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Found 27 results

  1. Version 2.0.9991


    This mod is also hosted on Qhimm Forums: FF7 NT is a gameplay overhaul mod that rebalances the game, adds new content, reactivates disabled content, overhauls existing content, and comes with a no money back guarantee.
  2. Now, this might not even be something people discuss, we wouldn't know since it does fall under fandom. Anyway, we discussed this sometime ago, and came up with a list of songs that fit the personality of various Final Fantasy characters, trying to be era-accurate when possible. (era-accurate meaning that the song must of been recorded before the game's initial release) So, here we go. Final Fantasy: WoL: Era-Accurate: War Pigs/Luke's Wall; Paranoid; Black Sabbath, 1975, Proto Metal; Guitar Hero II (WaveGroup Cover), Rock Band DLC (WaveGroup Cover) Era-Non-Accurate (but more suited to their personality): Cry Thunder; The Power Within; DragonForce, 2012, Power Metal; Rock Band 3 DLC (PRO ENABLED) Garland/Chaos: Era-Accurate: Institutionalized; Suicidal Tendencies, 1983, Punk; Guitar Hero II (WaveGroup Cover), Tony Hawk's American Wasteland (Senses Fail Cover) Era-Non-Accurate: Bat Country; City of Evil; Avenged Sevenfold, 2005, Metal; Guitar Hero: Warriors of Rock (actually, we agreed that Bat Country could apply to several Final Fantasy characters) Bahamut: Era-Accurate: Carry On Wayward Son; Leftoverture; Kansas, 1976, Rock; Guitar Hero II (WaveGroup Cover), Guitar Hero Smash Hits/Greatest Hits, Rock Band Unplugged, Rock Band DLC Era-Non-Accurate: Heart of A Dragon; Valley of the Damned; DragonForce, 2001-2003; Custom Charted for Phase Shift/Clone Hero by Lordsnynencja (FoF Fan Forums-single stem) (Bahamut appears in several FF games but we agreed that Bahamut shows the most personality in the first game) Final Fantasy II: Firion: Era-Accurate: Livin' On A Prayer; Slippery When Wet; Bon Jovi, 1986, Rock; Guitar Hero World Tour, Rock Band (several iterations including PRO ENABLED for Rock Band 3) Era-Non-Accurate: --- Maria: Era-Accurate: Crazy On You; Dreamboat Annie; Heart, 1975, Rock; Guitar Hero II (WaveGroup Cover) Era-Non-Accurate: Woman; Wolfmother, 2004, Rock; Guitar Hero II (WaveGroup Cover), Guitar Hero Smash Hits/Greatest Hits "Emperor" Mateus (we agreed long ago that there's nothing that actually makes Mateus 'emperor' of anything but that's out of scope) Era-Accurate: Caught in A Mosh; Among the Living; Anthrax, 1989; Metal; Guitar Hero ENCORE: Rocks the 80's (WaveGroup Cover), Guitar Hero Smash Hits/Greatest Hits Era-Non-Accurate: Waking the Demon; Scream, Aim, Fire!; Bullet For My Valentine, 2008, Metal; Rock Band 2 DLC, Rock Band Unplugged DLC Final Fantasy III: "Sprout" Onion Knight: (nickname courtesy of Aylee) Era-Accurate: Rock You Like A Hurricane; Love at First Sting; Scorpions, 1984, Rock; Guitar Hero III: Legends of Rock (Steve Ouimette Cover) Era-Non-Accurate: Today; Siamese Dream; The Smashing Pumpkins, 1995, Rock; Guitar Hero World Tour, Rock Band 2, Rock Band Unplugged "Minerva" Cloud of Darkness (name given by Amy) Era-Accurate: Killing Jar; Peepshow; Siouxsie and the Banshees, 1988, Rock; Rock Band 2 DLC, Rock Band Unplugged Era-Non-Accurate: Beast and the Harlot; City of Evil; Avenged Sevenfold, 2005, Metal; Guitar Hero II (WaveGroup Cover), Guitar Hero Smash Hits/Greatest Hits Final Fantasy IV: (we had some quarrels over this one lolz) Cecil Harvey/Highwind (point of contention): Era-Accurate: YYZ; Moving Pictures; Rush, 1983, Prog; Guitar Hero II (WaveGroup Cover-one we believe is awful), Guitar Hero Smash Hits/Greatest Hits, Rock Band 2 DLC (Rock Band 2 had a lot of DLC releases-if one downloaded them all it's over 28 GB worth of music-just a little factoid) Era-Non-Accurate: Move Along; All-American-Rejects, 2005, Rock; Rock Band DLC, Rock Band Unplugged Kain Highwind: Era-Accurate: Turning Japanese; New Clear Days; The Vapors, 1980; Rock; Guitar Hero ENCORE: Rocks the 80's (WaveGroup Cover-one of their best), Rock Band 3 DLC (PRO ENABLED) (actually, we also agreed that Turning Japanese would definitely apply to several characters but it fits Kain to a tee) Era-Non-Accurate: Stricken; Ten Thousand Fists; Disturbed, 2005, Metal; Guitar Hero III: Legends of Rock; Guitar Hero 5 DLC (we also agreed that Stricken and several other Disturbed songs would fit other characters) Rosa: Era-Accurate: Holy Diver; Dio, 1983, Metal; Guitar Hero ENCORE: Rocks the 80's (WaveGroup Cover), Rock Band 2 DLC, Clone Hero development release Era-Non-Accurate: The Sky is Falling; Songs for the Deaf; Queens of the Stone Age, 2002, Alternative; KRDL-KURDLE RADIO (we genuinely feel bad for any radio station that has that particular four letters LMAO) Rydia of the Mist: (Rydia the Drummer) Era-Accurate: Seventeen; Winger, 1988, Glam; Guitar Hero ENCORE: Rocks the 80's (WaveGroup Cover) Era-Non-Accurate: Bloodlines; Dethalbum II; Dethklok, 2009, Death Metal; Guitar Hero: Warriors of Rock Final Fantasy V: Boots/Bartz Klauser: Era-Accurate: Ride the Wind; Flesh and Blood; Poison, 1990, Glam Metal; Custom Song in Need For Speed Underground 2 Era-Non-Accurate: Even Rats; Eisenhower; The Slip, 2005, Alternative; Guitar Hero Bonus Song, Rock Band Network (RBN) Sarisa/Faris Taikun: Era-Accurate: Bad Reputation; Joan Jett and the Blackhearts, 1981, Rock; Band Hero, Rock Band 2 DLC Era-Non-Accurate: Shipwrecked; Back in Time; Alestorm, 2009, Metal; Rock Band Network (RBN), Custom Song in Need For Speed Underground 2 Gilgamesh: Era-Accurate: Sir Psycho Sexy; Blood Sugar Sex Magick; Red Hot Chili Peppers, 1991, Rock; Rock Band 2 DLC, Decensors by InevitableEnd of FoF Forums, and by us. Era-Non-Accurate: --- Exdeath: Era-Accurate: Rust in Peace, Polaris; Rust in Peace; Megadeth, 1990, Metal; Rock Band 2 DLC Era-Non-Accurate: Gasoline; Audioslave, 2002, Rock; Rock Band 2 DLC, Rock Band Unplugged Final Fantasy VI: (this one is one of two we discussed the most) Terra Branford: (Guitarist/Vocalist) Era-Accurate: Feed the Tree; Star; Belly, 1993, Rock; Rock Band 2 DLC, Rock Band Unplugged DLC Era-Non-Accurate: Monster; Awake; Skillet, 2009, Rock; Rock Band 2 DLC Locke Cole: (Punk Rocker Locke) Era-Accurate: Bad to the Bone; George Thorogood and the Destroyers, 1982, Rock; Rock Band 2 DLC Era-Non-Accurate: Holiday; American Idiot; Green Day, 2004, Punk; Green Day Rock Band, Decensors by InevitableEnd of FoF Forums, and by us. Celes Chére: (Bassist) Era-Accurate: Under the Bridge; Blood Sugar Sex Magick; Red Hot Chili Peppers, 1991, Rock; Rock Band DLC, Rock Band Unplugged DLC Era-Non-Accurate: Mr. Brightside; Hot Fuss; The Killers, 2004, Alternative; Rock Band 2 DLC; Rock Band Unplugged Setzer Gabbiani: Era-Accurate: Ace of Spades; Motörhead, 1980, 2008, Rock; Guitar Hero (WaveGroup Cover), Guitar Hero METALLICA^, Rock Band 2^, Rock Band Unplugged^ (^ Has the exact same 2008 re-recorded version) Era-Non-Accurate: --- Kefka Palazzo: Era-Accurate: Symphony of Destruction; Countdown to Extinction; Megadeth, 1992, Metal; Guitar Hero (WaveGroup Cover), Guitar Hero 5 DLC Era-Non-Accurate: Panic Attack; Octavarium; Dream Theater, 2005, Prog; Rock Band 2, Clone Hero development release Final Fantasy VII: Aeris Gainsborough: (Aeris/Celica the Drummer) Era-Accurate: Angel of Death; Reign in Blood; SLAYER, 1986; Tony Hawk's Project 8, Rock Band 4 DLC, Guitar Hero RSU Era-Non-Accurate: Savior; Appeal to Reason; Rise Against, 2009; Guitar Hero: Warriors of Rock (weren't expecting that were ya? LMAO) Cloud/Claire/"Miss Cloud" Strife: (Metalhead Cloud-we discussed this one for a long time) Era-Accurate: Dyers' Eve; ...And Justice For All; Metallica, 1988, Metal; Guitar Hero METALLICA Era-Accurate: Welcome to Paradise; Dookie; Green Day, 1994, Punk; Green Day Rock Band, Tony Hawk's Pro Skater 4 Era-Non-Accurate: Down With the Sickness; The Sickness; Disturbed, 2000; Guitar Hero 5 DLC, Rock Band 2 DLC Tifa Lockheart: Era-Accurate: Up in Arms; Colour and the Shape; Foo Fighters, 1997, 2007; Rock Band 2 DLC Era-Non-Accurate: My Favourite Game; Gran Turismo; The Cardigans, 2000, Rock; Intro video of Gran Turismo 2, Band Hero DS Yes, we're about to drop Sephiroth's songs on ya, but I'm pretty sure you already know what we agreed upon, because we all said it within five seconds of asking. Sephiroth: ("I'll always pull your strings...") Era-Accurate: Master of Puppets; Metallica, 1986; Guitar Hero METALLICA Era-Non-Accurate: Balls to the Wall; Accept, 1984, Metal; Guitar Hero ENCORE: Rocks the 80's (WaveGroup Cover) (there are a number of songs that definitely compliment Sephiroth's personality but Master of Puppets is Sephiroth's personality) Some characters, we couldn't really agree upon, mainly because past VII, only a few of us have experienced games/characters from later in the series; according to Aylee, her mom used to play the shit out of XI, though since she's long since passed we can't corroborate this directly... So, there are some characters not listed. Moving on! Final Fantasy VIII: Rinoa: Era-Accurate: Listen to Her Heart; You're Gonna get It!; Tom Petty and the Heartbreakers, 1978, Rock; Guitar Hero: Warriors of Rock Era-Non-Accurate: --- Final Fantasy IX: Kuja: Era-Accurate: Higher; Human Clay; Creed, 1999, Rock; Rock Band Network (RBN), revision by pzych0 of FoF Forums and us. Era-Non-Accurate: --- Obviously, we still are discussing this, and some of the characters have four or more songs that fit them perfectly, era-accurate or no, and yes, this does exclude a lot of song genres because we typically don't listen to rap, hip-hop and 'pop' music. So, how about you? Do you agree with us, or do you think that there may be more fitting songs? Are there characters we didn't list that you have fitting songs for? Let us know! The floor is open! Rock steady, people.
  3. 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
  4. Greetings

