Romhacking.net

Romhacking => Personal Projects => Topic started by: T92 on April 27, 2022, 06:31:34 PM

Poll
Question: Which font should I use as the default menu font?
Option 1: Final Fantasy IV/Mystic Quest-like font. (Current) votes: 0
Option 2: The FFVI font without shade. votes: 0
Title: Final Fantasy V Tweaks
Post by: T92 on April 27, 2022, 06:31:34 PM
Final Fantasy V Tweaks
v2.5a (https://www.romhacking.net/hacks/6789/)

The purpose of this patch is to provide the best possible experience for both
longtime fans and newcomers without affecting the gameplay too much.

The script uses the Legend of the Crystals Translation done by Spooniest and Vivify93 as a base, and some jobs, abilities, and description's names from the GBA version.

I'll add more changes on the next releases.
If you have any suggestions to improve the patch let me know them.

(https://media.discordapp.net/attachments/756617702696550480/970861275422814281/FF5010.png)(http://media.discordapp.net/attachments/756617702696550480/968999193790263346/FF5001.png)(https://cdn.discordapp.com/attachments/756617702696550480/970861275141775421/Final_Fantasy_V_A29_Edition000.png)(https://cdn.discordapp.com/attachments/756617702696550480/970100187601182760/unknown.png)(https://cdn.discordapp.com/attachments/756617702696550480/970402574656233492/FF5001.png)(https://cdn.discordapp.com/attachments/756617702696550480/970402574429724772/FF5000.png)(https://media.discordapp.net/attachments/756617702696550480/971132276765253702/FFV_A29000.png)(https://media.discordapp.net/attachments/756617702696550480/971856905045680168/FF_V000.png)(https://media.discordapp.net/attachments/756617702696550480/975850752402653214/ff_v002.png)

Gameplay Changes:

  • Better equipment for some jobs that previously can only equip one or two weapons (like the white mage).
  • Mimes can now equip any weapon or armor.
  • A GBA-like sprint.
  • Some minor improvements on the menu.
  • Now the Berserker has a command that casts berserk on him instead of being always berserk.
  • Calm ability was reworked into an auto-berserk command.
  • Restored enemy counter.
  • Added more than 20 bugfixes.
Special thanks:
  • RPGe for doing the original translation.
  • Spoonify93 GameMods for doing the Legend of the Crystals Translation.
  • Inu, Assasin, Grond, BerikXardas, InstructrTrepe, Chicken Knife, J121 and LeetSketcher for doing some patches used on this hack.
Title: Re: Final Fantasy V: A29 Editon v1.0
Post by: nanashi89 on April 27, 2022, 06:35:53 PM
This may come off as a futile pipe dream, but any chance of adding the Jobs from the GBA/Mobile Ports?
Title: Re: Final Fantasy V: A29 Editon v1.0
Post by: T92 on April 28, 2022, 05:24:38 PM
Quote from: nanashi89 on April 27, 2022, 06:35:53 PM
This may come off as a futile pipe dream, but any chance of adding the Jobs from the GBA/Mobile Ports?
Maybe I can create a Job called "Advance Player" which has the best GBA abilities, by removing some abilities like the "Equip x" and the dancer job.
Title: Re: Final Fantasy V: A29 Edition v1.0
Post by: MattKimura on April 28, 2022, 11:52:18 PM
One other hack that I enjoy using for the SNES version is having the learning ability be passive for all characters. That way you can learn blue magic without needing to first equip learning.
The other thing is being able to sprint without having sprint equipped, but seems that you already have that.
Title: Re: Final Fantasy V: A29 Edition v1.0
Post by: MysticLord on April 29, 2022, 03:52:54 AM
A29, could you integrate this with parts of some other hacks?

https://www.romhacking.net/hacks/5790/

Liberating all 4 skill slots for all classes as per the above hack would be nice.

I really like some parts of Void Divergence too (https://www.romhacking.net/hacks/4603/), but the overall list of changes (especially the elemental system) is too much for me.

I like:
* How each learned skill grants a static bonus to that character forever, which makes for a smoother character progression and saves skill slots as you don't need the passives that grant stat boosts.
* That some passives are permanent after learning them, which IMO is how it should work. Environmental passives should IMO be permanent other than ones you'd want to turn on and off.
* That character starting stats and stat growths are differentiated so it doesn't make sense to train a natural mage as a warrior, but I dislike how it's not an option at all - I prefer the freedom to make stupid decisions.
* How spell skill levels were consolidated into a single skill for each mage class, as it frees up skill slots and it's overall simpler. I'd rather pay 700 AP to be use black magic in one go no matter my class than 700 (or whatever) split over several levels.

Other than the above things, I'd really like a more exhaustive and informative menu interface and for each classes active skills to be grouped under a single skillset for each class like FFT does. It's not fair to for instance the Samurai that they need to use more than 1 skill slot for all their active skills, while a Black Mage needs only 1.

More variety in the gear system (either tier-less if that's your thing, or multiple options for each tier upgrade - plus greater access to elemental affinities and debuff resistances) and keeping stats low enough that you can just barely max them out with character levels, class bonuses, skill bonuses, and gear are all things that appeal to me personally but less so than the things above.

I'm aware that I'm e-begging but there isn't a FFV+ hack that keeps close to the original while fixing bugs and adding systems found in later class-based FF games.
Title: Re: Final Fantasy V: A29 Edition v1.0
Post by: T92 on April 29, 2022, 04:08:52 PM
Quote* That some passives are permanent after learning them, which IMO is how it should work. Environmental passives should IMO be permanent other than ones you'd want to turn on and off.

I will make every job have the innate abilities learned (like the mime and freelancer) on the next version, since the most useful passive skills (like "Evade") are learned after a lot of grinding.
Quote*How spell skill levels were consolidated into a single skill for each mage class, as it frees up skill slots and it's overall simpler. I'd rather pay 700 AP to be use black magic in one go no matter my class than 700 (or whatever) split over several levels.
Do you mean to fuse the "Lv.# [Magic]" into a single one that costs more ABP?

April 29, 2022, 04:18:05 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote
https://www.romhacking.net/hacks/5790/

Liberating all 4 skill slots for all classes as per the above hack would be nice.

It would be a great idea, but it's best to leave only 2 blank slots (removing the "Items" ) in most jobs to avoid Mime (The only optional Job) become useless.  :thumbsup:

Title: Re: Final Fantasy V: A29 Edition v1.0
Post by: MysticLord on April 29, 2022, 05:52:06 PM
Quote from: A29 on April 29, 2022, 04:08:52 PMI will make every job have the innate abilities learned (like the mime and freelancer) on the next version, since the most useful passive skills (like "Evade") are learned after a lot of grinding.
That helps a lot, and it makes sense too.

Quote from: A29 on April 29, 2022, 04:08:52 PMDo you mean to fuse the "Lv.# [Magic]" into a single one that costs more ABP?
Yes. Instead of Black/White/Red/Time/Summon [1-n], just have a single skill for that skillset that's reasonably expensive and do something interesting with the skill slots you free up.

Quote from: A29 on April 29, 2022, 04:08:52 PMIt would be a great idea, but it's best to leave only 2 blank slots (removing the "Items" ) in most jobs to avoid Mime (The only optional Job) become useless.  :thumbsup:
I didn't think of that, it's a good point.
Title: Re: Final Fantasy V: A29 Edition v1.0
Post by: Lumiere on April 30, 2022, 03:49:04 PM
One problem I have with fusing the Lv.# [Magic] stuff is that until you master the ability, you can't use the spells outside of the class that has them.

