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ReMixed Bug Reports

Started by Nyzer, July 02, 2024, 01:41:13 am

Nyzer

Quote from: Mutteo on August 27, 2024, 04:07:27 pmI've been playing version 12.05 and noticed a couple bugs.  The first one is that the Defend command freezes the game and the other involved the Retraining function.  I put three characters in it and when the training was finished, it would freeze after the first message box.  I was able to reproduce this on all three tests, one was all monsters, and others were variations on just my human units.

Probably an emulator issue. It's working fine on Duckstation, which is the recommended emulator to use.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on August 28, 2024, 01:10:18 amProbably an emulator issue. It's working fine on Duckstation, which is the recommended emulator to use.

You're right, it was on my end, sorry about that.  I still like to use epsxe when I emulate games, and for some reason setting the cpu to Interpreter mode broke the game in those places.  I tested it out on the Dynarec setting and it didn't do that. 
  • Modding version: PSX

RetroTypes

Quote from: Mutteo on August 28, 2024, 09:20:27 pmYou're right, it was on my end, sorry about that.  I still like to use epsxe when I emulate games, and for some reason setting the cpu to Interpreter mode broke the game in those places.  I tested it out on the Dynarec setting and it didn't do that. 

espxe is explicitly not recommended in the TLW FAQ because it causes a lot of issues with multiple hacks in TLW, and thus ReMixed. It'll break the RDV treasure wheel as well, iirc. psxfin and duckstation are confirmed to work bug-free
  • Modding version: PSX
  • Discord username: RetroTypes

Mannypedia

September 01, 2024, 05:00:46 pm #23 Last Edit: September 02, 2024, 04:43:03 pm by Mannypedia Reason: Solution found
Hi, I have recently downloaded the mod and have been trying to play it on duckstation since all posts say it is the best for stability and less glitches, however, I can not get past the initial cutscene of the game in orbonne monastery. To clarify, the game boots up, loads to start screen, allows the naming and birthday of Ramza and enters into the intro FMV. But when it goes into the transition into Orbonne monastery, it simply freezes at the white tital of the location and nothing happens. I fast forward but nothing changes. Restarted multiple times and reloaded and repatched the game to the same effect. It gets past it in ePSXe but I would rather use duckstation. Also I'm trying to play on android mobile to help clarify. Would like some help thank you.

Edit: nvm, I tried multiple different ISO and one worked. Sorry to have written this out.
  • Modding version: Other/Unknown

Mutteo

I was comparing an older version to the beta and the Koutetsu Knife raises the stat to 255 for some reason in the beta, which could be possibly problematic if an enemy uses it for 999 damage on you.
  • Modding version: PSX

Nyzer

Quote from: Mutteo on September 04, 2024, 10:32:12 pmI was comparing an older version to the beta and the Koutetsu Knife raises the stat to 255 for some reason in the beta, which could be possibly problematic if an enemy uses it for 999 damage on you.

Dammit. I changed two of them to have different WP for testing purposes and didn't close or reopen the Patcher file before the next time I saved it. Thanks for the report, that should be fixed in the next version.
  • Modding version: Other/Unknown

old school

September 11, 2024, 08:17:08 am #26 Last Edit: September 11, 2024, 08:34:34 am by old school
1.2.07 - Game Over occurs when poaching an allied unit.  Unsure of enemies and guests, will edit with updates when available.

Also, 1.1, Zodiarc is the Keeper of Precepts. https://finalfantasy.fandom.com/wiki/Esper_(Final_Fantasy_XII)#Zodiark,_Keeper_of_Precepts
  • Modding version: PSX

Nyzer

I can guess one possible reason why that game over issue is happening.

Zodiark being called something different is largely because this is the PSX translation, so I felt it was fitting to simplify his title a bit.
  • Modding version: Other/Unknown

pontifficator

1.2.07.

In the second battle (the one where you save that guy) I'm getting a rather long delay before enemies take any action. Also, the enemies first turn has me controlling him for some reason.
  • Modding version: PSX

Nyzer

Quote from: old school on September 11, 2024, 08:17:08 amGame Over occurs when poaching an allied unit.  Unsure of enemies and guests, will edit with updates when available.

I deployed a Black Chocobo and poached it without any issues. You'll need to be more specific.

Quote from: pontifficator on September 11, 2024, 09:39:20 amIn the second battle (the one where you save that guy) I'm getting a rather long delay before enemies take any action. Also, the enemies first turn has me controlling him for some reason.

Neither of those things was happening for me. Are you using an incompatible emulator or a bad copy of the game?
  • Modding version: Other/Unknown

old school

Quote from: Nyzer on September 11, 2024, 08:46:52 amZodiark being called something different is largely because this is the PSX translation, so I felt it was fitting to simplify his title a bit.

