To paraphrase Hideaki Itsuno, co-director of 2001's "One Piece Mansion" and other Capcom games: This mod gives the visuals the feel of 15 frames per second.
Compatible with 30 or 60 FPS options in the .toml file.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Julian Xhokaxhiu and the FFNx team, as well as LaZar00 and contributors to KimeraCS.
Donation Points system
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The original PlayStation version of Final Fantasy VII rendered battle visuals separately from the menus, such that character animations, the camera, etc., were rendered at 15 frames per second, and menus at 60 frames per second. The PC port renders both at the same rate, and by default, at 15 frames per second, making menus sluggish. Enter FFNx, which enables battles to be played at 30 or 60 frames per second, reducing input lag significantly. Doing so, however, results in the character animations being sped up.
To compensate for this, and to avoid the incongruity between 15 FPS animations and a 60 FPS camera, I've duplicated the original battle animations once, then interpolated them. (Hence: "Dupolated.") The result:
Original animation: Frame 0 (OG First Frame), Frame 1 (OG Second Frame) New animation: Frame 0 (OG First Frame), Frame 1 (OG First Frame duplicated), Frame 2 (OG First Frame duplicated again), Frame 3 (interpolation between OG First Frame and OG Second Frame), Frame 4 (OG Second Frame).
I found this method largely maintains the look of the original animations without the visual clash of 15 FPS animations and a 60 FPS camera. By comparison, the alternative method I tried (interpolate once, then duplicate once) mostly looks like an inferior version of the existing 60 FPS interpolated animations mod.
For those that would prefer as-close-to-the-original look as possible, see my 15 FPS Battle Animations mod.
Installation
I've provided two alternatives for installation:
1.) Simply extract battle.lgp and magic.lgp and replace the existing files in /data/battle. 2.) Rebuild the .lgp files yourself using the uploaded animation files.
Unlikely to be compatible with other mods, but I have not done any testing yet.
Known Issues
The purple texture effect of Aeris's Seal Evil limit break is out of sync and disappears too quickly. May be an issue with running the game at 60 frames per second generally.