If you do decide to combine magic levels, maybe have a mid-point and full mastery. Say Lv 1-4 or 1-5?
Title: Re: Final Fantasy V: A29 Edition v1.0
Post by: FlamePurge on April 30, 2022, 04:21:14 PM
Congrats on the release! :thumbsup:
Title: Re: Final Fantasy V: A29 Edition v1.0
Post by: T92 on April 30, 2022, 05:33:38 PM
Quote from: vivify93 on April 30, 2022, 04:21:14 PM
Congrats on the release! :thumbsup:
Thanks.  :thumbsup:

April 30, 2022, 05:34:25 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Lumiere on April 30, 2022, 03:49:04 PM
One problem I have with fusing the Lv.# [Magic] stuff is that until you master the ability, you can't use the spells outside of the class that has them.

If you do decide to combine magic levels, maybe have a mid-point and full mastery. Say Lv 1-4 or 1-5?

I will only leave 2 abilities per magic (Level 1-3 and Level 4-6) like in FF I where the white mage could only use half of the spells and the white wizard could use the rest.

April 30, 2022, 07:52:46 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I just started working on the bug fix patch. I hope to release it before Friday along with the v1.1  :thumbsup:

April 30, 2022, 07:57:00 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: MattKimura on April 28, 2022, 11:52:18 PM
One other hack that I enjoy using for the SNES version is having the learning ability be passive for all characters. That way you can learn blue magic without needing to first equip learning.
I guess you are talking about this one: https://www.romhacking.net/hacks/3746/ (https://www.romhacking.net/hacks/3746/)

QuoteThe other thing is being able to sprint without having sprint equipped, but seems that you already have that.
I added a GBA-like sprint, you always dash and dash faster with the "sprint" ability.
Title: Re: Final Fantasy V: A29 Edition v1.1
Post by: ExL on May 02, 2022, 07:25:40 AM
So far changes like merging magic and innate abilities looking great :thumbsup:
Maybe Knight's Equip abilities could be dealt with too? I'd personally paired Armor with helms and gave it 250 AP, also merged Sword and Shield in one for 450 AP or so. Because well, it would be nice + 1 free slot ::)
With Mystic knight/Paladin left with 3 abilities(Magic Shell and 1-3? 4-6 magics) would be great to give him Runic from Celes' arsenal as job command, so there'll be something useful to him.
Now, Monk, it's really all good set, though 3 abilities with different HP bonus kinda sucks. I'd threw away 20% at least and made 10% into 15% cost more AP, like 150 AP. Less grind, also not leaving only 1 because would be nice to have early 15% for different jobs rather than going all way to costly 30%.
Blue Mage Check is redundant with View ability, Check must go completely. Also would be great if Learn would work like for Strago - character with Learn is present in battle and not undead/petrified/blind/paralyzed/dead than he learns ability on whomever it is used(not only on him).
Red Mage after merging his magics in 1 asks for something useful. Could be nice to have ability to double damage of next spell.
White and Black Mages abilities to give extra HP aren't needed with Monk having same. White Mage should have some MP regeneration instead and Black - 30% MP.
Berserker sucks, but gives axes and high attack growth. I have 2 propositions to unsuck him 8) Make Berserk an action command instead of auto status on battle start. And give him Umaro's Tackle - physical attack ignoring defense.
Time Mage have nothing interesting on him and with some slots freed after magic merging 1 new ability could be squeezed in. I propose Last Haste, when only 25% of HP left gain Haste status. Should work nicely with him and other jobs.
Summoner... Well, Half MP would be nice. Making call cost like 250-300 AP and Half MP an ultimate ability for 500 AP seems decent.
I would give one additional ability to Mimic too. While Mimic command mimics last used action by anyone, Encore ability should repeat Mimic's last move.
That's all for existing jobs I can think of to make 'em more interesting.
As for GBA jobs and content, it would be hard to squeeze them in and code even with all those abilities' merging. Instead I propose Dark Knight job using Gladiator's sprites. As for abilities for it: Advance - 2x power attack halving own defense until next turn, Provoke - all enemies attacking user with their next attacks, Dark Art - infamous dark element attack to all enemies using own HP as MP for it, Reach - no damage penalty from backrow.
It's everyone's favorite ;D If he could be there without sacrificing any other job that would be great enough for me.
No more job thoughts and there're more capable people to suggest everything else ;D
Title: Re: Final Fantasy V: A29 Edition v1.1
Post by: MysticLord on May 02, 2022, 07:51:43 AM
Quote from: ExL on May 02, 2022, 07:25:40 AM
So far changes like merging magic and innate abilities looking great :thumbsup:

Maybe Knight's Equip abilities could be dealt with too? I'd personally paired Armor with helms and gave it 250 AP, also merged Sword and Shield in one for 450 AP or so. Because well, it would be nice + 1 free slot ::)

Now, Monk, it's really all good set, though 3 abilities with different HP bonus kinda sucks. I'd threw away 20% at least and made 10% into 15% cost more AP, like 150 AP. Less grind, also not leaving only 1 because would be nice to have early 15% for different jobs rather than going all way to costly 30%.

Blue Mage Check is redundant with View ability, Check must go completely. Also would be great if Learn would work like for Strago - character with Learn is present in battle and not undead/petrified/blind/paralyzed/dead than he learns ability on whomever it is used(not only on him).

Red Mage after merging his magics in 1 asks for something useful. Could be nice to have ability to double damage of next spell.

White and Black Mages abilities to give extra HP aren't needed with Monk having same. White Mage should have some MP regeneration instead and Black - 30% MP.

Berserker sucks, but gives axes and high attack growth. I have 2 propositions to unsuck him 8) Make Berserk an action command instead of auto status on battle start. And give him Umaro's Tackle - physical attack ignoring defense.

Time Mage have nothing interesting on him and with some slots freed after magic merging 1 new ability could be squeezed in. I propose Last Haste, when only 25% of HP left gain Haste status. Should work nicely with him and other jobs.

Summoner... Well, Half MP would be nice. Making call cost like 250-300 AP and Half MP an ultimate ability for 500 AP seems decent.

That's all for existing jobs I can think of to make 'em more interesting.
I added line breaks to your post, you should too in the future.

If passives are automatically equipped on every job after you learn them - and a lot of spell level skills are being consolidated - then they can be as granular as vanilla, or even more so. We are talking about freeing up maybe 20 or 30 skill slots. In reality, I wouldn't suddenly forget how to use a shield if I decide to become a martial artist. Why should FF5 be different?

I think Lumiere has the right idea for spell level skills - something less fine grain than vanilla, but which lets you get the bulk of the skills in a few chunks. My idea was too much. My biggest concern is getting more skills into skillsets, which limits non-caster classes the most.

Do Check and View have the max HP limits in this game? Is it possible to fix that, or instead check current HP and return "Too high!" if it's more than the amount that can be printed?

As for your other ideas:
1. I don't know how OP is doing all this, or if any of your ideas (or mine) are feasible. Which begs the question, "How exactly is OP doing this?"
2. While these ideas are interesting, they don't seem too balanced.
3. There are plenty of ideas to draw on in other Final Fantasy games, both with and without job classes.
4. I'm pretty sure passive HP/MP bonus skills stack, so why remove them?
5. While your ideas may or may not be something OP wants to do, they're not bad ideas. If there's a tool to edit FF5, you should make this patch so other people can experience it.

