djroomba
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
Any tips on how to get Mednafen to work? From my post earlier: Running Mednafen says, "No command-line arguments specified." I looked this up and it says to just drag and drop the ISO into the application. So I did that with my patched FF Tactics disc image and it says "Rom image is too large: maximum size allowed...". So I tried an untouched Rom and it says the same thing. I looked this up and other people have similar problems that the Rom will not load. One forum said to then copy the BIOS into the folder, another said copy the Cue sheet? I don't have either or even know what that means. Thoughts on what to do?- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
Thanks man. I'm not too bummed about it, because I had fun making it and people seemed to show some interest. I just wish there weren't so many different versions of these games out there. Lol. Maybe I will remake it one day on the .bin if I learn how.- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
Well, I think it is official. I think sharing this patch is dead in the water. I apologize if anyone tried it and cannot get it to work but it really does work on ePSXe if nothing else. After some research in Hacktics, it seems that it could even be the ISO that I used is not exactly what most people find on the internet. It is a disc image file and the new one I found is a .BIN. I am not even sure where I got it from since it was so long ago. The file I originally used was titled FF Tactics and the new one I found was named Final Fantasy Tactics.bin. I was going to attempt to reinsert the sprites into the new .bin and it came up that it needed restructuring. This did not come up before so I figured that could be relevant to the issue. After looking on Hacktics it just seemed like way to much to redo since it now said that I have to first restructure, then hex edit the ISO to increase the byte size, then compare the two ISO's with PPF Studio and it just all seemed like too much, on top of me reinserting the unit.bin and faces.bin sprites as well. I don't have the time to completely remake the hack so this was the best I could do. Again, sorry about the issues, I did not realize it would be so difficult to actually get the patch going for other people. If I need to delete this thread let me know. Thanks to everyone on here for the help and the interest. I hope to try this again another time.- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
Ok...so I downloaded Mednafen and clicked on the application. Running it says, "No command-line arguments specified." I looked this up and it says to just drag and drop the ISO into the application. So I did that with my patched FF Tactics disc image and it says "Rom image is too large: maximum size allowed...". So I tried an untouched Rom and it says the same thing. I looked this up and other people have similar problems that the Rom will not load. One forum said to then copy the BIOS into the folder, another said copy the Cue sheet? I don't have either or even know what that means. So I gave up on Mednafen. I downloaded Retroarch. It loaded up and the interface looks like the Playstation interface, so I navigated to my hacking folder with by clicking load content. Only folders show up and the ISO's are not visible. I tried going to file Load Content, same thing. Does not seem to recognize any of the ISO's. Someone above mentioned using Retroarch with the Mednafen core. Alright so I went to file Load Core and navigated to the Mednafen folder. It doesn't show the application only all of the dll's? I don't know which one to click on. I am at a loss... Anyone know of what I can do to get either of these working? I simply am trying to test them with the patched ISO to see what problems everyone is encountering. If I can't then I don't know, I am considering deleting this thread since my patch does not seem to work for anyone here. Oh well. It works for me so I guess that is all I can hope for. Not sure what to do yet.- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
Yea I was going to research Retroarch and see what that does. I had never heard of it before now so I assume it works like an app? Thanks for the heads up. I will test it on Mednafen if I can. Is that a free emulator?- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