    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:
  5. Hello! I played this mod wayyyy back in version 1.3 (i think, can't quite remember) when it was hosted on insane difficulty. I am very excited to try v 1.9. I noticed that there is a v 1.10 in production which I am very excited to try out as well. I have a suggestion: Have any of the developers considered a new game plus type mode? Not a new game plus exactly, but basically a separate patch that is identical to current BNW patch, except that the level cap and esper point cap is removed. I think that would be fun, something that could be unlocked with the unlockme password. Thoughts?
  6. Version 1.658


    Chrono Cross meets Bravely Default in this re-imagination of Final Fantasy 5 with additional jobs and mechanics. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies several additional jobs and reworks of existing jobs instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event most importantly - a New Game Plus mode!
  7. Version 1.1.0


    A small project I developed a while ago, this is a mod based on the infamous challenge-restriction run called Necrosis MO for FF7 that sets up unique conditions under which players must beat the game. The set-up is this: Every character that joins the player's party starts with 9999HP and 999MP; however, all healing has been disabled in the game meaning that any damage you take or MP you expend is permanently lost. To beat the game, you'll need to carefully manage your resources and avoid wasteful MP expenditure or excessive damage. You have free access to all commands and equipment, but bear in mind some effects are now useless (Cure, for instance, will not heal). Sources to raise stats have also been disabled. To install, extract the contents of the .zip and run the installer; specify the FF7/DATA folder of your game's installation. Remember to go into the installer's properties and unblock/run as admin if needed. If you find any bugs or discover a means with which to recover HP/MP then let me know so I can make adjustments. Good luck!
  8. Version


    This mod is no longer in development. Official homepage for 1.3 is no longer available.
  9. I'm a longtime lurker-but-never-poster of InsaneDifficulty. I've always been a big fan of the site and the concept in general, as it's given me a way to stay connected with and continue to enjoy games I grew up loving. But I've never understood the lack of modding for FF5. I assume it's because it wasn't released in the west during that era so it doesn't have the nostalgia effect that FF4 or FF6 have for most people. I know it's harder to get into older games when you don't have the binding effect of nostalgia. And of course the story and characters are kinda meh. But IMO it has some of the best game play and replay value of any of the older FFs. I've played through so many different types of playthroughs, with random jobs, crappy jobs, all mages, all melee, etc. I love it when a game has interesting equipment that makes a difference too. I believe there is only 1 FF5 mod and it was only half completed and I don't think it's being worked on. I'd love to see an abrasive difficulty patch. Perhaps even a patch that changes the order you get the jobs. Lastly, would it be easier to mod the PC version?
  10. Version 3.01