All good.  I'm late to the game (figuratively and literally) so I apologize if I came off as critical.  Just tossing it out there if you were otherwise unaware.

Excellent work!  Definitely enjoying the new additions.

Quote from: Nyzer on September 11, 2024, 10:39:36 amI deployed a Black Chocobo and poached it without any issues. You'll need to be more specific.

Neither of those things was happening for me. Are you using an incompatible emulator or a bad copy of the game?

I run Linux and am therefore stuck with Duckstation.  Open to recommendations.
I used a freshly patched game, but let me mess around a bit more.  I am right before Orbonne in Ch 3 and I attempted to poach Trents and Woodmans on the Mandalia Plains.  I'll poach some other monster types and try to do some enemies.
  • Modding version: PSX

old school

Nah, it's not the poaching.  It's the permadeath/crystal/chest.  I poached a few enemies successfully and instead waited for the Trent/Woodman crystals.  Poached fine, got the game over on a Trent crystal.  Loaded an all human party, killed Luso, same thing: Game Over on crystal.

I tested in 1.2.06 and the issue was not present.  I hope that helps.
  • Modding version: PSX

layerP

I know it's not a gamebreaking bug, but I couldn't stop laughing when I saw this:
FFT ReMixed 1.2.07-240912-122559.png
Ramza was KO'd during the battle and stayed that way for half of the dialogue, lol

And I loved everything about this event! It's so lighthearted, exacly like FFTA2, and the nods to that game's mechanics gave me a big grin.

I was disappointed when they replaced Luso with another character in TLW/TLWOTL (which I plan to replace with Lady Frimelda someday), so it was refreshing to see some FFTA2 appreciation here.
  • Modding version: PSX & WotL
I promise not to let the dog eat my homework... Maybe I can find a cat.
  • Discord username: layerP

pontifficator

September 12, 2024, 06:14:30 pm #33 Last Edit: September 12, 2024, 10:47:50 pm by pontifficator
Quote from: Nyzer on September 11, 2024, 10:39:36 amI deployed a Black Chocobo and poached it without any issues. You'll need to be more specific.

Neither of those things was happening for me. Are you using an incompatible emulator or a bad copy of the game?

Well, it's Duckstation on Android.

But I guess I'm not sure. Because I started a new game, and in the second battle (before saving the guy I forget his name, the battle with the houses) the enemy ended up attacking a drop shadow (black circle on the ground) which spawned on one of the corner tiles of the map, which didn't happen previously.

I thought I was using the correct ISO but maybe not.

Edit: Tried another ISO (there aren't many different ones available...) but the enemy/guest delay remains, takes a good 20-30 seconds before anyone does anything. I remember reading about this bug on different bug reports for other mods I think..

Also, at least one of the enemies spawns with no name and his abilities are wrong/unusable, after repatching with a different ISO.
  • Modding version: PSX

MinosTaurian

There's a nasty glitch with the Bench/Unbench mechanic.  When I bench my characters, their name reverts to the original name and their level drops to level 1 with 100 Job points in Squire and Chemist (level 1 for their jobs).  While we can rename our characters at the Soldier Officer, the fact that all progress on the character goes to this level 1 status with 100 Job Points in Chemist and Squire makes the Bench mechanic unusable for anything save monsters (and even that is iffy as you would be coming back with a level 1 monster).

This needs to be fixed before this mod is truly playable.  That said I'm very interested in playing the mod for all it's features, especially New Game Plus and Alma joining the party.  I really hope you see this and that this gets fixed.

Below are screenshots of Before sending someone into bench and after...

Before Being Benched!



https://imgur.com/hnfmEjg



https://imgur.com/cFawD7o

After being benched below!



https://imgur.com/Wujx0ly



https://imgur.com/VxUTJua

The links are just in case the images don't show up on the board for some odd reason, they lead to the same images.

Please for the love of all things Holy and Alma, fix this glitch because it makes the bench mechanic unusable (even monsters would drop to level 1 which would make benching them unusable).

Either that or remove the Bench mechanic entirely and increase the party roster size to 28 or 32 instead of 20.
  • Modding version: PSX & WotL

Nyzer

That's not a glitch. Benching has always dropped unit nicknames and unspent JP, and reverted their total JP to match the minimum for the current job level. If they didn't, the number of Bench slots would have been far more limited. The memory card space had to be increased to the maximum just to get Benching to function. There's no way the roster space could have been increased for this instead.

