Final Fantasy Pixel Remaster

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randyrobbinsmusic

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snake78mw

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About this mod

Full rebalancing mod to bring the game back inline with how the NES & PS1 versions played. If you remember FF1 being tougher than it currently is, this is the mod for you. Values, growth curve, leveling, prices, chest contents, AI rewrites, Fiends respawn, Peninsula of Power back, N&S River monsters, PS1 names, etc plus 3 Difficulty Levels!

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"Origins Normal Mode Rebalancing" mod for FINAL FANTASY PIXEL REMASTER
by snake78mw (RandyRobbinsMusic)
v.27
------------------------
To jump to your desired section of this text document, use Ctrl+F to open the "Find" function and type in the relevant section number, including brackets.

=======================
|| TABLE OF CONTENTS ||
=======================
[1] - Installation
[2] - Optional Components
    [2a] - Difficulty Mode Options
    [2b] - Battle Sprite Placement Correction
    [2c] - Game Text Changes
    [2d] - Town Shop Content Options
    [2e] - Enable/Disable Opening Cutscene
    [2f] - Extra Hard Bosses
[3] - Changes Made By This Mod
[4] - Acknowledgements and Related Mods



======================
|| [1] INSTALLATION ||
======================
To install this mod, follow these steps:

1. Install Memoria (Bepin Loader & FF1.zip) from https://github.com/Albeoris/Memoria.FFPR

2. After Memoria is installed AND game files exported (be sure to follow all install steps for Memoria), back up the following folder from your Final Fantasy Pixel Remaster install directory:
~\FINAL FANTASY PR\FINAL FANTASY_Data\StreamingAssets\
This will enable you to quickly restore the game to the state it was in before this mod's installation by deleting the StreamingAssets folder and replacing it with the backup.

3. Extract the 'StreamingAssets' folder from your chosen difficulty mode's zip file directly to:
InstallDir\FINAL FANTASY PR\FINAL FANTASY_Data\

This should overwrite files in the following folders:
InstallDir\FINAL FANTASY PR\FINAL FANTASY_Data\StreamingAssets\Assets\GameAssets\Serial\Data\Master\
InstallDir\FINAL FANTASY PR\FINAL FANTASY_Data\StreamingAssets\Assets\GameAssets\Serial\Data\Message\
InstallDir\FINAL FANTASY PR\FINAL FANTASY_Data\StreamingAssets\Assets\GameAssets\Serial\Res\Map\
InstallDir\FINAL FANTASY PR\FINAL FANTASY_Data\StreamingAssets\Assets\GameAssets\Serial\Res\Battle\MonsterAI\

3b. If you run into issues launching the game/hanging/loading, be sure to install the modded UnityPlayer.dll by Enfyve. This is a common step required for all Pixel Remaster mods, so you may have done this already.

Once all of the above files have been replaced, simply start up the game and have fun!




=============================
|| [2] OPTIONAL COMPONENTS ||
=============================

Several optional components exist within this mod with which players can tailor the experience to suit their tastes.

[2a] Difficulty Mode Options
----------------------------
Three rebalance options are offered as part of this mod. Copy the StreamAssets folder from your desired difficulty mode into the game directory during installation. Available modes are:

- NES (Easy)
Includes the monster.csv from hpgross' NES Rebalance Mod which set the HP of all monsters and bosses to their NES values. Random item drops have been removed in this mode, and levels are capped at 50 and exp at 999999 (thanks to Jikkie's mod). No encounters appear on Chaos' floor, and WarMech can be found at his NES spawn rate of 4.7%. Uses the base & NES AI scripts (in that order) from MussMuss' mod. Ironically this is an Easy Mode as with all of the bugfixes offered in PR mixed with the low HP of the bosses makes this considerably easier than NES was. However this is the most faithful (minus the bugs) to the NES version.

- PS1 (Normal)
Same as NES (levels and exp capped and no random drops), but includes the monster.csv submitted by Thirteen1355 which set the HP of all monsters and bosses to their PS1 Origins values. WarMech is at 1.6% spawn rate as in PS1 and other ports, but he can also be found along with other rare monsters on Chaos' floor, where his spawn rate is slightly higher at 3%. Uses the base & PSX AI scripts (in that order) from MussMuss' mod. More faitful to the PS1 port on Normal difficulty mode, except with enemies appearing on Chaos' floor and also still retains separate north and south river monster formations whereas PS1 did not have these features.

- Challenge (Hard)
Takes the Origins monster file and adjusts the HP levels of the various monsters and bosses. Most smaller horde monsters remain the same, as do most bigger enemies in the early game. But as the game progresses bigger enemies have double HP, with bosses and fiends at double their Origins levels as well. This is intended to help make it so that the later game monsters are stronger as your party is stronger, but will also make it so that the bosses and fiends will be more formidable. In this mode however random item drops still happen as they do in vanilla with one exception: Defeating WarMech will reward you with a Ribbon (at 100% drop rate since he's already a rare and tough super boss, no need to be farming for a rare drop as well). Additionally levels and exp are back to being uncapped (to L99) and remain at their NES/PS1 level curves as with hpgross' original NES Rebalance mod. Uses the base & NES & PSX AI scripts (in that order) from MussMuss' mod.