    This is the ASM pack used by Monster Tactics. Being in the same folder as the patch has caused some confusion, but I still want the patches available for documentation purposes and to help other modders/asm'ers. The test file and "disable game music" are not patched to MT, everything else is. Several of the hacks used in MT were created by other people, and several others were rewritten by me to work with other code I have. These are still included within the folder, but if you use them, please credit their creators and not me!
  11. Edit: download in new main topic So I got the feeling that the increasingly misnamed Final Fantasy series is wholly underrepresented on this site at only 5 out of 13 uploaded mods. Jokes aside, I wanna brainstorm some ideas what could be done with this game. 1) MP/action economy Battle starts with 0 MP, except for certain class bonus (below) and some equipment. ELEMENT1 spells would cost 0 MP, stronger and more specific spells > 0. Magic damage would have to be reworked so that even the lowest spells remain relevant. Guarding would grant 100 MP, next to the usual recovery options like Ethers and Osmose. If MP is at least 100 at the end of a turn, that character skips wait and immediatly gets to act again. If you're seeing parallels to Bravely Default, it was kinda the inspiration. To make that relevant, a form of nATB is required. And yes, that makes the Quick spell useless. Replace it and be happy over some freed RAM. 2) classes We have 4 characters and all have access to the same 22 classes, including Freelancer and Mime. No more! Noone gets to keep the Hobo class, they learned a profession after all Aside from that, I'd block 6 classes per character, so each one has 15 classes to choose from. E.g. Bartz can never be a Chemist while Lenna just doesn't have it in her to go Berserker. Less breakage, more character diversity. Each class gets to teach 7 abilities, some duplicates across classes for the basics, but the heavy stuff like !X-Fight and !X-Magic should stay unique and as a 7th ability. Additionally stupid stuff like White1-6 goes and only teaches White once. You don't have to learn 6 times how to wield a sword either, neither has !Blue that problem. Changing into a class no longer changes stats, instead levelling a class grants permanent stat bonuses, 3 out of HP, MP (starting bonus and max), STR, AGL, MAG, VIT. Duplicates possible. E.g. each level of Monk gives +2x VIT and +1x HP (30 HP before VIT %bonus) ABP required should not be based on which ability you learn next but purely on how many class levels you already have. 3) items Consumables aren't used up, instead you get a cooldown during which you can't use !Item. Higher item stacks increase effect or lower cooldown. E.g. 1x Potion heals 30 HP, 99x Potion 2000 HP. Would probably require to prohibit out of battle healing coupled with a free mini heal after victory. 4) equipment Equipment is changed from Helm, Armor and Relic to 3x Relic. Non-shields would have to get renamed. 5) elements Everything could get one of the eight elements this game has instead of 90% neutral. Weapons could belong to one element per type, i.e. swords would be fire except for special cases. Armors for defensive obviously, each element would give 2 resistances and 2 weaknesses, mix gear badly and you're suddenly weak to 6 elements. The only thing I'd allow to be neutral would be the final boss. Everything else, enemy or otherwise, should have elemental affinity (i.e. weaknesses). Warning: utter drawing incompetence ahead (8x8px per icon times negative talent) to the left how it could look ingame, to the right just all 8 element icons: fire, ice, lightning, water, wind, earth, poison, holy
  12. FF6 Beyond Chaos Randomizer