My ultimate goal was mainly for myself. I made this with the intention of getting a new experience out of a game that I have already played and possibly change certain things that I have had gripes with. A hack I made of FF9, for example, gives Zidane access to Trance as an ability, which is a gripe I always had with FF9, (Zidane would usually just be attacking if not stealing.) I made a number of pretty extensive changes but I was not sure they would warrant making a patch and sharing it. I have done something similar to FF7 as well as most of the Pokemon games. Similar with this one, I found the tools and simply wanted to change up the gameplay to make it more varied and fun. I did the same thing with my FF8 hack that I posted here. Only with that one there were so many changes that it seemed to have a pretty significant effect on gameplay so I decided to share it. What it comes down to is that I made these hacks for myself with no intention of posting them, but after I finished them , i figured why not. I did the same thing with a Pokemon Fire Red hack where I added Alolan Pokemon to it, and uploaded it onto Pokecommunity. In terms of depth I didn't change much in terms of enemy units or battles beyond jobs if that is what you mean. But I did get the Blitzball and Whips to work as a gameplay element which required going pretty in depth with spriting and the UWEntries files. I thought it was pretty novel since I didnt see anything really like that in FFHacktics. During my own play tests I never really had too many issues which is why it is a bit frustrating that I am coming into new challenges after I share them but hey, I guess that is to be expected with this sort of things. Getting them to work is have the battle. I will see about how to fix your error. I didnt get the Bad sector error on ePSXe but I will see what can be done.- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
Ok. Whew. I figured it out. It was just me being an idiot. My "CleanISO" folder actually was my ISO with the sprites already added with Shishi. So I created a new patch and used an untouched ISO as well as one download from a site I will not mention. Both loaded up swimmingly and work fine. https://joedramportfolio.squarespace.com/s/FFTactics_Dissidia013-PATCH.zip I uploaded the new patch to the same link below. It should now be about 4796 KB, the old one was about 2791KB. If you got the time, try it again. I have never uploaded a patch on here before and I really appreciate the interest so far. Hopefully my next patch which I will upload tomorrow will go a bit smoother. The next one is called the Zodiac Age and is for WOTL.- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
This is frustrating, because I really want you guys to try it out and enjoy it but it seems that no one has been able to. I literally just downloaded the patch with the above link and patched the game with PPF o Matic a few minutes ago and started it up. The screenshots below are from the exact patched game. I used ePSXe on my phone and it worked pretty well. It isn't looking like this for you guys? I am going to see if anyone has any ideas on FFHacktics on why it wouldn't work. Maybe the Rom that you guys are using? Mine is a Disc Image File for the PSX. Is that what you guys are using? I don't see why it wouldn't work but I definitely will try to get it working for you. I will try to download a new ISO and see what happens.- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
I apologize, the original upload was saved as a disc image file and not a ppf file. The link for the download has been updated. This should work, I just retested now. https://joedramportfolio.squarespace.com/s/FFTactics_Dissidia013-PATCH.zip- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
Interesting. I am finishing up the change log for another hack called Final Fantasy Tactics - The Zodiac Age for the WOTL. It is similar to this one but the unique characters are all from FF12 and the jobs are different and named after the zodiac. I can review the ENTD for that one and change it before I upload it. It would be a good start for changes I can make to this one. Thanks for the ideas.- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim)
djroomba replied to djroomba's topic in Development Discussion
So the only ENTD changes I made were in regards to allowing characters to join. The first was changing the opening battle after the monastery to include Wakka and Lulu in your starting team. They are Orran and Valmafra so that had to be changed in the ENTD to make it work. Battles were not significantly changed in terms of units or layouts if that is what you meant. Gameplay wise I guess rebalancing mostly comes down to job abilities. Arithmetician is now Blue Mage so Oracle and Sorceress can be utilized for spells that affect the field. Wakka has some of these abilities as well. Otherwise this plays pretty much like the main game, only Seifer is Gaffgarion and you get to play with new characters and abilities. Anything else I am open to suggestions.- 21 replies
