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SomeDuder88

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someduder88

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15 comments

  1. Timedye
    Timedye
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    Sigh. These mods are broken now due to the update earlier this week on Steam. Can't get Final Fantasy II to boot at all using these game assembly files. Hopefully you can update them for the new updates.
  2. kikaider125
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    Spoke too soon! These all just got updated on Steam and mods seem to be broken at the moment.
  3. kikaider125
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    You’ve done the lords work. This has been the most BS issue of all of these remasters since launch, and you’re the first one to release a drag and drop fix that completely fixes them. Bravo- please post this on the other nexus portals and make a PSA in Steam Community! 
  4. joshuajays
    joshuajays
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    Great mod!, for my PC I used something else for 120 htz but this time on my Steam Deck play-through I'm using this, takes away all that weird stutter when you're walking, I know the issue with the diagonal movement is still there but its okay, I use my D-pad to move.  
  5. Goatville
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    Unless i'm doing something wrong, the one for FF4 doesn't work and causes the game to crash as soon as you go ingame after the title screen. It worked properly for FF1 though...
    1. someduder88
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      Thanks for letting me know. I'll look into it. In the meantime, try validating your game files and reapplying the mod to see if that fixes it. Were you trying to start a new game, or do you know how far your progress was when trying to load your save?
    2. Goatville
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      It was a new game, I didn't have a prior save to test out. If it doesn't happen on your end though, there may just be an issue with my copy. Still, it doesn't crash with the original unaltered DLL. I tried it without any other mods as well.
    3. Goatville
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      OK, sorry for the double reply, but I retract my previous two messages and reports. I did a clean install and it seems to be working now. I don't know what happened, perhaps I either wasn't using the latest version of the game or something went wrong in the update. Either way, all is well. I apologize for the misreport.
    4. someduder88
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      No worries! These kinds of things happen. Hope you enjoy the mod!
  6. DefinitiveDubs
    DefinitiveDubs
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    Your description isn't really clear what exactly this does. Does this modify the framerate? And does it increase or decrease the speeds?
    1. someduder88
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      It's the same speeds as the FFPR tool's "classic" speed, but with more accuracy. A true 60pps. I'll probably end up uploading a "fast" version as well, but for the moment I'm looking for that sweet spot in FF3-6, since the movement script for whatever reason seems to be different from 1 & 2. By that I mean 64pps at an increased framerate goes perfectly smooth orthogonally for 1 & 2, but not the others. So yeah, custom framerates.
  7. Jbulleit97
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    Another issue with the ffpr-tool that seems to inherited by this fix is that diagonal movement becomes more jittery due to its values being adjusted along with cardinal directions. Do you think there's a way you could adjust the pixels per second of diagonal movement separately to avoid this issue?
    1. someduder88
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      That's another issue with the game itself, due to the integer math mentioned in the description.There's not really anything anyone can do about it except for Squeenix themselves since most or all of the code is written in C++. If you take 1 divided by the square root of 2, you end up with 0.7071067811865475. Most games use this fraction to normalize the speed of diagonal movement if they opt for 8 way movement (game engines even have a handy function for it). Of course, with this being tile-based movement, you have to adjust the target position by the square root of 2 for the diagonals or else your positioning will be off when you move diagonally. I believe it's that normalized move speed that causes the jitter with the fixed speeds, whereas with the vanilla speeds it looks somewhat normal at a rate of ~56.6 pixels per second diagonally when walking on foot. Believe me, if I could fix it, I would. :P

      My best guess at the real issue is they have Unity's pixel perfect snapping enabled when it needs to be disabled. I could get similar results replicating the movement script in Godot 4 and changing the framerate to match the FFPR series, and then setting it so transforms (aka movement) snap to whole pixels. Mods like this one really only treat the symptom in the end.
    2. Jbulleit97
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      Figured as much. For the time being I've used Steam to set my directional inputs to 4-way only. It's a bit wonky on d-pad, but reasonably seamless on stick. It's no substitute for functional diagonals, but it'll do.
    3. someduder88
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      TIL you can turn off diagonal movement through Steam config. XD

      IMO, it's for the best. When these games first came out, 8 way movement just wasn't a thing in them. I guess I'm a "purist" in that sense, though I admit being able to save a few steps of damage for poison or damage tiles is pretty convenient.