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Squeenix Final Fantasy Tactics PS1 (U) + Prime Convenience mod + Spekkio's tweaks

Matador

Arcane
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Jun 14, 2016
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Codex+ Now Streaming!
Nice modification
 

deuxhero

Arcane
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Jul 30, 2007
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12,113
Location
Flowery Land
Shame the alleged sequel where Ramza travels to other countries will never happen by now. Hell, Tactics Advance 2 should have had a sequel, same with Tactics Ogre, and yet here we are, making remakes of remakes.
Ramza shouldn't be the MC of a sequel. He (and other uniques) should just be trying to live quietly while other people try to drag him into the new conflict and then immediately get their ass handed to them. A2 doesn't even have a real plot, it's just stuff happening around Luso till he gets to go home.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,138
Ramza's only rightful spot in a sequel would be as an easter egg boss that hides behind an army of sandbagging generics while he uses Scream 40 times before he comes out to delete your entire team in half a round. Would be fucking hiliarious.

Also, I always figured if the game got a sequel, it'd be a prequel instead about the zodiac braves. Mind you, the setting is such a grab bag they could do anything. A story that takes place mid apocalypse in ancient history where shit like Worker 8 came from would be cool too.

It is incredibly sad nobody can write decent stories like these any more in modern studios. They were so obviously successful and yet instead we get retarded mobile game spinoffs.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,370
FYI there is an ASM hack that removes the hardcoding on innate RSM skills for each job. With it any job won't and can't equip any RSM skill which is innate to their job.

Thanks mang, seems to be working:



:love:

Took me some time to find it, descriptions aren't FFTPatcher authors' strong suit... :roll:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,370
BROs, I'm happy to announce that I've just completed FFT for the n-th time. Tweaking it and fixing along the way.

Introduced three modifications when compared to v4 of my mod:

1) Had to retract this modification:

Each "Draw" / "Iaido" command now costs some CT, with every "stronger" one costing more than the previous one.
Ashura's skill costs 1 CT to use, so it's "almost-immediate", While Kiku-ichimonji's (8th katana) costs 8 CT and Chirijiraden 10 CT.
It's a good idea on paper, but sadly not supported by game's code. During the TESTING I quickly realized, that something was wrong with modified "Draw Out" command. Specifically, katanas were "disappearing" from my inventory after missions. When used via "Draw Out" command during missions (with 0% break chance), they seemed fine (no "Rent" info). But they were missing from the inventory the moment I completed the mission and checked the menus. So, it looks like the game treated them as regular "useable" items or some shit.

There's warning in the ASM Patcher about this:

NOTE: If you set a formula other than the Draw Out ones, the Katana will still break at 100% chance!

But I hoped it only applies to the formula itself:



But it turns out if you fool around with Attributes (Ticks = AP cost), things get fucked too.

Anyway...

"Draw Out" commands are now back to their vanilla state (they are immediate - no CT cost), but I increased katanas' break chance from 0% to 1%. Which actually works nice ingame, due to two things:
  • Probability of katanas' breaking is low, but it still happened couple times during my playthrough (with regular, not THAT extensive use).
  • Enemy samurai use this command for free since their supply of katanas seems infinite (this command uses katanas in inventory, not the one that's equipped as a weapon). Low break chance for the player balances this somehow.
2) Made the "Doublehand" ability fully innate to Samurai, by using the "Inherent RSM Limitation Hack" ASM Patch (thanks, banana).

Since V2, Samurai had this ability working even when it wasn't learned:




But since V5 it can't be set for Samurai when it's learned (thanks to the "new" hack):



So it works precisely like Ninja's "Dual Wield" in the vanilla game:



:incline:

OFC, you can dual wield as Samurai by using "Dual Wield" and equipping two katanas (see ITT for instructions):



To make it PURRFECT, I've modified the Tips too:



From this:




To this:




:dance:

3) I've fixed small error in one of Ninja Blades' decriptions. Sasuke's Blade adds +14 to attack and +15 to block:



While it's description shows +10 to attack:



Probably a typo introduced by authors of FFT Complete or Austin (maker of FFT Prime). Anyway, fixed:



The only thing still to fix (?) is some (rare) font fuckery, which appears during "cutscenes" (events not happening on maps). Looks like this ("o" in "lords" and "u" in "you":



I have no idea what causes this, but I don't think it's emulator-related (appears on both Swanstation and Beetle PSX cores).
And it's not caused by bad text (checked via FFTactext and input text seems fine).

:rage:

Anyone knows what the fuck?