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PSX Final Fantasy Tactics Dissidia 013 (Tredecim) Version 1.0 Download Patch This FF Tactics PSX hack was my first undertaking where I wanted to add in as much new stuff as I could manage which turned into adding characters from different Final Fantasies. The characters included were based on what sprites were available so I really had to look hard into what characters could be added easily and which could not. Adding characters from other FF's and their unique skills was something I really enjoyed and this became Dissidia 013. I wanted to make a really cool character based hack that utilized as many of their skills from their own games as possible. As such, this hack is not overly difficult and may be even easier with some of the character's new abilities. However, I worked really hard to balance the characters to make them all unique and provide a fun alternative to the main gameplay of FF Tactics. Each character has a new job that reflects their play style in their own individual game, and I was surprised to see how easily most of the characters fit with the tactics play style. Squall for instance goes form a Cadet, to a SeeD, to a Griever. Lightning, meanwhile is a Sanctum Knight as her guest, and a Knight of Etro when you gain her in your party. In addition to the new skills and abilities, new weapons have been added as well. Squall and Lightning have their specific Gunblades, that now replace Knight Swords. Wakka and Tidus can equip Blitzballs, that attack in a circular pattern. Even Firion has skills that are determined by what weapon he has equipped. There are also Rapiers and Whips as well, with their own unique traits. This was my first Hack of FF Tactics and I went really deep into what could be done. I never intended to share it but I decided why not, so let me know what you think. This is for the PSX patch and can be applied with PPF-Omatic ________________________CHARACTERS_____________________________ The main character is now Squall, since his character seemed to fit with Ramza the best. He can only equip Gunblades but he receives several throughout the game. Squall has a unique ability to disrupt charging enemies with the Trigger skill. Alicia and Radd have been replaced by Celes and Locke respectively. I wanted to replace Lavian with another character as well but the game does not seem to handle changing all three of the generic sprites. Similar to Squall, most of the main guest allies you receive are replaced with others from across the Final Fantasy pantheon. ---Ramza > Squall Squall replaces Ramza as the main character here since I wanted a relatively young character to take Ramza's place. This relates to the replacement of Gafgarion with Seifer to complete the pairing of FF8 rival characters. Squall can equip Knight Swords which have been changed to Gunblades that add +1 to attack range plus may Rend a piece of Equipment. Squall's main ability with the Gunblade are his Trigger attack that allows him to disrupt a Charging enemy and cancel their attack. His Skill set is Renzokuken that will expand as the story grows, with Lionheart being his final ability that can be learned, taking the place of Ultima. Squall's three jobs are now Cadet, SeeD, and Griever. Each allows for a new tier of Renzokuken abilities in addition to his Trigger Ability. In addition to this, he now has the inherent special ability JP Boost. -Renzokuken (Complete) Trigger Rough Divide Fated Circle Blasting Zone Lionheart Skills - Trigger cancels Charging and Defending for 5MP. Rough Divide has 3Range and 2 CT for 3MP and causes Darkness. Fated Circle is a 3Range area effect around Squall with 2CT for 8MP. Blasting Zone is a 5Range linear attack with 3CT for 15MP. Lionheart has a 3Range, 1Area for 3CT for 20MP that causes Silence. ---Gafgarion-Seifer Seifer replaces Gafgarion as the Fell Knight job class. Seifer equips Gunblades but his starting weapon is the Hyperion Gunblade which can be stolen to be used by Squall. The Fell Knight job utilizes Fire Cross that has skills related to fire and give slight variation to Gafgarions initially sparse moveset. -Fire Cross No Mercy Fire Fira Skills - ---Agrias > Lightning Lightning now replaces Agrias as the main magical swordsman. Her first Job is the Sanctum Knight and the second is the Etro Knight for the second half of the story. She also is able to equip Gunblades, with her standard Gunblade being the Blazefire Saber and her upgraded weapon being the Blazefire Saber 2.0. Her Job allows for her to inherently Absorb MP and makes her immune to Lightning attacks as well. Her skillset is called Paradigm Shift and allows for Thunder abilities and a summon, as well as her special ability Army of One. -Paradigm Shift Thunder Thundara Strike Protect Ruin Arsenal of One Army of One Odin ---Orran > Wakka Wakka replaces Orran and is one of the starting units along with Lulu. He can equip Blitzballs only which