Quote from: ExL on May 02, 2022, 07:25:40 AM
With Mystic knight/Paladin left with 3 abilities(Magic Shell and 1-3? 4-6 magics) would be great to give him Runic from Celes' arsenal as job command, so there'll be something useful to him.
Mystic Knight aka Sorcerer is a sword mage, not a Paladin. Their skills are closer to Steiner than Agrias or Celes.

Celes' Runic is pretty useless most of the time without a complete enemy rebalance, as few enemies use human magic spells.

Runic is global anti-magic field and Absorb Used MP that acts so long as it was used previously and Celes' turn hasn't come up again. This is:
1. Too broad to be useful as it prevents you from casting spells of your own.
2. Too pathetic to rate using it to restore MP unless more spells are caught by it due to more enemies having spells.
3. Too short and uncontrollable a duration to be consistently useful in an anti-magic fight.

You could make it affect only enemy magic, but then it becomes OP - especially if more enemies have spells. You could limit it to enemy spells that target your party to slightly reduce that effect.

You could make it act as a bit toggle, and prevent the caster from doing anything else while it's active and until it absorbs a spell. You lose a party member to block a spell, which is pretty niche and you need to know what's coming beforehand to equip it.

If you make it act as a bit toggle and let the caster resume actions after a turn then it's more useful and worth keeping on your party.

You could make it act like a byte, and store up Runics with each use.

You could tie it to Sword Magic somehow, and have a successful Runic let the caster use a Sword Magic spell immediately and for free. This would make it act like global (or enemy) anti-magic field, Absorb Used MP, and a less automated version of Counter Magic.

And of course I have no idea how easy it is to implement, which it probably isn't.

Quote from: ExL on May 02, 2022, 07:25:40 AM
I would give one additional ability to Mimic too. While Mimic command mimics last used action by anyone, Encore ability should repeat Mimic's last move.
In other games there are two Mime skills.
1. An active skill that repeats the last action taken, as the Mime command in FF5 and FF7.
2. A passive skill that repeats every legal allied action, as the Mime job in FFT.

I'm not sure if #2 is possible, but if it is it should be very expensive.

Quote from: ExL on May 02, 2022, 07:25:40 AM
As for GBA jobs and content, it would be hard to squeeze them in and code even with all those abilities' merging. Instead I propose Dark Knight job using Gladiator's sprites. As for abilities for it: Advance - 2x power attack halving own defense until next turn, Provoke - all enemies attacking user with their next attacks, Dark Art - infamous dark element attack to all enemies using own HP as MP for it, Reach - no damage penalty from backrow.

It's everyone's favorite ;D If he could be there without sacrificing any other job that would be great enough for me.

No more job thoughts and there're more capable people to suggest everything else ;D
None of the GBA jobs are interesting, I'd rather get something from FFT or FFTA.


Title: Re: Final Fantasy V: A29 Edition v1.1
Post by: T92 on May 02, 2022, 05:07:13 PM
Quote from: ExL on May 02, 2022, 07:25:40 AM
As for GBA jobs and content, it would be hard to squeeze them in and code even with all those abilities' merging. Instead I propose Dark Knight job using Gladiator's sprites. As for abilities for it: Advance - 2x power attack halving own defense until next turn, Provoke - all enemies attacking user with their next attacks, Dark Art - infamous dark element attack to all enemies using own HP as MP for it, Reach - no damage penalty from backrow.
The only GBA abilities that worth adding are the "Long Reach" and the "1.5 ABP/EXP". Maybe I can make them replace the "Check", and other useless abilities with them.

QuoteMake Berserk an action command instead of auto status on battle start.
I'm reworking the "Berserk" ability into a command like the "Image" wich cast Berserk on the user.

QuoteMaking call cost like 250-300 AP and Half MP an ultimate ability for 500 AP seems decent.
Yeah.

May 02, 2022, 10:08:36 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

V2.0 Changes:

  • Fixed a error that caused the "Items" command to display smaller than intended.
  • Added some bugfixes.
  • Updated credits.
Title: Re: Final Fantasy V: A29 Edition v2.0
Post by: Lumiere on May 02, 2022, 10:28:33 PM
I'm not sure if you're aware but, there is a patch that "unberserks" the Berserker so it acts like a normal class. You would have to rebalance it, maybe improve it's stats and give it !Drink?

The HP/MP+ abilities improving your str/mag maybe would make them more appealing?

There are several tools available for people to work on FFV but, many of ExL's ideas require assembly which A29 may not know how to do.

Also here is a wiki for FFV: https://www.ff6hacking.com/ff5wiki/index.php/Main_Page

There's a lot of documentation there, maybe some of it will be useful.
Title: Re: Final Fantasy V: A29 Edition v2.0
Post by: ExL on May 03, 2022, 03:10:23 AM
Lumiere, thought A29 knows assembly or other ways to do advanced stuff :-X
Sorry if I got a bit overboard, guys, that's my fav FF game. I'm way too excited to have the ultimate version and play again :laugh:
Threw ideas that could've worked out to give more fresh feeling, yet be inline with the game and universe. No bards with laser-eyes or whole balance overhaul(please). If A29 finds anything of that applicable, I'll be glad :thumbsup:
Either way, looking up for the new version, I'll wait for it before starting this journey again.
Title: Re: Final Fantasy V: A29 Edition v2.0
Post by: T92 on May 03, 2022, 01:57:33 PM
Quote from: Lumiere on May 02, 2022, 10:28:33 PM
The HP/MP+ abilities improving your str/mag maybe would make them more appealing?
Actually, according to the Final Fantasy wiki, magic commands already give you a magic power boost. I'll rework the "equip x" to give you the strength modifier of the class it came from.

May 03, 2022, 02:07:59 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Lumiere on May 02, 2022, 10:28:33 PM
I'm not sure if you're aware but, there is a patch that "unberserks" the Berserker so it acts like a normal class. You would have to rebalance it, maybe improve it's stats and give it !Drink?
I guess its the best way to rework the berserkers, in the real world, they actually do that (drink something to became berserk before battle).
I will do the following:
Change the "fight" command to "drink" (so you always turn berserk before attacking), and change the "berserk" ability to "Equip Axes and Hammers". When I manage to rework the "berserk" ability into a command that casts "berserk," I'll implement it instead of drink.
Title: Re: Final Fantasy V: A29 Edition v2.1
Post by: Lumiere on May 03, 2022, 02:17:24 PM
There isn't a drink that causes "Berserk" but, that's probably easy to fix. I know that the "Power Drink" is bugged in the snes version(only improves Goblin Punch). I would leave "Fight" alone and make !Drink the Berserker's command ability.

It would be smart to double-check axes & hammers damage formula. If I remember right, they don't use the formula as swords and a few other weapons. The game mechanics guide on gamefaqs has all of the formulas and a bunch of other stuff that may be useful.
Title: Re: Final Fantasy V: A29 Edition v2.1
Post by: T92 on May 04, 2022, 03:27:45 PM
Quote from: Lumiere on May 03, 2022, 02:17:24 PM
There isn't a drink that causes "Berserk" but, that's probably easy to fix. I know that the "Power Drink" is bugged in the snes version(only improves Goblin Punch). I would leave "Fight" alone and make !Drink the Berserker's command ability.

Ironically, it was harder to create the item than to turn "berserk" into a command. :laugh:

But finally, it's done.  :)

(https://media.discordapp.net/attachments/151099327580864513/971492533714685993/unknown.png)

It works like the "Image" command, since I used the same code.

May 05, 2022, 04:07:34 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Released the v2.5
Changes:

  • Berserker now has a command that casts berserk on him instead of always being berserk.
  • Calm has been reworked into an auto-berserk command.
  • Restored enemy counter.

