialogues of first two battles. (I got it to work!)
· Vincent has a wrong name. I think somehow I forgot to make some changes for the names of the units when I did v1.0!
· Rebel description is wrong. As well as Holy/Dark Dragon descriptions.
· Added unlocked Chocobo Knight to Celestial Knight.

---

[Changes intended for Patch 1.1+] 🛠️

- Added all patch notes & job requirements to the .zip file. ❌

- Revise again all beta changes so see if I missed something ❌
❌ Revise damage from Ultima & Divine ultima.
- Revise Ultima boss fight and each skill.
- Due to how I replaced Rogue & Rebel, Ninja/Thief needs to be swapped in all ENTD battles/events. (Maybe moved to next patch)
{All hydra skills need description changes. Dark Whisper had wrong description because it shoots 6 times}
- I need to re-watch all changes I did from "growth" to "impedance" and play the game again.
- All Jobs stat scaling
- Monster stat scaling
- Some final job tree changes and minor changes. Cleric & Arythm revision:
· Revise items from Cleric.
· Revise power from Arythm.
- Test Bylos & Altima battle. Check out late-game.

- (IDEA) Change Byblos into Red XIII? Obtainable on Byblos' vanilla battle.
- (IDEA) Include a Reaver/Apanda instead Byblos to be a Guest for all of the battles, but it will have other Apanda skills). You won't be able to recruit this unit. Name: Reaver/Apanda. It would require to erase another monster or boss. Or maybe I could also include another recruitable monster with a lot of skills adding Serpentarius in a blank unit instead [Experimental]. Edit: There are 2 Dragon units and maybe I can add a new monster there.
- (IDEA) Can Materia Blade be used for making a skill only viable with that weapon or maybe change it visually? I may use it for Vincent?

▷ New skills & reworks:
- [ IDEA ] Melia's Cursed Reconstruction reworked. New name: Day of the Dead (#B7 suffocate): Now heals 15%? but hits everyone. Still effect Berserk + Zombie. Chant (persev) effect. JP cost to 3000??? (Effect: Glitterlust??)
- [ IDEA ] Hidden Power (B6?) reworked: moved to Paladin. (Effect: Suffocate) Dance mechanic? {New persev. skill also for Bard & Dancer? Hit everyone?}
- [ IDEA ] Change Petrify into another skill (->B5<-/BB) Only bosses and Celia/Lette seems to use it.
{Maybe it is fine to keep it as it is since this skills makes it hard to fight against them.}
- [ IDEA ] Tentacles (11D) as new skill. Heal with status effect? (Formula 4B/35) for Paladin & Llyud.

▷ Skill names:
Glitterlust >> Holy/God's Blessing??
Embrace >> ??
Tentacles (HidPow) >> Shadowbind
Shadowbind (HidPow) >> Atomic Blast
Charm >> ??
Charge >> ??
Vampire (11C) >> ??
Pickaxe (140) >> ??
Bite (113) >> Dimensional Blade
Dimensional Blade >> ?? (Beack effect)
Beak (132) >> Black Hole
Bequeath Bacon >> Wild Hunt

▷ Job/Skillset names:
Dark (& Holy) Dragon >> Transformed/Shapeshifted Dragon (new descrip. needed)
Holy Dragon >> Celestial Dragonkin (new descrip. needed)

{Visually swap some effects of the skills for Rapha, Marach and Luso to be coherent?}
{I can make elemental changes like: Monster units that fly will halve earth damage, heavy units will halve wind damage}
{I made axes forced 2 hands so maybe I should buff more Weapon Power or give PA buffs (no Concentration buff). Bags will also be buffed a little because they do RNG damage too}

---

Special thanks (to sprite authors):
Watch/DL portrait sprites here! (Part 1)
Watch/DL portrait sprites here! (Part 2)
Watch/DL spritesheets here! (Part 1)
Watch/DL spritesheets here! (Part 2)

My idea was to change every weird/ugly/inconsistent sprite model that the game has and I've added later some new cool characters:

-Drunkard's Sprite as Rogue (Thief). [I've added new palettes done by me]
Parts: M Ranger from Kagebunji / Concept by Twinees, M Rogue by R999 /  Lijj, and Xeldoran's M Chemist's legs.
Avatar/Portrait sprite used from Mograine_D.
· Mime male: From this message [Palettes edited a little by me] - by Seushiro.
· Fran as a new unit (swapped with Olan and replacing an unused unit). From this post - By Valkirst.