    Version 46


    FF6 Beyond Chaos Randomizer Version: 62 Date: October 30, 2015 URL: Contact: QUICKSTART Running the randomizer: Windows users may use the executable file, "beyondchaos.exe". Other users, please run "" using Python version 2.7 Source rom file: The randomizer will ask for a rom file. Beyond Chaos does not provide this rom. Put the file in the same directory as Beyond Chaos and simply input the file name. The rom used should be the FF3 US 1.0 rom. Both unheadered and headered roms will work. If you use an incorrect or modified rom, the randomizer will warn you before continuing. To be sure, you can check that your rom is correct by comparing the unheadered checksum/hash: MD5 - e986575b98300f721ce27c180264d890 CRC32 - a27f1c7a Seed value: Next, the randomizer will ask for a seed value. If you don't know which seed you want, just leave this blank and the randomizer will choose one for you. The seed value is an integer number that can be used to share the same randomization with other people. It's like a signature for the game that Beyond Chaos creates. If you want to play the game along with a friend, you can use the same seed. Flags: Finally, the randomizer will ask for a list of flags. If you don't know which flags you want, just leave this blank and the randomizer will give you the standard setting: all flags. If you would like to customize your experience, here is a list of flags and what they do: o Shuffle characters' in-battle commands. w Generate new commands for characters, replacing old commands. z Always have "Sprint Shoes" effect. b Make the game more balanced by removing exploits such as Joker Doom, Vanish/Doom, and the Evade/Mblock bug. m Randomize enemy stats. c Randomize palettes and names of various things. i Randomize the stats of equippable items. q Randomize what equipment each character can wear and character stats. e Randomize esper spells and levelup bonuses. t Randomize treasure, including chests, colosseum, shops, and enemy drops. u Umaro risk. (Random character will be berserk) l Randomize blitz inputs. n Randomize window background colors. f Randomize enemy formations. s Swap character graphics around. p Randomize the palettes of spells and weapon animations. d Randomize final dungeon. a Organize rages alphabetically (default) h Organize rages by highest level first Output rom file: The randomizer generates two files, a patched rom file, and a mini-FAQ. Both files will have the seed value in their name. To play the game, load the patched rom file in your emulator. The mini-FAQ is a text file that mainly includes information about where to get items; colosseum rewards, monster steals and drops, shop info, and monster rages are all included. OVERVIEW Beyond Chaos is a randomizer, a program that remixes game content randomly, for FF6. Every time you run Beyond Chaos, it will generate a completely unique, brand-new mod of FF6 for you to challenge and explore. There are over 10 billion different possible randomizations! Nearly everything is randomized, including treasure, enemies, colors, graphics, character abilities, and more. Beyond Chaos is also customizable. Using the flags in the above section, you can choose to only randomize certain parts of the game. Every flag you select will make the game a little more random, and also a little more difficult. Therefore, even experienced players should be able to find some challenge in the resulting game. As the game progresses, enemies may become more and more difficult, so that it becomes necessary to develop specialized strategies for individual formations. Because of the extent and the severity of the modifications made by Beyond Chaos, it is not recommended for competitive play. It is mainly intended for casual play, though if you would like to play it competitively anyway, go for it. Also note that there is another FF6 randomizer intended for races, made by Dessyreqt and Lenophis, that makes more conservative changes. That one is simply called "FF6 Randomizer", or "FF6 Rando Classic Original Flavor". OBJECTIVES 1. To remix game content so thoroughly that even veteran FF6 fans can feel as though they are playing the game for the first time all over again. 2. To create a challenging and festive result that encourages memorable scenarios, without making the game impossible for a casual player to complete. 3. To create a tool that is useful to the FF6 rom hacking community by being both open source and accessible, and by showing off a wide variety of potential mods. FAQ/KNOWN ISSUES Q: How do I play Beyond Chaos Ancient Cave mode? A: There are two codes you can use. "ancientcave" is for the standard Ancient Cave mode with ~200 maps and takes a very long time to complete. "speedcave" is a shorter, faster mode (~100 maps) that is designed to be completed in one sitting. Input the code in the flags. For vanilla Ancient Cave mode, I recommend using "ancientcavez". Q: How do I play Beyond Chaos Bingo? A: The code is "bingoboingo". Use the code in the flags and the randomizer will ask you some more questions when the randomization is complete. Q: I lost my seed number but I still have the rom. Can I find my seed number again? A: The seed is displayed in the auto-generated guide, in the rom's SNES header, and in the opening sequence with the magitek armor. Q: I'm at Vargas but I don't have Blitz. How do I beat him? A: You can defeat him normally without Blitz. His HP was lowered to make him beatable without much (if any) grinding. Q: How do I defeat TunnelArmr without Runic? A: Just kill it. Q: How do I defeat Ultros at the Esper's hideout without Sketch? A: Just kill it. Q: Speaking of Sketch, was the Sketch Glitch patched? A: No. Believe it or not, there are people out there who want to play using the Sketch Glitch, which is why the randomizer is based off of the FF3 US 1.0 rom. In an ideal world you would be able to choose whether or not to patch the glitch, but since there is such small demand for that kind of feature and it would take considerable effort, I haven't implemented it. Q: The Moogle Charm doesn't work. A: It was nerfed. FF6 uses a threat level based random encounter system, and Moogle Charm increases threat level by the lowest possible value without removing encounters altogether. The specifics are a bit complex, but you should think of it as having about a 1/256 encounter rate if you've been wearing it for a while. Also, some later dungeons might randomly ignore Moogle Charm altogether. Q: I'm in a dungeon and the encounter rate is insanely high. A: Some later dungeons have a chance to become high encounter rate dungeons. However, these dungeons are twice as vulnerable to the effects of Charm Bangle and Moogle Charm. Q: The switches in the final dungeon don't seem to be working. A: They work, I assure you... it seems like the game is just a bit buggy when a