take the place of Bags. The Blitzballs attack in the same way as Instruments though. Wakka's initial ball is the Official Ball. Wakka's Job is Team Captain that has an inerent HP Boost. His Skillset is called Slots that deal various forms of Status effects and delays to the entire field minus your own units. -Slots Silence Buster Dark Buster Delay Buster Magic Reels Attack Reels Status Reels ---Mustadio > Tidus Tidus is very similar to Wakka in that he can use Blitzballs as his main weapon but he but he can also equip regular swords similar to his character in FFX. Overdrive emphasizes speed and support with Haste and Cheer. Quick Hit and Jecht Shot are used to affect the CT of other units. Tidus also absorbs Water as the Striker Job Class. -Overdrive Haste Cheer Quick Hit Jecht Shot Spiral Cut Energy Rain Blitz Ace ---Beowulf > Auron Guardian -Bushido Threaten Sentinel Armor Break Power Break Shooting Star Dragon Fang Banishing Blade Valmafra > Lulu Black Witch -Witch Magicks Fira Thundara Blizzara Toad Meltdown Tornado Quake ---Orlandeau > Hero of Light Hero of Light -Master Blade Ascension Speed Break Mental Break Magic Break Aura of Light Shield of Light Day Flash ---Reis > Cecil Cecil replaces Reis as the Dark Knight initially, which replaces the Holy Dragon unit. Getting Cecil to complete the Reis sidequest changes Cecil into the Paladin, which replaces the Dragonkin unit. As the Dark Knight Class, Cecil uses his Darkside techniques that are similar to the generic Dark Knight attacks only boosted. After Cecil becomes a Paladin, the Darkside skill changes to Chivalry that are used to buff and heal allies. Paladin -Chivalry Regen Reraise Recover Ally Augment Ally Encourage Ally Sacred Cross Holy Dark Knight -Darkside Soul Eater Dark Cannon Abyssal Blade --Alicia > Celes Rune Knight -Runic Blizzard Blizzard Blade Regen Confustrike Drain Spinning Edge Phoenix --Radd > Locke Adventurer -Thief Skills Boost Charm Hastega Blindstrike Trickery Mirage Dive Pilfer ---Rapha > Terra Terra replaces Rapha as the Esperkin, which is a versatile magic based unit, with both Non-Charge and Arcane Strength inherent. Like Celes, her main weapon is the Rapier, which has replaced the Flail. She can also equip the Rod as well. Her Trance Skills Mimic, Celes's as well, with Fire and Fira Edge being her elemental attacks. Silenstrike and Riot Blade are her high tier attacks and her summon is Maduin which replaces Cyclops. Esperkin/High Summoner -Trance Fire Fira Edge Shell Silenstrike Syphon Riot Blade Maduin ---Marach > Zidane Zidane replaces Marach and is one of the faster characters. He has inherent Dual Wield for his Knife equips. Zidane is also immune to Disable. The Tantalus Thief utilizes his Dyne Skills in a similar way to Marach's original Nether attacks. However, most of them offer an enhancement or elemental affinity. Tantalus Thief -Dyne Free Energy Tidal Flame Scoop Art Shift Break Meo Twister Grand Lethal ---Meliadoul > Firion Firion in the most versatile character that replaces Meliadoul. He can equip most of the main weapons except for the Rod, Staff, Pole. Firion is also unique in that his skills as the Rebel Martyr are dependant on which weapon is equipped. Rope Knife is only usable with a Knife equipped, as well as the Axe, Lance and Arrow skills. The Wild Rose skillset also has the summon Silf and his ulitimate move the Lord of Arms. Firion is also immune to Charm, Sleep and Darkness. Rebel Martyr -Wild Rose Wind Thrust Reflect Rope Knife Reel Axe Lance Rush Straight Arrow Lord of Arms Silf ________________________JOBS_____________________________ The Job system has been completely revamped, with almost every job getting some kind of change unique to Dissidia 013. Job Requirements have been changed to distinguish physical or magical jobs even more than the Vanilla. Base Jobs are the Fighter, Chemist and Adventurer. Fighter classes follow a physcial job path, while the Chemist follows the magical. Adventurer is similar to the Thief job and is necessary to get up to the Fusilier and Ninja classes. Primary Physical jobs will require a Primary Magic job to gain access to the Hybrid Jobs. An Example of this is that the Knight will require the Black Mage job at LVl 2 to become the Mystic Knight. Similarly, the Primary Job combinations will yield Elementalist and Samurai Jobs. The Dragoon and Blue Mage classes will be unlocked by getting to level two with all of either the Physical Primary Jobs or the Magical Primary Jobs. These are considered the Secondary Jobs. TO get to the Elite Magical jobs, one needs to get to Lvl 2 with all Primary Magic classes and also level 3 with a specific mage class. For example Lvl 3 Black Mage will acquire the Summoner class, Lvl 3 Red Mage will acquire the Oracle Class and Lvl 3 Green Mage will yield