Link to V5 of the mod:

https://www.mediafire.com/file/yqaygmn7ticfunm/

! ACHTUNG !

v5 of my mod was the last one made with v4 of Austin's mod as a base. If you still want to use it for some reason, use older version of Austin's mod as a base:

https://www.mediafire.com/file/gsx1ps5kkdti8cm/

But using v5 Austin's + v6 Spekkio's is recommended (see below)
 
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SexExitium

Augur
Joined
Aug 12, 2002
Messages
500
Location
Prosperium
spekkio does this work with the latest version of prime convenience? asking because crc of the patched rom doesn't match to the one stated in your .txt
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,370
I've made my mod based on Prime v4 from 2019. From what I can see here, Austin updated Prime to v5 this October. Does my mod is compatible with the latest version? No idea, test it and let me know.

Anyway, it looks like I would have to update my mod with v5 of Prime Convenience as a base. ETA: next thursday. :obviously:
 
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spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,370
Added explanation in the post above (v5 of my mod is based on v4 of Austin's mod) and link to v4 (mediafire backup).
 
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Odoryuk

Educated
Joined
Mar 26, 2024
Messages
752
Great thread. There's something about FFT that makes me feel all warm and cozy inside
 

Poseidon00

Arcane
Joined
Dec 11, 2018
Messages
2,362
Did you use the most common modding tool for this game? (I think it's FFTPatcher)

I've fiddled around with the FFTPatcher since I have such a love for this game. Mostly just giving more stat boosts to classes that aren't named Knight and Black Mage. I've also tried my hand at making the Tier 3 monsters more fearsome, mostly by giving them higher defensive and HP growths. I once tried giving them minor spells, but then you find out they don't use MP since they count as abilities.

It's impressive how adaptive this game is. Give Knights natural access to Spears and Bows and Axes, and suddenly they start using them in story maps and random encounters. Give them a combat ability their class doesn't normally have, and they will find a way to use it if they can.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,370
BROs guess what? ;)

I've made a v6 version of my mod, based on v5 of Austin's Prime Convenience mod (Dark Knight Gaffgarion version).

You can grab it here:

https://www.mediafire.com/file/sk6ydxbwmz8rogm/

Only one change when compared to v5 (except making everything "from scratch", OFC :cry: ). Samurai's job description now mentions "Doublehand" being innate (same as in case of Chemist's, Orator's and Ninja's innate skills):

fft06.jpg
 
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spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,370
Oh, and what was added by Austin in v5 of his mod?

a) 3 new ASM hacks:
  • Switch unit number with L1 and R1 buttons (formation) - Switch unit number with L1 and R1 buttons in the formation screen. Changes unit order as appropriate. L1 and R1 still work normally (switching the selected unit) in menus.
  • Save between battles after formation screen - Allows saving between battles AFTER the formation screen. Loading a save made this way will still load the formation screen, but with the latest changes saved. Saving before the formation screen still functions as normal.
  • Nether Mantra Faith/Atheist bugfix - Nether Mantra does max damage with Atheist and no damage with Faith.
#3 is just a fix, #2 is useless if you use quicksaves, but #1 is a godsend very nice. You can now change unit's number just by pressing L1 / R1 in the formation screen:

fft04.jpg

fft05.jpg

So you can bring Mustadio, Cid or the Pointy-Haired Faggot to the top of the list, if you want. Well - almost. Ramza is always #1. :obviously:

b) Moar fixes:

Austin said:
I fixed a couple lines of dialog that weren't showing, along with some other minor text fixes.
Newly retranslated Spell Quotes in the WOTL style by Daykeras and the WOTL's Chapter Titles from iamthehorker up above are also included.

zSfJujO.png


c) Fagfarrion can now be either Dark Knight (vanilla job name) or Fell Knight (WotL job name).

Austin said:
Added another file with Gaffgarion's job changed back to Dark Knight from Fell Knight. Since there aren't any other Dark Knights besides him in the PS1 version he can have his old job back. I'll leave both files up so people can choose which they like best. The Dark/Fell Knight changes are the only difference.

Vanilla game (DK + old names for skills):

fft01.jpg


Austin's mod + FK + new names for skills:

fft02.jpg


My mod + DK + new names for skills:

fft03.jpg


IMO "Fell Knight" sounds faggy, while "Dark Knight" oozes masculinity:

bmf.jpg
 
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spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,370
SexExitium

BRO, you can now use v6 of my mod. Just patch vanilla .bin with Prime - Convenience.ppf from Prime v5 - Dark Knight Gaff.zip and then patch it again with my mod.

And OFC use "regular" memory card saves to resume the game, not emulator's quicksaves (using these will fuck things up - due to values from old files being stored in memory).
 
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