Modifies the speed values for both the player and any NPCs.
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After digging around in the GameAssembly DLLs for the games, I noticed something the FFPR tool lacked. Rather than coding, I figured I'd simply upload the mod pack here, as each game requires its own unique tool. This mod takes into account any hidden stacking multipliers for things such as the Nautilus in FF3. DLLs from all 6 games are included, and are for 1.1.0 for 1 & 2, and 1.1.1 for the other 4. If (and that's a big if) there are more updates in the future, I'll update the mod pack accordingly.
WARNING!!! Not compatible with the FFPR tool or the FPS cap remover!
How to install: 1. Copy your original GameAssembly DLL somewhere as a backup. 2. Open the zip file and copy the modded GameAssembly file from the appropriate folder for the game you want to mod, and overwrite when prompted. 3. There is no step 3. Just launch the game and enjoy a smoother experience.
Known bugs: "Hey modder! Some things are not that smooth!" Yes, I'm aware. This is a problem with the game itself. For whatever reason, some math that should be floating point math is being interpreted as integer math (which is the whole reason behind the camera jitter in the first place... well, that and some other stuff that I suspect), and there are some fractional values below 1 that just can't be fixed because of it. Take for example the speed of Boko in FF5. His speed in vanilla is 1.5x your normal walking speed, but because that causes camera jitter and noticeable position snapping, I had to turn his speed up to 2x normal walking speed.
"What makes your mod different from the FFPR tool?" Well, for one, it modifies the values for all sprites, not just the player (at least it should). For another thing, rather than modifying the speed multiplier of the airships to 4.8, the base speed was adjusted around that vanilla multiplier of 4, and all other multipliers were adjusted accordingly. What made me come to this decision was noticing that the airship in FF2 and the Nautilus in FF3 were still jittery as hell when simply modifying the airship values, so I decided to change things around and voila!