the Sorceress class. Base Jobs -Fighter - Unlocks> Knight, Hunter and Monk at Lvl 2. -Chemist - Unlocks> Red, Black and Green Mage at Lvl 2. -Adventurer Primary Jobs (Physical) -Knight -Hunter -Monk Secondary Jobs (Physical) Dragoon = Knight Lvl 2, Hunter Lvl 2, Monk Lvl 2 Fusilier = Knight Lvl 2 + Hunter Lvl 2 + Monk Lvl 2 + Adventurer Lvl 3 Elite Jobs (Hybrid) Mystic Knight = Knight Lvl 2 + Black Mage Lvl 2 Elementalist = Monk Lvl 2 + Green Mage Lvl 2 Samurai = Hunter Lvl 2 + Red Mage Lvl 2 Primary Jobs (Magical) -Red Mage -Black Mage -Green Mage Secondary Jobs (Magical) Blue Mage = Red Mage Lvl 2 + Black Mage Lvl 2 + Green Mage at Lvl 2. Ninja = Red Mage Lvl 2 + Black Mage Lvl 2 + Green Mage Lvl 2 + Adventurer Lvl 3 Elite Jobs (Magical) Summoner = Red Mage Lvl 2, Black Mage Lvl 3, Green Mage Lvl 2 Oracle = Red Mage Lvl 3, Black Mage Lvl 2, Green Mage Lvl 2 Sorceress = Red Mage Lvl 2, Black Mage Lvl 2, Green Mage Lvl 3 __________________________JOB SKILLS______________________________ --Fighter The Squire has been reworked to have more worthwhiles skills that can carry over to upgraded jobs. The Fighter gets the Rend skills that can break equipment as well as skills that boost damage and speed. -Combat Techs Focus Tailwind Steel Rend Helm Rend Armor Rend Shield Rend Weapon --Chemist -Items (Unchanged) --Knight The Knight skills have been divided with the Fighter class and now include the Break Weapon skills that can damage enemies. The Knight, however, specializes in reducing enemy power by whittling away Magic and Attack. -Sword Skills Rend MP Rend Speed Rend Power Rend Magick Armor Break Crush Weapon Crush Accessory --Hunter -Hunt Charge +2 through 20 --Monk -Martial Arts Cyclone Aurablast Shockwave Doom Fist Purification Chakra Revive --Red Mage Red Mage replaces White Mage though offers very similar skills initially. The main difference is that the Red Mage can be used offensively by equipping them with the new Rapier weapon that emphasizes speed. Red Mages are proficient with mainly curative magic so in that respect they are different from the traditional Red Mage in other FFs. However, their skills also include a Drain abiility and focuses on raising Bravery and Faith. Red Mages are also weak to Ice Magic. -Red Magicks Cure Cura Curaga Raise Arise Regen Protect Shell Esuna Life Drain Ascension Belief --Black Mage Black Mage is pretty close to how they are in the Vanilla game but they no longer get the -ja tier of elemental magic, which is reserved for other units. Black Mages still equip Staffs but they can also now equip Books as well. In addition to this, the Black Mage also has skills that include a Syphon abiility and specializes in lowering Bravery and Faith. Black Mages are also now weak to Fire Magic. -Black Magicks Fire Fira Firaga Thunder Thundara Thundaga Blizzard Blizzara Blizzaga Spell Absorb Cowardice Disbelief --Green Mage The Green Mage essentially combines the Mystic and Time Mages to focus on Buffs and Debuffs. Battlecry is a skill that takes the place of battle song but is not permanent and does not affect the whole field, only a range around the caster. -Green Magicks Blind Silence Sleep Confuse Disable Immobilize Haste Slow Dispel Reflect Battlecry Second Wind --Summoner -Eidolons Moogle Shiva Ramuh Ifrit Titan Leviathan Carbunkle Bahamut --Adventurer -Thievery Steal Gil Steal Heart Steal Helmet Steal Armor Steal Shield Steal Weapon Steal Accessory Steal EXP --Fusilier The Fusilier takes the place of the Orator and places more emphasis on ranged attacking with guns. This new unit takes cues from Mustadio and expanding on them, with some from Tactics Advance. The Fusilier also has the Trigger Skill similar to Squall's gunblades. -Trick Shot Leg Shot Arm Shot Seal Evil Dark Shot Silenshot Stopshot Trigger --Mystic Knight The Mystic Knight is a hybrid physical/magical class that emphasizes elemental sword skills. It is similar to the Samurai class in that respect, though the Mystic Knight also specializes in Draining HP/MP as well. The Sword Skills cost MP unlike Samurai. -Mystic Blade Frost Blade Flame Sword Thunder Slash Water Blade Earth Slash Syphon Drain --Elementalist -Elements (Unchanged) --Dragoon -Jump Horizontal Jump 2, 4, 5, 8 Vertical Jump 3, 6, 8 --Samurai The Samurai class has been altered slightly to no longer break the weapon when using skills. To offset this change, most of the skills require a slight charge time now. -Katana Techs Asura Kotetsu Osafune Murasame Ama-no-Murakumo Kiyomuri Muramasa Kiku-ichimonji Masamune Chirijiraden --Ninja -Throw (Unchanged) --Blue Mage Blue Mage functions similar to previous FF's in that being hit by any of the corresponding spells will add them to the skillset. Unfortunately this is solely related to attack magics as I do not know how to get curative or support magic to be added if the enemy will not use them on the Blue Mage. -Blue Magicks Choco Meteor Flame Attack Spark Mind Blast Earthsplitter Breathe Fire Bad Breath Twister Giga Flare Tri-Breath Nanoflare Unholy Darkness Ultima --Oracle -Farsight Refresh Blindja Silencja Snakecharm Poisonous Frog Midgardsormr Meteor Doom Zodiark --Sorceress -ManaStrike ManaStrike Firaja Thundaja Blizzaja Ruinga Stoneja Flare Deathstrike Lich Download Patch Download Log File