group it doesn't expect stands on the switch. Usually you can get it to work by cycling through every party while standing on the switch. In the worse case scenario (you rarely need to do this) have all other parties leave the room, then stand on the switch. It also seems like if there are switches on two different parties' maps, the game can get confused, but this has only happened to me once. Q: The Fanatics Tower is really long. What gives? A: I've made some changes to the Tower, with the intent to make it the most frustrating, obnoxious dungeon possible. If you're stuck, here are some hints in ROT13 format. Decode them if you're having trouble. Hint #1: Vg'f zber qvssvphyg tbvat hc guna pbzvat qbja. Hint #2: Qba'g trg qvfgenpgrq. Fgnl sbphfrq ba lbhe tbny, naq riraghnyyl lbh jvyy ernpu vg. Solution: Fbzr gernfher ebbzf ner gencf gung qebc lbh gb n ybjre yriry bs gur gbjre. Nibvq gur gernfher ebbzf naq lbh jba'g trg fghpx. Q: The old man in Narshe won't give me the Ragnarok esper. Is this a bug? A: It's not a bug. Ragnarok (esper) is at a different location. Location: Gur obff ng gur gbc bs Snangvpf Gbjre unf vg. Q: I heard that there's a secret item. How do I get it? A: Va gur svany qhatrba, gurer'f n fznyy vagrevbe ebbz jvgu n qbbe cnfg n pbairlbe oryg gung vf vanpprffvoyr. Gb ernpu gur qbbe, lbh zhfg hfr na rkcybvg gung vf abeznyyl hfrq gb fxvc Cbygetrvfg va inavyyn SS6. Ybbx hc gur Cbygetrvfg fxvc gb svaq bhg ubj gb qb gur gevpx. Q: I heard that there are secret codes. What are they? A: I'll give you the codes, but be aware that these are codes that were used during development for testing the randomizer. I make no guarantees about their playability, and it's recommended that you play through the randomizer without codes at least once before you use them. Here they are, as always, in ROT13: nvefuvc phgfprarf cneglcnegl oenirahqrjbeyq fhcyrkjerpxf fgenatrwbhearl qrnerfgzbyhyh pnaggbhpuguvf rnflzbqb abeat raqyrff9 rdhvcnalguvat pbyyngrenyqnzntr yyt anghenyzntvp anghenyfgngf cynlfvgfrys Q: What level should I be for the final dungeon? A: It really depends on your gear and what builds you have access to. I usually end up going there around level 35-40, but it doesn't hurt to have a few absurdly high level characters to tank hits. Q: Yo this is really hard. A: Yeah I guess so. I was pretty careful to make sure it was always beatable, though. Obviously the difficulty depends on your specific randomization though, so if you're having trouble, don't feel bad about using savestates or anything. I tried to design the randomizer in such a way that savestates aren't necessary, but I can't account for everything. If you encounter anything that is absolutely absurd in difficulty, please let me know so I can try to adjust the balance for future versions. Also, save often! You never know when you'll randomly encounter a boss on the overworld or in a chest. Q: I encountered <boss> as a random encounter/monster in a box! Is this a bug? A: No. Q: I can't choose my party for the final battle. Is this a bug? A: No. Q: When my character uses X ability, he attacks the enemy and then attacks his own party for low damage! Is this a bug? A: Yes! I don't know how to fix it, but it's a bit interesting in its own right, so I've been ignoring it for now. Q: It says my character can use Blitz/Lore/etc. in their skills menu, but they don't actually know it. A: This is a side effect of replacing the old commands. I'm not sure how to fix it, but it doesn't really affect the game so I haven't really looked into it. Q: I used Control on an enemy and ordered him to use a skill on his own party, but he attacked me instead! A: Some skills are just like that. They're flagged to never be used on your own party. Q: The final boss is impossible! How do I win? A: Gur orfg cerpnhgvba lbh pna gnxr vf univat rabhtu UC gb fheivir Zrgrbe (hfhnyyl nobhg 5000) naq vaihyarenovyvgl gb znal fgnghf rssrpgf, rfcrpvnyyl Fvyrapr. Xrsxn jba'g pbhagre juvyr ur'f pnfgvat Tbare naq gur fperra vf funxvat, fb guvf vf gur orfg gvzr gb fgevxr. Q: The boss of the Fanatics Tower is impossible! How do I win without Life 3? A: Gur pynffvp fgengrtl bs Enfcvat uvz gb qrngu fgvyy jbexf, naq ur vf bsgra ihyarenoyr gb Ofrex. Hfvat Cnyvqbe gb ynaq gur svany uvg pna jbex, ohg or jnel gung ur zvtug fgneg gur onggyr jvgu vaangr Yvsr 3. Nyfb, vs lbh unir n Trz Obk be fvzvyne vgrz, vg zvtug nyybj lbh gb hfr na novyvgl va gur gbjre gung lbh abeznyyl pna'g hfr... Hygvzn pna or Ehavpxrq, sbe rknzcyr. Q: Dude I've got like six cursed shields. A: Fun fact, if you equip cursed shields on multiple party members, you can uncurse one of them 2x or 3x or 4x as quickly. Q: Why can't Gogo select X ability? A: It's probably there. You just have to scroll past the edge of the menu. Unless it's an ability Shadow had and you let him die, in which case, it won't be there. Q: I just got a Game Over, but I didn't get to keep my experience levels. A: This feature was removed because it didn't work properly with one of the new esper boosts. I also wasn't very fond of it to begin with, because I would often get a Game Over and forget to reset so I don't miss out on valuable esper levels. Q: Can you add X to the mini-guide that gets generated? A: Let me know. I'm not sure what kinds of things people want in the mini-FAQ. Q: The guide says a character can learn a spell naturally, but they haven't learned it. A: Yeah, that's a bug I haven't bothered to figure out yet. I think it has to do with characters joining at a higher level than the magic they learn. They'll still learn the rest of their natural magic, though. Q: Can you add X feature? A: Maybe. I'm open to suggestions, but things that require a lot of effort probably won't get made. Q: Can I add X feature? A: Possibly! Even if I don't think it's a good idea for the standard settings, it could be a secret code. Send me a pull request to the project's Github. Q: Does Beyond Chaos work with X mod? A: Maybe, maybe not. I haven't tested Beyond Chaos with anyone else's mods. If it's an elaborate, full-game mod than the answer is no. Some small mods might be compatible, since Beyond Chaos doesn't do rom expansion or anything like that... but it uses up a lot of commonly used free space, so conflicts are likely. Q: Does Beyond Chaos work on a real Super Nintendo? A: Absolutely! Beyond Chaos has been tested on both Super Everdrive and SD2SNES, and it works 100% perfectly. Q: I found a bug! A: Send me a tweet, or a message on Twitch, or post it in one of the Beyond Chaos threads on various forums. I'll check it out. SPECIAL THANKS ffmasterfoobar - Twitch broadcaster who did a lot of playtesting for my entertainment, check out his channel Tenkarider - Romhacker who gave me lots of feedback, and creator of the Ultimate Czar Dragon hack, FF6 Curse of the Gods, and many other challenges
  13. Version 26.0.1