(https://cdn.discordapp.com/attachments/151099327580864513/971838971707555881/unknown.png)

May 05, 2022, 04:08:33 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I'll starting working on a reverse patch to have "vanilla" jobs.
Title: Re: Final Fantasy V: A29 Edition v2.1
Post by: MysticLord on May 06, 2022, 11:17:44 AM
Do you have a list of your changes to jobs and skills?
Title: Re: Final Fantasy V: A29 Edition v2.1
Post by: T92 on May 06, 2022, 07:52:07 PM
Quote from: MysticLord on May 06, 2022, 11:17:44 AM
Do you have a list of your changes to jobs and skills?
Yes:


  • Calm was reworked into an auto-berserk command (like the "image" command) and renamed "rage".
  • Berserkers now have a command that casts berserk on them instead of always being berserk.
  • Mimes can now equip everything.
  • Dragoons can now equip swords.
  • White mages can now equip bows.
  • Summoners can now equip whips.
  • Knights can now equip axes.
Title: Re: Final Fantasy V: A29 Edition v2.1
Post by: Lumiere on May 06, 2022, 08:59:50 PM
It might be good to give Berserkers a few more weapon choices so they don't have to waste their empty slot on equip weapon. It's hard to justify a equip weapon when 2-hand improves their damage by a larger amount.
Title: Re: Final Fantasy V: A29 Edition v2.1
Post by: Lynx on May 07, 2022, 01:27:53 PM
there is a bug about the sort fix by inu. When sorting many weapons like moonring blade, twin lance and shurikens has been disappeared. Is there anyone who also encountered this bug and is there a way to solve this?
Title: Re: Final Fantasy V: A29 Edition v2.1
Post by: T92 on May 07, 2022, 05:19:15 PM
Quote from: Lynx on May 07, 2022, 01:27:53 PM
there is a bug about the sort fix by inu. When sorting many weapons like moonring blade, twin lance and shurikens has been disappeared. Is there anyone who also encountered this bug and is there a way to solve this?

The hard way I learned not to use patches made by Inu because for some reason they did weird things to the roms.  :banghead: I'll only leave the Multiplayer sound effect and the GBA dash patches from him.

Apply this patch https://cdn.discordapp.com/attachments/756617702696550480/972608093013811200/anti_ff5_sort.ips or re-patch your japan rom with the v2.2b (I just uploaded it but it may take a while to get posted.).

The missing items cannot be recovered, but can be purchased again.

Also, thanks for reporting the bug.


May 07, 2022, 05:22:07 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Lumiere on May 06, 2022, 08:59:50 PM
It might be good to give Berserkers a few more weapon choices so they don't have to waste their empty slot on equip weapon. It's hard to justify a equip weapon when 2-hand improves their damage by a larger amount.

I guess I'll add swords or lances.
Title: Re: Final Fantasy V: Moogle Edition v2.2b
Post by: Lumiere on May 07, 2022, 10:05:37 PM
If you give Berserkers swords, let it be just the basic swords and don't include Knight Swords. That still gives the player a reason to use Eq Sword/switch to a knight when Knight Swords start appearing.

Also congrats on another release!
Title: Re: Final Fantasy V: Moogle Edition v2.2b
Post by: gnome_chomski on May 11, 2022, 12:44:28 PM
You've done some awesome work so far A29, and in a pretty short span of time too. It's so great to finally have all of these improvements and bugfixes in one place for the "FFV Definitive Edition."

The main (and very minor) wishlist item for a future revision I can think of is a fix for the bug where the Samurai's Mineuchi skill doesn't paralyze enemies as intended. I don't think this one has been addressed by any of the existing hacks or bugfixes yet. The bug is present in the SNES and GBA versions, but was fixed for the PC / mobile releases and the Pixel Remaster.

I think there's also a discussion to be had around rebalancing Freelancer, so that by the endgame it isn't automatically the go-to OP choice once you've mastered lots of jobs. The first thing that comes to mind is trimming its stat gains to something like 50%-75% of the jobs that character has mastered, and also limiting which / how many innates it can use.

Thanks again for all your hard work, I'm greatly looking forward to my next playthrough of V. :thumbsup:
Title: Re: Final Fantasy V: Moogle Edition v2.2b
Post by: Lumiere on May 11, 2022, 03:38:54 PM
I don't think anybody has worked on the Mineuchi bug for the snes/gba.

Freelancer is supposed to be OP but, part of the problem is that most classes wind up being built similarly to the freelancer due to the limited amount of options lategame. If there were more options, then the Freelancer wouldn't be a go-to.
Title: Re: Final Fantasy V: Moogle Edition v2.2b
Post by: Gi Nattak on May 12, 2022, 11:54:05 AM
Just curious, what's the reasoning behind naming the hack Moogle Edition? Were there extra Moogles added, or do they play a more significant role this time around?
Title: Re: Final Fantasy V: Moogle Edition v2.2b
Post by: T92 on May 13, 2022, 03:35:31 PM
Quote from: gnome_chomski on May 11, 2022, 12:44:28 PM
The main (and very minor) wishlist item for a future revision I can think of is a fix for the bug where the Samurai's Mineuchi skill doesn't paralyze enemies as intended. I don't think this one has been addressed by any of the existing hacks or bugfixes yet. The bug is present in the SNES and GBA versions, but was fixed for the PC / mobile releases and the Pixel Remaster.

I actually patched that bug, but it's called "SwordSlap" because "Mineuchi" might be confusing to some players.  :thumbsup:

May 13, 2022, 03:40:15 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Gi Nattak on May 12, 2022, 11:54:05 AM
Just curious, what's the reasoning behind naming the hack Moogle Edition? Were there extra Moogles added, or do they play a more significant role this time around?
I renamed it that way because it was the only thing I could think of for the name.  :laugh:
I'll rename it again in the next version to avoid spoilers (the Moogles come out almost halfway through the game). :thumbsup:

May 13, 2022, 03:45:43 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Lumiere on May 07, 2022, 10:05:37 PM
If you give Berserkers swords, let it be just the basic swords and don't include Knight Swords. That still gives the player a reason to use Eq Sword/switch to a knight when Knight Swords start appearing.

Yeah, swords are the best weapons, plus it fits the job. :thumbsup:


May 13, 2022, 07:47:25 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I was looking at the font of the Japanese version and noticed that some Japanese icons look better than the RPGe ones (like the petrify and darkness ones). I'm thinking of restoring some of them, what do you think?

(https://cdn.discordapp.com/attachments/756617702696550480/974818212627771462/unknown.png)
Title: Re: Final Fantasy V Tweaks v2.3
Post by: ExL on May 14, 2022, 08:57:44 AM
Well, they've used FF6(3)'s ones as well as font(adding shadow to it for ). If you want to restore icons - go ahead. Maybe restoring font is also a good idea, though there only uppercase letters and no lowercase. But font closely resembles Mystic Quest's one and with a bit of edit it'll match uppercase perfectly.
I've tried myself:
(https://i.postimg.cc/HsyP2Fc2/Final-Fantasy-V-Tweaks-v2-3-sfc.png)
GBA font is also an option as main issue was it's readability on small screen of handheld console - no problem for TV screen :huh:
Title: Re: Final Fantasy V Tweaks v2.3
Post by: T92 on May 14, 2022, 03:08:07 PM
QuoteGBA font is also an option as main issue was it's readability on small screen of handheld console - no problem for TV screen :huh:


The GBA version font looks good. I'll create an optional patch to apply it to the hack.