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[PSX] Final Fantasy 8 HACK - International GF Job System
djroomba posted a topic in Development Discussion
International GF Job System PATCH DOWNLOAD ------------OVERVIEW The Final Fantasy 8 International GF Job System is a hack of FF8 that overhauls the GF system, namely abilities, commands and junctions, as well as changing or slightly altering other gameplay elements to make for a new and varied experience. There are very few hacks for the PSX FF8 and I wanted to try and remedy that. This hack is specifically set up for those that want to play FF8 on the go through phone emulators and such. The game is slightly more challenging as junctions have been significantly altered/reduced but this is not a difficulty hack. The hack is simply meant to streamline alot of the minor nitpicks that I have always had with the game. Things like which Junctions are attached to GF's, unused or broken abilities/mechanics, overly generous stat boosts from both abilities and magic, as well as limits that break the game are a few things that have been changed among many others. Most of these changes come from my experiences playing the game but alot of them also come from various forums and sources on the internet that had improvements that could really help with the flow of the game. Sega Chief was also a great resource for improvements after the FF7 New Threat was finished and people were speculating what an FF8 mod would entail. This patch is used with the Final Fantasy VIII [NTSC-U] rom. The patch was created with the .bin but will work with a .img rom as well. Included in the download is all 4 discs, use PPF Studio to apply the patch and enjoy. Notable Changes I really like FF8 but always had some issues with it, even unrelated to the Draw system. The draw system was never as bad as some people think even if I never liked it back in the day, but there are alot of things that could be changed to make the game more fun and interesting. Below are a few of the most notable changes. Character Stats- Character Stats have been changed to reflect a character role and make them more you unique. This is gone into much greater detail below. GF's - The main focus of the hack, the GF's have been almost completely overhauled to better reflect a typical FF Job so equipping them would be similar to choosing a class in other FF's. The GF's now specialize in certain stat junctions and skills to complement a role. This is why the hack is named as such since it takes alot of cues from the original Japanese version of the Zodiac Age (International Zodiac Job System). Much more info below. Abilities - The AP required for skills have been changed and some unique commands have replaced older ones. % boost abilities like STR +60% was overkill and have been altered to only go up to 30% for most stats and I believe up to 40% for HP. Junctions - The second complete overhaul. Junctions have been reallocated with their boosts and almost all have been changed in some way. Ultima is no longer the strongest magic junction across all stats, as it is mainly focused toward the Magical stats. Apocalypse is obtainable at several points in the game and is the strongest magic for STR. Even with this, the highest junction only goes up to 75 for Mag and Str instead of 100 and HP will not easily hit 9999 without additional % boost abilities. Much more info below. Magic - These have been changed greatly as well. Pain now inflicts damage and Meltdown has been significantly reduced. Meteor is not overly viable to spam on an Angel Winged Rinoa either as it doesn't do nearly as much damage as the main game, but would still do adequate damage. There are various other changes to and alterations to magic that are highlighted below. Limits-Limits have been reduced in damage output and/or been given boosts or qualities that make them less redundant. Because of the changes in junctions (especially STR), Limits will not be able to one shot enemies. Overuse of limits is not encouraged or discouraged since it is a viable way to do damage especially with the new Aura Command. Alot of people seem to want to "limit" the use of Limits but since the damage output in general is somewhat reduced, it would not necessitate limiting players of the characters most unique skills. Enemies - Have not been significantly changed but the biggest is that flying enemies now have high Eva and therefore cannot reliably be hit by all characters. Squall and Irvine have the highest Hit % followed by Rinoa so they will be the main physical attacker for flying types for the majority of the game. Other enemy changes are below. ------------CHARACTER Adjustments Character Stats have been changed to reflect a character role and make them more you unique. All characters have a stat that they excell in more noticeably (except for Quistis who is the All Rounder) and can be tailored to suit their role better. Hit % has been changed drastically with Irvine now having the highest Hit outside of Squall with the lowest Hit belonging to Zell. This is to take into account the gameplay element of Flying enemies now having higher Eva and cannot be hit by the likes of Zell easily, to make it more like FFX and XII. -Squall is the best physical attacker but has trouble taking damage. -Zell is fast and can take physical attacks but has poor magic across the board. -Irvine has the highest HP and Luck but is fairly poor outside of high Hit. -Quistis excells at nothing but she is not terrible either. She is supposed to be geared more toward her Blue Magic which have been given minor alterations. -Selphie is the fastest and has high Magic but is poor with physical attacks in general. Her weapons now use Mag instead of Str to calculate damage. Her best weapon no longer has perfect accuracy though. -Rinoa has now been geared more toward Magic (she had the highest Str in the main game) and also has better Hit percentages than most others. BY STAT -HP Irvine ---Highest | Lowest-- Rinoa -STR Squall ---Highest | Lowest-- Selphie -VIT Zell -----Highest | Lowest-- Selphie -MAG Rinoa ----Highest | Lowest-- Zell -SPR Selphie --Highest | Lowest-- Zell -SPD Selphie --Highest | Lowest-- Irvine -LUK Irvine ---Highest | Lowest-- Squall -----------GF CHANGES The GF's have been almost completely overhauled to better reflect a typical FF Job so equipping them would be similar to choosing a class in other FF's. The GF's now specialize in certain stat junctions and skills to complement a role. For instance, Ifrit is the Warrior and starts with Str and Vit (instead of HP). His Mad Rush skill has also been changed to Bravery (more on that below), to better enhance that role of Warrior as well as not completely inhibit the party. Similarly, Shiva is now the Monk and emphasizes defense and speed. She also no longer carries Doom but now has the Aura command that grants Aura on self (Shiva's character only). More GF's carry new junctions and certain combinations will allow for all characters to access all junctions without the need for items. Items that grant Junctions are solely for customization and are not required to get all junctions on all characters. An example would be, only Ifrit has the STR-J early on but his defeat at the Fire Cave yields a STR-J scroll to use how you see fit. Other GF's yield certain junction scrolls as well. For quick reference of the GF Job System changes, consult the following table: Quetzequatl - Wizard - (HP-J | MAG-J | SPR-J) Shiva - Monk - (VIT-J | SPR-J | SPD-J) Ifrit - Warrior - (STR-J | VIT-J) Siren - Oracle - (MAG-J | SPR-J | EVA-J) Brothers - Knight - (HP-J | STR-J | VIT-J | HIT-J) Diablos - Thief (Time Mage) - (HP-J | MAG-J | SPD-J | HIT-J) Carbuncle - Summoner - (VIT-J | MAG-J | SPD-J | LUCK-J ) Leviathan - Geomancer - (STR-J | VIT-J | MAG-J | SPR-J) Pandemona - Mystic Knight - (STR-J | EVA-J | HIT-J | LUCK-J) Cerberus - Dark Knight - (STR-J | SPD-J | HIT-J | LUCK-J) Alexander - Priest - (HP-J | STR-J | MAG-J | SPR-J) Doomtrain - Bard (Green Mage) - (MAG-J | SPR-J | SPD-J | EVA-J | LUCK-J) Bahamut - Dragoon - (HP-J | STR-J | MAG-J | SPR-J | EVA-J) Cactuar - Devout (White Mage) - (SPD-J | EVA-J | HIT-J | LUCK-J) Tonberry - Magus (Black Mage) - (HP-J | STR-J | HIT-J | LUCK-J) Eden - Sage (Red Mage) - (VIT-J | SPD-J | EVA-J | HIT-J | LUCK-J) Tier 1 - Wizard | Monk | Warrior | Oracle | Priest Tier 2 - Summoner | Thief | Knight | Dark Knight | Geomancer Tier 3 - Magus | Mystic Knight | Dragoon | Devout | Bard | Sage Tiers 1 and 2 have more common Junctions + SPD and EVA is more prevalent now. Tier 3 GF's now have more spread out junctions for HIT and LUCK as well. All Tier 3 GF's now have Abilityx4. Certain GF's unlock Elem Attack only after with Elem Def is learned. Same with Status Def. In addition to this, certain abilities only unlock after GF is leveled up to 5, 10, 15, 20, 25, 30, 35, with higher Tier GF's unlocking skills at the higher levels. The new GF's are not limited to their Junctions either, the roles they have are also based on the commands they use both from the normal game and new ones. ------------NEW COMMANDS Doom >> Aura