- I've used these sprites from Journey of The Five:
· Dragoon F/M as D. Knight [5th palette used - Palettes edited a little by me] - by Twinees
· Rogue F/M as new Ninja F/M (name: Rebel?) [1st Palette used] - by R999 / Port by Lijj
· Geomancer M as Geomancer M [4th pallete used - Palette edited a little by me] - by Lijj
· Samu F as Samurai F [3rd palette used] - by Lijj

- These sprites from this site:
· Paladin F/M as Squire F/M (maintain Paladin name) [Palettes edited by me - Female boots fixed by me] - by Lijj, Twinees
· Female Alchemist as Alchemist F. - by Choto, Square-Enix
· Vincent Valentine as a new unit (replacing unused Simon) - by Twinees
· Melia (Succubus model) as Meliadoul (Occultist [Dark Arts] job) - by Kagebunji, Twinees
· Enchanter F/M as Calculator F/M [5th palette used] - by Celdia, RavenOfRazgriz, Square-Enix
· Llyud as a new unit (replacing unused Valmafra). Palette by mav [3rd palette used] - by Twinees
· Red XIII as a new unit (replacing Byblos) - by Twinees
· Mentalist F/M as Time Mage F/M [Added a little more blue color to male] - by Lijj
- Female Mime was already changed in FFT Emergence 1 - by Lijj.

Others (vanilla edits):
- Meliadoul as Female Rogue (Thief) [Edited by me - Finished all 5 palettes].
- Agrias: Now the model sprite is blonde. [Palette changed by me]
- Female Monk: Now brown skin. [Palettes changed by me]
- Male Monk: New portrait/avatar. [Palettes changed by me]

I give permission to edit or use the vanilla sprites that I have edited. I only ask for a proper credit like I also did.


----
The project is almost finished, with sprite changes done. If you need other kind of information or feedback please let me know. You can freely DM me.
Everything you need to know is inside the game. Remember Emergence 2 works on an EUR ISO.

I recommend you to start a new game after v1.1 because I will fix some issues.
All downloads were moved to →→ this post ←←
13
Help! / Polearms/lances damaging 2 tiles?
December 25, 2020, 10:01:05 pm
Hey, I just played some FFT on PSP and PSX versions and I saw that some lances doesn't work as I remember, didn't that weapons use to hit in 2 tiles? I feel like that weapons used to be so good because of that. It's a bug? It's intended? Maybe I'm confused with FFTA.
And if you know how, I'm interested if I could make that work in a FFT hackmod. Thanks for those who will answer.
14
After long years, I played again FFTA and I found that itemization feels painful (because you waste more time):

- Items stats are not showed when you want to see info about the item in the equip menu (with the SELECT button nor R. So because of this when you are about to change a item, you waste time equipping/unequipping items to see the stats of your character).
- There is not a button for auto-equip, so you waste time equipping/unequipping the items (mostly when you change jobs).
- Same concept for the shop, there is not a button for auto-fitting like in FFT for PSX, so you have to check it manually.


At least you can see the stats in the shop... But it could be possible to change this writing some code? It's a idea I had.
15
Help! / [SOLVED] How do I start with modhacking?
November 21, 2020, 04:30:05 am
I watched this tutorial from YT:
https://www.youtube.com/watch?v=J5iq3BzFRu8
And I don't understand a single thing... I'm a newbie on this. I just want to make a few changes from a mod I like. How I can change the requeriments from a job/class, move some skills to other classes and also change some JP of some jobs/classes (to 0)? I'm asking for PSP because that's where is the mod is made for, but maybe PSX is easier?
I would also like to buff stats, but that's optional to me. And I'd like to make things like adding crossbows and bows to thiefs (just an initial idea). And from the last part of the video that I showed... Can I translate that skills into another language? And how I do it? I'm waiting for a response. Ty!

Edit: My question was answered. I only need to know how to change some sprites & maybe add some hacks. But I can't mark my topic as solved.