(https://cdn.discordapp.com/attachments/756617702696550480/975111386147487744/unknown.png)

May 14, 2022, 03:12:21 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: ExL on May 14, 2022, 08:57:44 AM
Well, they've used FF6(3)'s ones as well as font(adding shadow to it for ). If you want to restore icons - go ahead. Maybe restoring font is also a good idea, though there only uppercase letters and no lowercase. But font closely resembles Mystic Quest's one and with a bit of edit it'll match uppercase perfectly.
I've tried myself:
(https://i.postimg.cc/HsyP2Fc2/Final-Fantasy-V-Tweaks-v2-3-sfc.png)

I'm going to import the Mystic Quest/ FF IV font also as an optional patch.

May 14, 2022, 03:50:15 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: ExL on May 14, 2022, 08:57:44 AM
Well, they've used FF6(3)'s ones as well as font(adding shadow to it for ).

I changed the color of the shadow and the font looks like the FF VI's one.  :laugh:

(https://cdn.discordapp.com/attachments/756617702696550480/975122261516353606/unknown.png)

And here its the FF IV font:

(https://cdn.discordapp.com/attachments/756617702696550480/975165932370534420/unknown.png)
Title: Re: Final Fantasy V Tweaks v2.3
Post by: MD_Prometh on May 14, 2022, 05:50:07 PM
I'd be curious to see how the GBA font would look like with the GBA script on the SNES version.
Title: Re: Final Fantasy V Tweaks v2.3
Post by: ExL on May 15, 2022, 02:12:02 AM
Ehehe, missaligned by 1 pixel to right in previous image, sorry ::) Edited in Photoshop without proper grid.
Here's fixed one + with shadow:
(https://i.postimg.cc/dVFkSrDR/chr000.png)(https://i.postimg.cc/xdxXCZ5g/chr000shad.png)
GBA one looking nice, even without WVF.
Maybe bold advance font would look even more fitting (taken from Dragonsbrethren's one from font archive on site):
(https://i.postimg.cc/5tRt1C9R/chr000-GBold.png)(https://i.postimg.cc/Jz77kqGF/chr000-GBoldshad.png)
Feel free to use 'em.
Title: Re: Final Fantasy V Tweaks v2.3
Post by: T92 on May 15, 2022, 01:35:56 PM
Quote from: ExL on May 15, 2022, 02:12:02 AM
Feel free to use 'em.
Thanks.  :thumbsup:



May 15, 2022, 01:44:39 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: ExL on May 15, 2022, 02:12:02 AM
Ehehe, missaligned by 1 pixel to right in previous image, sorry ::) Edited in Photoshop without proper grid.
Here's fixed one + with shadow:
(https://i.postimg.cc/dVFkSrDR/chr000.png)(https://i.postimg.cc/xdxXCZ5g/chr000shad.png)
GBA one looking nice, even without WVF.
Maybe bold advance font would look even more fitting (taken from Dragonsbrethren's one from font archive on site):
(https://i.postimg.cc/5tRt1C9R/chr000-GBold.png)(https://i.postimg.cc/Jz77kqGF/chr000-GBoldshad.png)
Feel free to use 'em.
I imported them and they look cool.  :thumbsup:

(https://media.discordapp.net/attachments/756617702696550480/975451646442209341/ff5000.png)
(https://media.discordapp.net/attachments/756617702696550480/975451646672916580/ff5001.png)
(https://media.discordapp.net/attachments/756617702696550480/975451647012647022/ff5002.png)
(https://media.discordapp.net/attachments/756617702696550480/975451647381762138/ff5003.png)
(https://media.discordapp.net/attachments/756617702696550480/975451647625023508/ff5004.png)
(https://media.discordapp.net/attachments/756617702696550480/975451647981522975/ff5005.png)
Title: Re: Final Fantasy V Tweaks v2.3
Post by: Lumiere on May 15, 2022, 02:16:02 PM
To me, the second pic looks the easiest to read.
Title: Re: Final Fantasy V Tweaks v2.3
Post by: ExL on May 16, 2022, 06:01:46 AM
Lumiere, that, probably, how it'd be if game was localized back than. Seems to be good choice for default one.
Title: Re: Final Fantasy V Tweaks v2.3
Post by: T92 on May 16, 2022, 12:54:36 PM
Quote from: ExL on May 16, 2022, 06:01:46 AM
Lumiere, that, probably, how it'd be if game was localized back than. Seems to be good choice for default one.

In fact, both games (FF V and Mystic Quest) are from the same year and were being translated by the same person (Ted Woolsey). They had probably also used the same font.

It would look like this:

(https://cdn.discordapp.com/attachments/756617702696550480/975809102959759381/ff_v001.png)
(https://cdn.discordapp.com/attachments/756617702696550480/975809103257567292/ff_v002.png)
(https://cdn.discordapp.com/attachments/756617702696550480/975809103727312986/ff_v003.png)
(https://cdn.discordapp.com/attachments/756617702696550480/975809104020922398/ff_v004.png)

May 16, 2022, 04:09:28 PM - (Auto Merged - Double Posts are not allowed before 7 days.)


Just uploaded the V2.3a.

Changes:

  • Added stat bonuses to the Ragnarok (The ultimate sword).
  • Changed the menu font into a FF IV/Mystic Quest-like font.
  • Added a optional patch in case you want to use the old font (FF VI font without shade).
Title: Re: Final Fantasy V Tweaks v2.3
Post by: dewhenson07 on May 16, 2022, 05:53:53 PM
wait i thought it was 80 bugfixes
Title: Re: Final Fantasy V Tweaks v2.3
Post by: T92 on May 16, 2022, 06:06:18 PM
Quote from: dewhenson07 on May 16, 2022, 05:53:53 PM
wait i thought it was 80 bugfixes

Unfortunately, because this hack changes the text and characters, some patches for the normal japan ROM are not compatible :( , so I had to use other patches that fixed the same bugs.

May 17, 2022, 01:30:16 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Managed to stat bonuses to the "Equip Rods" and "Learning"(now useful) abilities.  :thumbsup: :thumbsup: :thumbsup:

May 17, 2022, 01:44:36 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Lumiere on April 22, 2022, 10:10:45 PM
Due to "Equip Rods" being at the end of the Time Mage tree(move it if you want), maybe give a 50% increase over one of the higher Magic power totals?
I'll make it give you a +37 Magic modifier (the maximum magic modifier was +33 from the summoner and +36 on the GBA version from the Oracle).  :thumbsup:

May 20, 2022, 07:19:35 PM - (Auto Merged - Double Posts are not allowed before 7 days.)