Never used Doom so created the Aura command. Aura command casts Aura on self but also Slow. Shiva makes use of this as the Monk Class. Limits are a pretty viable means of damage now since Str has been reduced and Slow makes this command not overpowered. Mad Rush >> Bravery Mad Rush has been changed to Bravery which casts Haste and Berserk on self. Ifrit makes use of this command as the Warrior Class. Eden also gets this command. LVDown >> Shield Shield replaces LvDown which allows the free casting of Protect on one ally. Doomtrain receives this command as the Green Mage. Tonberry the Magus also gets it. LVUp >> Wall Wall replaces LvUp which allows the free casting of Shell on one ally. Leviathan the Geomancer receives Wall. Tonberry the Magus also gets it. Kamikaze >> Infuse Infuse replaces Kamikaze since killing an ally for damage seems like such a cheap move. Infuse still removes ally but instead of damage, grants Shell, Protect, Haste and Regen on remaining allies. I thought of adding invincible instead of the two barriers but it seemed like a bit much. Devour >> Faith Devour has been removed and changed to Faith which is the magical version of Bravery. It is similar to Angel Wing in that the character casts random magic for free but Haste is also added. Eden obtains the Faith command. ----------Junction Changes Junctions have been reallocated with their boosts and almost all have been changed in some way. Ultima is no longer the strongest magic junction across all stats, as it is mainly focused toward the Magical stats. Apocalypse is now obtainable at several points in the game and is the strongest magic for STR. Str and Mag junctions are reduced overall but some are now stronger than they were in the main game. This was to create balance and not make the timed stuff at the beginning of the game overly difficult. Over the course of the game Magic will scale gradually and only offer slight variations, meaning the STR and MAG will not increase drastically once Ultima (or Apocalypse) is obtained. With this in mind, the highest junction only goes up to 75 for Mag and Str instead of 100 and HP will not easily hit 9999 without additional % boost abilities. Magic in general has been altered with Pain and Meltdown doing around mid tier damage now. Meteor damage has been reduced and does earth elemental damage. Cure and Float now have an element to be junction to and Scan is a viable option early game since it has not much use anyway. There are others that may simply need to be discovered (in that I don't remember all of them). ----------WEAPONS Weapons have been changed to better suit a type of role. The biggest changes are that Hit for all characters have been changed with Squall, Irvine and Rinoa now having the highest. Selphie's weapons now all factor in Mag to the damage calculation and her best weapon no longer has perfect acc. The STR Bonus of all weapons have been reduced except for the Ultimate Weapons. Revolver and Shear Trigger unlock Rough Divide Cutting Trigger and Flame Saber unlock Fated Circle Twin Lance and Punishment unlock Blasting Zone Lionhear unlocks Lionheart Edea's attack is also Magical as opposed to physical now. ---------ENEMY CHANGES Flying Enemies: Now have the highest Eva and cannot be hit physically by anyone, save for Squall or Irvine, without some kind of Junction Boost. By end game even Zell should be able to handle flying foes but early on only Squall and Irvine have the Hit necessary to land a regular attack. This was done to create a sense of purpose and differentiate the weapons a bit more like in FFX where Wakka specialized in flying foes for the first half of the game. Large Enemies: Armored enemies and larger foes have had their Vit increased and should be dealt with through magic if possible. Smaller enemies: Small enemies have high Spr and Mag and physical attacks should be used against them. Serpentine enemies are much faster now and will attack accordingly. Various other enemies have had their stats tweaked as well as offer slightly altered items upon defeat. International GF Job System PATCH DOWNLOAD Full Change Log File DOWNLOAD -
Hi there, I am new to this forum and was introduced to it by KuroChaosWolf, who recommended that I upload my Final Fantasy 8 mod here. The Mod is called Final Fantasy 8 International GF Job System and has quite a few changes to the vanilla FF8. I have the Patch on Qhimm and Romhacking but I would love to get people's feedback here, on the changes that I made. However, I am unsure how to start a new thread in the Mod section to upload the patch. If anyone can help me out I would greatly appreciate it. For now, details on the mod can be found here: http://www.romhacking.net/forum/index.php?topic=29040.0
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