    FFT Rumble Chaos Crashdown Randomizer Version: 26 Date: October 7, 2016 URL: Contact: How To Use Running the randomizer: Windows users may use the executable file, "fft_rcc.exe". Other users, please run "" using Python version 2.7. Source ISO file: The randomizer will ask for a filename. Place your Final Fantasy Tactics ISO in the same directory as "fft_rcc.exe" and input the name of the file. You must include the file extension (ex: fft.img). Please note that the randomizer needs 1 GB of free space to create the randomized ISO. The ISOs used for testing have the following hashes: MD5 - b156ba386436d20fd5ed8d37bab6b624 aefdf27f1cd541ad46b5df794f635f50 3bd1deebc5c5f08d036dc8651021affb (J) CRC32 - 377f6510 8ab1b7b1 a6361fd1 (J) If your file is about 517 MB then it's probably correct. The Japanese version is the Square Millennium Collection edition (1.1). This is the version more commonly used by Japanese hackers. The original Japanese version will not work. Flags: Input the following flags to customize your RUMBLE CHAOS CRASHDOWN experience. u Randomize enemy and ally units. j Randomize job stats and JP required for skills. i Randomize innate properties of jobs. s Randomize job skillsets. a Randomize abilities, including CT, MP cost, etc. y Randomize ability and weapon status effects. r Randomize job requirements and job level JP. t Randomize trophies, poaches, and move-find items. p Randomize item prices and shop availability. w Randomize weapon and item stats. m Randomize monster stats and skills. c Randomize battle music. f Randomize enemy and ally formations. z Enable special surprises. o Enable autoplay cutscenes. Seed value: Input a seed value here, or leave it blank if you don't care. Chaos multiplier: This is a difficulty setting for RCC. It mainly affects enemy stats and the level of treasure you acquire. The standard difficulty is 1.0, with 0.5 being quite easy and 1.5 being quite hard. Difficulty scales quadratically with the chaos multiplier, so don't raise it too high! Output files: The randomizer will output a new, randomized ISO with the seed in the filename. If you choose to randomize job requirements, it will also output a text file with the new job requirements inside. Special Thanks And Contributors Ryason55 - Contributed the code to randomize item/equipment stats and weapon/ability status effects, plus bugfixes.
  14. Version 1.0.0