May 20, 2022, 11:00:17 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Released the v2.4.  :thumbsup: :thumbsup: :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: T92 on May 24, 2022, 02:34:42 PM
I guess this hack it's done (only a few minor changes are left but I'll wait for new ideas.).
I'll start to work on my next hack (FF III Nes Tweaks).  :thumbsup: :thumbsup: :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: nanashi89 on May 25, 2022, 03:20:19 PM
Any chance of implementing an optional double rewards patch, like I suggested with your recently announced III Tweaks?
Title: Re: Final Fantasy V Tweaks
Post by: T92 on May 25, 2022, 04:41:16 PM
Quote from: nanashi89 on May 25, 2022, 03:20:19 PM
Any chance of implementing an optional double rewards patch, like I suggested with your recently announced III Tweaks?
I'll work on it, and maybe I do another patch that makes only some enemies like the statues from Castle Bal give you 10 times the ABP and EXP they used to give.  :thumbsup: :thumbsup: :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: Lynx on June 05, 2022, 12:35:35 AM
Can you make it compatible with Tzepish's (Replacing the Drag/Speed time magic) and (No Missable Item & Spells) and Modoh's Weapon Formula patches?
Title: Re: Final Fantasy V Tweaks
Post by: T92 on June 05, 2022, 01:47:42 PM
Quote from: Lynx on June 05, 2022, 12:35:35 AM
Can you make it compatible with Tzepish's (Replacing the Drag/Speed time magic) and (No Missable Item & Spells) and Modoh's Weapon Formula patches?
I'll implement bot of Tzepish's patches on the v2.5, I'll test Modoh's patch before implement it just in case. 
:thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: Tzepish on June 06, 2022, 03:29:49 AM
Be careful with my No Missables patch... It's a bit larger than my other QoL patches and may have compatibility issues if your mod already alters shops, monsters, events, or treasureboxes in some way. If that ends up being the case, I'm happy to help adapt it for you.
Title: Re: Final Fantasy V Tweaks
Post by: Lynx on June 06, 2022, 11:50:38 AM
I think this patch mostly alter job abilities, stats, equippable weapons, and many QoL patches such as Better Item Menu so I believe there is no problem appling your No Missable patch.
Title: Re: Final Fantasy V Tweaks
Post by: T92 on June 07, 2022, 01:17:32 PM
Quote from: Tzepish on June 06, 2022, 03:29:49 AM
Be careful with my No Missables patch... It's a bit larger than my other QoL patches and may have compatibility issues if your mod already alters shops, monsters, events, or treasureboxes in some way. If that ends up being the case, I'm happy to help adapt it for you.

I checked the changes my patch makes and the only enemy I edited was the Jura Avis, so I guess there are no compatibility issues.
:thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: Lynx on June 14, 2022, 10:47:45 AM
It would be great if you make this compatible with Weapon Formula Tweaks patch? Because the Silver Harp does only 6% percentage damage and Blood Sword has low accuracy and some rods deals 0 damage
Title: Re: Final Fantasy V Tweaks
Post by: T92 on June 14, 2022, 03:49:53 PM
Quote from: Lynx on June 14, 2022, 10:47:45 AM
It would be great if you make this compatible with Weapon Formula Tweaks patch? Because the Silver Harp does only 6% percentage damage and Blood Sword has low accuracy and some rods deals 0 damage

I'm working on that.
The "advance patch conflict finder" says there are 20 conflicts but some are because both patches wrote bytes on certain bank (like the "Rage" command).
So I'm testing it to prevent bugs before implement it.  :thumbsup:

June 17, 2022, 06:42:30 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Working on applying the Weapon Formula Tweaks patch, the attack_types.asm and the items.asm patches work fine when applied but the battle_power.asm makes attacks deal 6-100 damage when should do 1000+.

I'll include the weapon formula tweaks (only the attack_types and the items) as a optional patch while I try to addapt the battle_power one.  :thumbsup:


June 17, 2022, 07:40:10 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

V2.5a update:

  • Added a optional beta port of Modoh's FF5 Weapon Formula Tweaks.
  • Added screenshots of the optional fonts.
Title: Re: Final Fantasy V Tweaks
Post by: Spooniest on June 19, 2022, 07:08:40 PM
Apologies for not having dropped you a line sooner; I've been up to my neck in work*  :banghead:

Congratulations on the release(s?)! :D Looks like you're chugging along just fine. Stand guard!

(p.s. Everyone if you get a telemarketer on the phone just be nice to them, we're people too)
Title: Re: Final Fantasy V Tweaks
Post by: T92 on June 20, 2022, 01:22:28 PM
Quote from: Spooniest on June 19, 2022, 07:08:40 PM
Apologies for not having dropped you a line sooner; I've been up to my neck in work*  :banghead:

Congratulations on the release(s?)! :D Looks like you're chugging along just fine. Stand guard!

(p.s. Everyone if you get a telemarketer on the phone just be nice to them, we're people too)
Thanks.  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: ThatGuyOverThere on June 22, 2022, 01:40:40 PM
Is there a way to implement the equipment hack from Super Custom Classes https://www.romhacking.net/hacks/5790/ (https://www.romhacking.net/hacks/5790/)? That'd give each class an even greater equipment selection.
Title: Re: Final Fantasy V Tweaks
Post by: T92 on June 22, 2022, 02:20:44 PM
Quote from: ThatGuyOverThere on June 22, 2022, 01:40:40 PM
Is there a way to implement the equipment hack from Super Custom Classes https://www.romhacking.net/hacks/5790/ (https://www.romhacking.net/hacks/5790/)? That'd give each class an even greater equipment selection.

I'll try to adapt it to FF V Tweaks and add it as an optional patch.  :thumbsup:

June 22, 2022, 02:25:35 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Currently, the optional patches I want to create are:

  • A double EXP and ABP.
  • A three slots port.
  • A finished version of Modoh's weapon formula tweaks port and maybe implement it to the main patch.
  • A port of the GBA font.
  :thumbsup: :thumbsup: :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: ThatGuyOverThere on June 22, 2022, 02:31:35 PM
Quote from: T29 on June 22, 2022, 02:20:44 PM
I'll try to adapt it to FF V Tweaks and add it as an optional patch.  :thumbsup:

It's especially useful for some of the squishier classes.
Title: Re: Final Fantasy V Tweaks
Post by: Lumiere on June 22, 2022, 03:31:39 PM
Just thought about it, buff the Dancer's vit a little. It has lower vit than the mages and it's supposed to be a front liner fighter. Actually just buff it's stats in general, it has really low stats for something that unlocks with the earth crystal. It's vit is the lowest of the playable classes.
Title: Re: Final Fantasy V Tweaks
Post by: T92 on June 23, 2022, 06:30:49 PM
Quote from: Lumiere on June 22, 2022, 03:31:39 PM
Just thought about it, buff the Dancer's vit a little. It has lower vit than the mages and it's supposed to be a front liner fighter. Actually just buff it's stats in general, it has really low stats for something that unlocks with the earth crystal. It's vit is the lowest of the playable classes.
I'll boost his stamina a to at least better than the Mages' one, about the rest of his stats, I'll increase them by 1.5. :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: Tombo69 on June 29, 2022, 05:05:35 PM
Would you consider adding a new game + to the experience?
Title: Re: Final Fantasy V Tweaks
Post by: T92 on June 29, 2022, 07:59:22 PM
Quote from: Tombo69 on June 29, 2022, 05:05:35 PMWould you consider adding a new game + to the experience?
It's not a bad idea, I'll add it to the list of changes for v3.0.
 :thumbsup:  :thumbsup:  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: ThatGuyOverThere on July 01, 2022, 06:35:58 PM
If you can toggle the Berserker's skill, then what's the point of it? Do they do more damage if they're berserk?
Title: Re: Final Fantasy V Tweaks
Post by: T92 on July 01, 2022, 07:18:07 PM
Quote from: ThatGuyOverThere on July 01, 2022, 06:35:58 PMIf you can toggle the Berserker's skill, then what's the point of it? Do they do more damage if they're berserk?
Yeah.
While berserk, they do damage with this formula:

Attack= Attack * 3/2
:thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: T92 on July 02, 2022, 03:10:01 PM
In case someone it's wondering, FF V Tweaks it's compatible with the MSU hack.  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: Red Soul on July 02, 2022, 05:30:09 PM
Cool to see you tackle FF5 too, T29!

I guess besides the Advance Jobs, what FF5 needs most of all is a plot that isn't boring beyond belief haha.
Good luck!
Title: Re: Final Fantasy V Tweaks
Post by: Lumiere on July 02, 2022, 08:58:32 PM
I'd rather see the core jobs improved instead of adding the Advance Jobs. Many of the jobs as is are situational or require a specific playstyle to get off the ground.