That said, levels and job levels do not actually drop to 1.
  • Modding version: Other/Unknown

pontifficator

Not sure what the deal was exactly but patching a new ISO fixed the issues I was experiencing.
  • Modding version: PSX

Nyzer

Quote from: layerP on September 12, 2024, 12:08:22 pmI know it's not a gamebreaking bug, but I couldn't stop laughing when I saw this:
FFT ReMixed 1.2.07-240912-122559.png
Ramza was KO'd during the battle and stayed that way for half of the dialogue, lol

And I loved everything about this event! It's so lighthearted, exacly like FFTA2, and the nods to that game's mechanics gave me a big grin.

I was disappointed when they replaced Luso with another character in TLW/TLWOTL (which I plan to replace with Lady Frimelda someday), so it was refreshing to see some FFTA2 appreciation here.

I never saw this comment until just recently, heh!

I was never disappointed with Luso being replaced in TLW because a zero progression Ramza clone in late Chapter 3 was just underwhelming as hell anyway. Especially as a "Game Hunter" who had no skills that were actually used for game hunting. I was also very underwhelmed with him as a character in FFTA2. He felt like he barely had an impact on the story, and like the story barely had an impact on him.

But after watching streams of Reach the Future and hearing how Jumza designed Guy as a bit of a himbo, I felt inspired to lean into Luso's carefree whimsy, especially when I realized how well he would bounce off of the characters if I made him mandatory in Chapter 1. Having him be just completely oblivious to how cold it is if the player chooses not to save him (and thus won't even introduce themselves to him) felt pretty fitting. And not even picking up on Algus' scorn and distrust helps it feel both like it's there just for comedic value (on the off chance the player doesn't know about Algus yet) and that it's hinting towards Algus' true personality (if the player does know). It let me both play it straight and play it for laughs at the same time, which is just such a perfect fusion of FFT and FFTA2.

And I've liked the idea of having a full Blue Mage for a long time. Luso, who can be a Blue Mage, felt like a great opportunity for making that happen without replacing anything. Making him a mandatory encounter in Chapter 1 allows the player a lot of opportunities to get him on the field so he can fill his skillset, too! Makes for a nice little optional collectible quest.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on September 15, 2024, 04:02:39 pmI never saw this comment until just recently, heh!

I was never disappointed with Luso being replaced in TLW because a zero progression Ramza clone in late Chapter 3 was just underwhelming as hell anyway. Especially as a "Game Hunter" who had no skills that were actually used for game hunting. I was also very underwhelmed with him as a character in FFTA2. He felt like he barely had an impact on the story, and like the story barely had an impact on him.

But after watching streams of Reach the Future and hearing how Jumza designed Guy as a bit of a himbo, I felt inspired to lean into Luso's carefree whimsy, especially when I realized how well he would bounce off of the characters if I made him mandatory in Chapter 1. Having him be just completely oblivious to how cold it is if the player chooses not to save him (and thus won't even introduce themselves to him) felt pretty fitting. And not even picking up on Algus' scorn and distrust helps it feel both like it's there just for comedic value (on the off chance the player doesn't know about Algus yet) and that it's hinting towards Algus' true personality (if the player does know). It let me both play it straight and play it for laughs at the same time, which is just such a perfect fusion of FFT and FFTA2.

And I've liked the idea of having a full Blue Mage for a long time. Luso, who can be a Blue Mage, felt like a great opportunity for making that happen without replacing anything. Making him a mandatory encounter in Chapter 1 allows the player a lot of opportunities to get him on the field so he can fill his skillset, too! Makes for a nice little optional collectible quest.

I'm glad you repurposed Luso and not just threw him out.  I felt Square just kind of shoehorned him in without thinking about what to do with him.  Also a Blue Mage was a nice edition, considering it's been a staple job since FF5 and was the one job that FFT was missing. He even kind of looks like the type to use blue magic. 

Also seeing that banter between him and Algus was cute.
  • Modding version: PSX

layerP

1.2.07 - Playing on duckstation and PCSX rearmed (retroarch N3DS)

Chapter 2 - First battle (dorter)

After the dialogue between Vormav and the main enemy thief, Vormav reappears and behaves as if he was supposed to be in the battle.Agrias is replaced by a glitched lvl 0 unit, and the thief just disappears.
FFT ReMixed 1.2.07-240919-110909.png
FFT ReMixed 1.2.07-240919-110937.png

I tried changing all options in "extra options" to (default), then (vanilla), but it didn't solve the problem.

Rolling back to 1.2.06 fixes the issue.

PS: The ENTD for this battle (11D) seems itentical between the two versions I tested.

PPS: One of the wizards is named Nyzer, lol.
FFT ReMixed 1.2.07-240920-011136.png
Why are your bravery and faith so low?
  • Modding version: PSX & WotL
I promise not to let the dog eat my homework... Maybe I can find a cat.
  • Discord username: layerP