    Tools that can edit Final Fantasy Tactics' sprites, data, text, code, and more.
  15. Version 1.44


    Edits Final Fantasy Tactics memory card save files. Can edit character inventory, statistics, and more.
  16. Pretty clear that I am incapable of finishing projects, so this is probably dead. I may not even be alive to finish it soon anyway.
  17. Update! See this post. Hello folks! I know nobody asked for this (except me) but me and Nowea did some work this morning and figured we would release it to any interested parties. We made an eye candy patch. Terra casting Rasp on a reflective Relm, and using an Ether on Cyan (and yes, I made these using vanilla saves, hence the insanely high numbers which you would never see in BNW) This patch (re-)redecorates the less-than-aesthetically-pleasing Rflect barrier that results from using Imzogelmo's Color-coded MP Digits patch. The barrier is now a pleasant blue recolor of the green vanilla version. As a byproduct of eliminating the dark grey color from the palette, the MP healing colors (blue) look somewhat brighter and have a nice glow to them. The MP damage numerals (pink) were recolored to match. It has been (very, very briefly) tested with Brave New World 1.8.0 and vanilla FF3us 1.0. Please report any bugs you find to Seibaby on the ID Discord channel or here in this thread. Please be especially on the lookout for anything that is pinkish-maroonish but looks like it should perhaps be a dark grey. Thank you for downloading this patch and please enjoy! -- Seibaby (aka Cakes) Gonna post this up for testing or something? I demand top billing -- Nowea (If you're wondering about the distribution of work here - Nowea did all the creative stuff and Seibaby did all the hacking stuff - yay teamwork!)
  18. Version 3.01


    Welcome to Ivalice! This isn't the same Ivalice you may have remembered from Vanilla FFT. So forget *almost* everything you thought you knew. Many changes have been made, not only to the battles themselves, but to the mechanics of the game. Human population has been mysteriously dying out, and monsters have taken over. You can no longer hire human units, but you can recruit monsters for free in random battles. Monsters are now dangerous - they are no longer the pathetic counter bots of vanilla. Every monster has a minimum of 4 skills, and several have far more than that. Monsters also now have greatly improved innates, including several r/s/m abilities, innate status, status/elemental resistances, etc. Due to several changes in the mod, it's a lot tougher than vanilla FFT. Most notable changes that lead to its new difficulty are the improved monsters and enemy formations in general, the enemy scaling to the party level, and shenanigans in general. If this is your first time playing a FFT mod, don't give up! It can be tough to learn at first because it's something you're not used to. Encounters have been balanced to help break bad habits taught from vanilla. If you're a vet from another mod/vanilla challenge runs, the AI hasn't been changed so you can still abuse it in many of the same ways. The #1 advice I can give any player starting out on the mod is to tooltips everything. (Press the help button over anything you want to tooltips) Literally, everything that is possible to be tooltipped (with the exception of skillset names which I'm not too sure what to put there except maybe flavor text later) now has a tooltips that tells you what you need to know. All moves have relevant flags listed. All items list the item's effect. Class/monster names list innates and where you can get them if they're recruitable. All tooltips that were wrong in vanilla have been corrected (including zodiac signs and things no longer relevant to the game). Named characters have a quote - some drop hints, while some aren't exactly serious... Many of these flags/effects/innates have been changed from vanilla so when in doubt, check the tooltips. If you see any inconsistencies in what is written on a tooltips and what something's actual effect is, let me know immediately! The #2 advice I can give any player starting out is to pay attention to everything. Things that you might have not paid attention to before, such as the CT bar, how many turns an attack takes to charge, status weaknesses, etc. become relevant in the game. Paying deep attention to stuff like how reflect and silence affects the AI, which units have a way to revive, CT on just about anything, etc. will help you learn both the AI and the basic mechanics of the game faster.
  19. Version 1.2.1