Also anybody who says Dualwield+Spellblade+Rapidfire is viable without mass grinding is liar. Anything with any of those 3 skills is powerful enough as is. It's better to have more endgame options such as the Dancer not being super weak even though it has it's Sword Dance attack. Actually, it's a solid ability due to getting a "Sword Dance" item in the same dungeon you get the Dancer.
Title: Re: Final Fantasy V Tweaks
Post by: Red Soul on July 03, 2022, 04:42:32 AM
Quote from: Lumiere on July 02, 2022, 08:58:32 PMI'd rather see the core jobs improved instead of adding the Advance Jobs. Many of the jobs as is are situational or require a specific playstyle to get off the ground.

Also anybody who says Dualwield+Spellblade+Rapidfire is viable without mass grinding is liar. Anything with any of those 3 skills is powerful enough as is. It's better to have more endgame options such as the Dancer not being super weak even though it has it's Sword Dance attack. Actually, it's a solid ability due to getting a "Sword Dance" item in the same dungeon you get the Dancer.

I don't disagree with any of your points, I just like having more options, even if they are weird and/or gimmicky.

@T29: What do you think about making blue magic acquisition a bit less of a chore? Maybe it's too strong, but a Blue Mage equipped with "Learning" could learn the spell without necessarily being hit by it. What do you think?

Monster AI routines could also change so that a Beastmaster is no longer needed to trigger specific moves monsters wouldn't use otherwise.
Title: Re: Final Fantasy V Tweaks
Post by: Lumiere on July 03, 2022, 01:27:59 PM
I like the idea that as long as the Blue Mage "sees" the spell, they learn it. It does kill one of the beastmaster's main tricks though. I almost wonder if Calm could be reworked into something else.
Title: Re: Final Fantasy V Tweaks
Post by: T92 on July 03, 2022, 01:43:39 PM
Quote from: Red Soul on July 03, 2022, 04:42:32 AMI don't disagree with any of your points, I just like having more options, even if they are weird and/or gimmicky.

@T29: What do you think about making blue magic acquisition a bit less of a chore? Maybe it's too strong, but a Blue Mage equipped with "Learning" could learn the spell without necessarily being hit by it. What do you think?

Monster AI routines could also change so that a Beastmaster is no longer needed to trigger specific moves monsters wouldn't use otherwise.
It would be better but it would make the Beastmaster's control useless until I rework it into something else, so I'll leave it for later, when I manage to rework the way you learn blue magic spells I'll also rework the control ability and control-related items.  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: T92 on July 03, 2022, 01:47:29 PM
Quote from: Lumiere on July 02, 2022, 08:58:32 PMActually, it's a solid ability due to getting a "Sword Dance" item in the same dungeon you get the Dancer.
Yeah, I'll also try to buff dances to make them at least usable.  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: Red Soul on July 03, 2022, 05:03:03 PM
Quote from: Lumiere on July 03, 2022, 01:27:59 PMI like the idea that as long as the Blue Mage "sees" the spell, they learn it. It does kill one of the beastmaster's main tricks though. I almost wonder if Calm could be reworked into something else.

Yes, exactly, as long as the spell is seen it gets learnt. That's what I meant.
Title: Re: Final Fantasy V Tweaks
Post by: Red Soul on July 03, 2022, 05:04:54 PM
Quote from: T29 on July 03, 2022, 01:43:39 PMIt would be better but it would make the Beastmaster's control useless until I rework it into something else, so I'll leave it for later, when I manage to rework the way you learn blue magic spells I'll also rework the control ability and control-related items.  :thumbsup:

Maybe Beastmaster could be changed to immitate monster stats (scaled to player level) and they could have access to special monster physicals or something.
Title: Re: Final Fantasy V Tweaks
Post by: T92 on July 03, 2022, 05:10:38 PM
Quote from: Red Soul on July 03, 2022, 05:04:54 PMMaybe Beastmaster could be changed to immitate monster stats (scaled to player level) and they could have access to special monster physicals or something.
Like Gau from FF VI?
Title: Re: Final Fantasy V Tweaks
Post by: Lumiere on July 03, 2022, 07:43:41 PM
Jitterbug needs to steal more HP because it's pitiful by "world 3", the same for Mystery Waltz concerning MP. Tempting Tango gets removed when using a "Sword Dance" item, and it only inflicts confuse. I'm not sure what, but Tango needs to be better.
Title: Re: Final Fantasy V Tweaks
Post by: Red Soul on July 03, 2022, 10:23:51 PM
Quote from: T29 on July 03, 2022, 05:10:38 PMLike Gau from FF VI?

Yeah something like Gau except without the auto-battling. Just an idea.
Title: Re: Final Fantasy V Tweaks
Post by: T92 on July 04, 2022, 06:03:35 PM
Quote from: Lumiere on July 03, 2022, 07:43:41 PMJitterbug needs to steal more HP because it's pitiful by "world 3", the same for Mystery Waltz concerning MP. Tempting Tango gets removed when using a "Sword Dance" item, and it only inflicts confuse. I'm not sure what, but Tango needs to be better.

Quote from: Red Soul on July 03, 2022, 10:23:51 PMYeah something like Gau except without the auto-battling. Just an idea.

 :thumbsup:
I'll start to work on the v2.5b after finishing FF III NES tweaks.  :woot!:
Title: Re: Final Fantasy V Tweaks
Post by: ThatGuyOverThere on August 04, 2022, 01:37:01 PM
Could you use a different translation of the game as a base? The translator of that version has an extremely jarring habit of randomly using quotation marks, sometimes even in the same scene:

One character will talk like this.
"The other character will talk like this."

Maybe the GBA script port: https://www.romhacking.net/hacks/3687/
Title: Re: Final Fantasy V Tweaks
Post by: T92 on August 05, 2022, 03:37:29 PM
Quote from: ThatGuyOverThere on August 04, 2022, 01:37:01 PMCould you use a different translation of the game as a base? The translator of that version has an extremely jarring habit of randomly using quotation marks, sometimes even in the same scene:

One character will talk like this.
"The other character will talk like this."

Maybe the GBA script port: https://www.romhacking.net/hacks/3687/
I'll try to import some parts of the GBA script, I didn't used the GBA script port because of the tiny font, but I can port some lines without having to use a tiny font.
 :thumbsup:  :thumbsup:  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: ThatGuyOverThere on August 06, 2022, 12:00:24 PM
Quote from: T92 on August 05, 2022, 03:37:29 PMI'll try to import some parts of the GBA script, I didn't used the GBA script port because of the tiny font, but I can port some lines without having to use a tiny font.
 :thumbsup:  :thumbsup:  :thumbsup:

Would you you be able to make a version of the mod that was just the updates and allow the user to choose their own translation patch, or is everything too integrated?
Title: Re: Final Fantasy V Tweaks
Post by: shrkmt on August 06, 2022, 04:59:36 PM
Hi, I really like the additions this hack has compared to the LotC base but have a bit of a nit to pick:
The Monster Count patch from what I can gather is primarily intended for the original RPGe patch and thus doesn't change any monster names that were already short enough to leave space for the counter. But the LotC patch changes some of those monster names, mainly to bring them in line with the established FF nomenclature. For example "Dearo" becomes "Devil Crab" in LotC. This means some of the monster names are now too long to display a counter, making the functionality of the Monster Count patch spotty.
Personally, I'd prefer the longer names and have the Monster Count as an optional patch.

 
Title: Re: Final Fantasy V Tweaks
Post by: T92 on August 08, 2022, 08:24:27 PM
Quote from: ThatGuyOverThere on August 06, 2022, 12:00:24 PMWould you you be able to make a version of the mod that was just the updates and allow the user to choose their own translation patch, or is everything too integrated?
At this point I had to change quite a bit of text (almost everything related to some gameplay changes, like the new way to learn blue magic) although I might be able to make an alternative patch with the gba script port sometime.
 :thumbsup:  :thumbsup:  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: T92 on August 08, 2022, 08:27:36 PM
Quote from: shrkmt on August 06, 2022, 04:59:36 PMHi, I really like the additions this hack has compared to the LotC base but have a bit of a nit to pick:
The Monster Count patch from what I can gather is primarily intended for the original RPGe patch and thus doesn't change any monster names that were already short enough to leave space for the counter. But the LotC patch changes some of those monster names, mainly to bring them in line with the established FF nomenclature. For example "Dearo" becomes "Devil Crab" in LotC. This means some of the monster names are now too long to display a counter, making the functionality of the Monster Count patch spotty.
Personally, I'd prefer the longer names and have the Monster Count as an optional patch.

 
Yeah. I'll add a uninstall patch for the monster counter on the next release.
:thumbsup:  :thumbsup:  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: T92 on August 12, 2022, 04:37:53 PM
I found some patches for the Japan ROM that would be nice for this hack, I'll try to test them before applying them.

:thumbsup:  :thumbsup:  :thumbsup:
Some features are:
  • L/R scroll on the menus.
  • Optimize no longer equips the bad equipment (like excalipoor and bone armor).
  • Only re-equip when necessary (like FF VI).
  • Press X to change characters during battle (Like FF VI).
Title: Re: Final Fantasy V Tweaks
Post by: Modoh on September 20, 2022, 03:31:14 AM
Hi,

I'm the author of the Weapon Tweaks patch that you're trying to integrate as an optional addon. 

First, it's great that you're using my hack, that's why I included the asm source after all.   I tried to keep things self contained to be compatible with other unrelated patches (such as text translations), but as you saw it doesn't cooperate well with other things that modify the same battle code.

It definitely doesn't work with:
Power Drink fix (InstructrTrepe). My patch has its own power drink fix integrated because it wasn't compatible with this.
Fractional M and its related patches.  Rune weapons fix, Goblin Punch fix, Minimum M are all fixes TO Fractional M so aren't needed.
Knives fix, which is also specific to Fractional M, but does fix a FF5 bug.  My patch has its own fix to Knives which gets a similar result.

Chances are very good it'll work with the rest of the patches you have listed in your readme if you just leave out the ones I listed above before patching.   The only thing you'll be missing at that point is Fractional M.   


Title: Re: Final Fantasy V Tweaks
Post by: Nintenja on September 21, 2022, 01:14:05 AM
Quote from: T92 on August 12, 2022, 04:37:53 PMI found some patches for the Japan ROM that would be nice for this hack, I'll try to test them before applying them.

:thumbsup:  :thumbsup:  :thumbsup:
Some features are:
  • L/R scroll on the menus.
  • Optimize no longer equips the bad equipment (like excalipoor and bone armor).
  • Only re-equip when necessary (like FF VI).
  • Press X to change characters during battle (Like FF VI).

yes add these if can! We must defeat the pixel remaster at all costs!lol..jk..but can i get a link to these patches?i would like to add them to the ffv-pixel freemaster as it is based on a ffv (japan) rom.a few of these patches could make a big difference for qol!
Title: Re: Final Fantasy V Tweaks
Post by: T92 on September 21, 2022, 03:07:13 PM
Quote from: Modoh on September 20, 2022, 03:31:14 AMHi,

I'm the author of the Weapon Tweaks patch that you're trying to integrate as an optional addon. 

First, it's great that you're using my hack, that's why I included the asm source after all.   I tried to keep things self contained to be compatible with other unrelated patches (such as text translations), but as you saw it doesn't cooperate well with other things that modify the same battle code.

It definitely doesn't work with:
Power Drink fix (InstructrTrepe). My patch has its own power drink fix integrated because it wasn't compatible with this.
Fractional M and its related patches.  Rune weapons fix, Goblin Punch fix, Minimum M are all fixes TO Fractional M so aren't needed.
Knives fix, which is also specific to Fractional M, but does fix a FF5 bug.  My patch has its own fix to Knives which gets a similar result.

Chances are very good it'll work with the rest of the patches you have listed in your readme if you just leave out the ones I listed above before patching.   The only thing you'll be missing at that point is Fractional M.   
Thanks for the information.
I will try to uninstall the patches that cause problems.
 :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: T92 on September 21, 2022, 03:10:00 PM
I'm back (I was kind of busy in the real world).
I'm going to continue working with FF V Tweaks and then move on to FF III NES.
:thumbsup:  :thumbsup:  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: T92 on September 21, 2022, 03:13:38 PM
I'll create this optional patches first:
  • A double EXP and ABP.
  • A three slots port.
  • A patch for PS1 dash (thanks to jtm297 for letting me know)
  • A port of the GBA font.
  :thumbsup: :thumbsup: :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: T92 on September 21, 2022, 04:03:13 PM
PS1 Dash patch done.
Title: Re: Final Fantasy V Tweaks
Post by: T92 on September 21, 2022, 05:11:34 PM
The port of the GBA font it's 75% complete.

 :thumbsup:  :thumbsup:  :thumbsup:
Title: Re: Final Fantasy V Tweaks
Post by: T92 on September 21, 2022, 06:36:54 PM
Here's a preview of the GBA font.
(https://i.imgur.com/qmpZAV7.png) (https://i.imgur.com/p4z6c21.png)
Title: Re: Final Fantasy V Tweaks
Post by: lexluthermiester on September 21, 2022, 07:33:28 PM
I think it looks nice. Seems like it would be a welcome improvement.
Title: Re: Final Fantasy V Tweaks
Post by: ThatGuyOverThere on September 22, 2022, 12:23:43 PM
Quote from: T92 on September 21, 2022, 06:36:54 PMHere's a preview of the GBA font.
(https://i.imgur.com/qmpZAV7.png) (https://i.imgur.com/p4z6c21.png)
v

You don't think that font has a nice tidy look to it?
Title: Re: Final Fantasy V Tweaks
Post by: FlamePurge on September 22, 2022, 09:38:34 PM
It's so tiny that it's hard to read. And the big spaces in between remind me of Terranigma
Title: Re: Final Fantasy V Tweaks
Post by: Nintenja on September 23, 2022, 03:40:15 AM
I found the INU QOL patches myself that t92 mentioned and applied them in the version 3.0 of ffv-pixel freemaster. not trying to hijack this page here so I won't provide a link just saying I had asked for them and found them myself. This project is shaping up nicely.. I can playtest if need be..let me know..I know a little about this game. ;)
Title: Re: Final Fantasy V Tweaks
Post by: Nintenja on September 26, 2022, 05:06:01 PM
Quote from: FlamePurge on September 22, 2022, 09:38:34 PMIt's so tiny that it's hard to read. And the big spaces in between remind me of Terranigma

Gba font Looks tidy but doesnt fill the space of the dialogue box well..really one of the first things to do when playing ffv is go to settings and change the color of thr dialog box.i turned mine kinda light blue/teal colored and wow my eyes thanked me immensely.
Title: Re: Final Fantasy V Tweaks
Post by: Nintenja on September 27, 2022, 07:30:30 PM
Is msu1 support possible in this project?