    An Archive Extractor/Compiler for FF7 PC by Luksy on Qhimm Forums. Before working with FF7's 3D models, the archives in which they are kept need to be decompiled and then, after edits, recompiled for the game to use again. The tool handles archives with the extension of .lgp. The original release thread can be found here:
  20. Version 0.3.0


    A Limit Break Editor for FF7 PSX/PC by Bosola on Qhimm Forums. Libre modifies the Limit Breaks for the game; for the PC versions, direct the tool to ff7.exe (works with the Steam version of the .exe as well). This tool is quite old so Visual Basic powerpacks and dependency files may need to be installed/registered. The original release thread can be found here:
  21. Version 0.9.7b


    A Model Editor for FF7 PC by Borde on Qhimm Forums. Kimera is a 3D Model editor/viewer that can modify model assets used by the game's battle, field, world map, and minigame .lgp archives. It also has some limited animation editing capabilities. It is for PC assets only, and requires Visual Basic dependency files to run properly (see the thread + documentation for more information; some of the dependencies are included in the download but may need to be registered). The original release thread can be found here:
  22. Version 2.1.0


    By far my most ambitious project to date, Brave New World began as a joint effort between myself and a coder by the name of Synchysi to completely overhaul perhaps one of the most beloved entries in the long-running Final Fantasy series. It's since grown into a massive community project that's exceeded every expectation I could have possibly dreamed of. The end result is the product of hundreds upon thousands of man-hours from dedicated fans and something I am extremely proud to have been a part of. Brave New World features... Individualized spell lists and multiple stat growth options for each character Re-coded formulas that promote diversity and allow stats to function as they should Completely re-balanced equipment, items, spells, and skills - and brand-new enemies to use them on Fixes for all major (and most minor) bugs along with a vast multitude of quality-of-life enhancements ...much more! But even though much has changed, I think one player put it best when he wrote, "...the goal seems to be to celebrate what makes FFVI the game it is, rather than undoing it and making an entirely new game out of it." Beyond all else, Brave New World is everything I feel that Final Fantasy VI could have been had Squaresoft had all of the time and resources available to them that we have today. And now, thanks to the efforts of the amazing community that has grown around this mod, it finally has the chance to be exactly that.
  23. Version 1.7.2


    A Field Editor for FF7 PSX/PC by myst6re on Qhimm Forums. Makou Reactor opens the game's fields and is able to edit dialogue, event scripts, walkmeshes, encounter tables, etc. It is able to open and edit both the PC and PSX version of field files. The original release thread can be found here:
  24. Version 2.9.8


    Return of the Dark Sorcerer is an incredibly large fan-made Final Fantasy 6 modification that's been in development since around 2010. Originally the brainchild of Gi Nattak, the project has evolved over the years thanks to a dedicated team and other skilled members of the FF6 romhacking community. This mod promises to showcase some of the challenging aspects of FF6 romhacking, as well as plenty of fun and exciting new content - from an all new cast of playable characters with customized movesets, a radically changed story with many new and edited events, new overworld maps, a new musical soundtrack, difficulty selection, new battle scripts for monsters & bosses, and an absolute ton of custom monster/esper and NPC sprites. It is a highly personalized modification of the original game and therefore naturally won't appeal to everyone. It's not a sequel or a prequel, or a remake to FF6, it is simply a massive amalgamation mod and customization of FF6 that does contain a whole bunch of references and can be rather nonsensical or even immersion-breaking at times... but if you go into it prepared for this, I am sure you will have a much more enjoyable experience. That being said, a whole lot of time and energy has gone into this project and we are quite pleased with the result.
  25. Version 1.4.5


    A Kernel Editor for FF7 PSX/PC by NFITC1 on Qhimm Forums. WM opens the game's kernel.bin and is able to edit various game assets such as character data, items, equipment, Materia, menu/battle text strings, and others. When editing the kernel.bin, make sure to use PrC to sync the game's scene.bin to the kernel.bin so that look-up tables remain correct. This tool works with both the PSX and PC version but be mindful of space limitations when editing text in the kernel. The original release thread can be found here: Requires: Microsoft .NET Framework 3.5 or higher Microsoft Visual Basic Power Packs 3.0 or higher