[2b] Battle Sprite Placement Correction
---------------------------------------
By default, all battle sprites and monster sprite placement in battles has been modified so that all party members stand in a vertical straight line, and all monsters likewise appear in a grid-like placement reminiscent of the original NES release.

Files are provided both to revert this change, and to adjust this positioning for use with Axel Voss' Pixel DEmaster Mod (https://www.nexusmods.com/finalfantasypixelremaster/mods/36/).

If you would like to revert this change, find the mod folder ~/Variable Options/UnCorrectedPositions, then copy the game_constant_int.csv and monster_party.csv files from that folder into the StreamingAssets/Assets/GameAssets/Serial/Data/Master folder, overwriting the existing files.

To correct the battle positions so that they fit for use with Axel's Pixel DEmaster graphics mod, find the mod folder ~/Variable Options/For Axel's Pixel DEmaster Mod/, and repeat the same process as above with the files found there.

[2c] Game Text Changes
----------------------
By default, story_mes_en.txt, system_en.txt, & story_mes_en.txt updated by me to include Original Names for monsters, certain npc characters, items, weapons, armors, spells, special attacks, etc from PS1's FF Origins, and capitalized KEY ITEMS in the text when you obtain them. Also, added Erdrick back to the gravestone in Elfheim.

If you would prefer all of these changes to be reverted, simply delete the above three files from: StreamingAssets/Assets/GameAssets/Serial/Data/Message/

To revert these changes while keeping item description updates relevant to this mod's rebalancing, delete the above three files from StreamingAssets/Assets/GameAssets/Serial/Data/Message/ and instead use the file named 'system_en.txt' found in the mod folder titled ~/Variable Options/VanillaNames/ and copy its version into the above folder.

If you prefer NES names over PS1 names included here, ooerSaggington's OG-Names mod can be found here (use Names_OG_Items_Version_1_1.zip):
https://github.com/NooerSaggington/FF1-PR-OG-Names/releases/tag/1.1

[2d] Town Shop Contents Options
-------------------------------
Two options are provided for how to handle the additional items available for use in Final Fantasy Pixel Remaster that were not present in previous releases.

In StreamingAssets/Assets/GameAssets/Serial/Data/Master, find the following files:

- product.csv
Removed new items from Item Shops; each town has it's own unique item stock based on NES/PS1. So no additional/new items for sale in shops, including Desert Caravan/Tonics which is now reverted to its PS1 stock. Added Mythril Sword back to Elfheim Shop. New items like (Dry) Ether, Pheonix Down, Hi Potions, Elixir, etc, could still be dropped by enemies (in Hard mode) but not found or bought in the game (but could be sold). In addition, the items available in each item shop are now in the order they were in for the NES version.

- Alternate product.csv
New shop items can be purchased with a price hike, but not in every town. All towns same as NES/PS1, but with the new item additions: Cornelia has Eye Drops added, Pravoca has Echo Grass added, Elfheim gets Hi Potions, Crescent Lake gets Phoenix Down & Hi Potion, Onlak replaces Potion with Hi Potion / replaces Gold Needle & Antidote with Remedy & adds Ether & Phoenix Down, Gaia has every available shop item, and Desert Caravan sells its four Tonics at a price hike as well.

By default, the game will use the first option. To use the second instead, find the mod folder ~/Variable Options/Alternate Products File and use its version of product.csv (overwrite the previous product.csv found in StreamingAssets/Assets/GameAssets/Serial/Data/Master).

[2e] Enable/Disable Opening Cutscene
------------------------------------
By default, the opening cutscene of Final Fantasy Pixel Remaster (introduced in Final Fantasy: Dawn of Souls) is disabled. This will start the game immediately outside the town of Cornelia, as in the NES and PS1 versions.

To re-enable the opening cutscene, find the mod folder ~/Variable Options/Re-Enable Opening Cutscene and use its version of initialize_data.csv (overwrite the previous initialize_data.csv found in StreamingAssets/Assets/GameAssets/Serial/Data/Master).

[2f] Extra Hard Bosses
------------------------------------

If you are seeking an extra difficult time, even moreso than the Challenge (Hard) mode than the mod currently offers, MObreck has provided a monster.csv file that may be to your liking. To use this file, find the mod folder ~/Variable Options/Extra Hard Bosses and simply overwrite the existing monster.csv file found in StreamingAssets/Assets/GameAssets/Serial/Data/Master




==================================
|| [3] CHANGES MADE BY THIS MOD ||
==================================

41 Treasure Chests Updated:
Map_20011_1 Cornelia Castle - Tent to Iron Shield, Cottage to Crosier
Map_20051_1 Dwarf Cave - Ether to Mythril Knife, Potion to Helm
Map_20071_1 Elven Castle - 800 to 400, 700 to 330
Map_20121_1 Dragon Caves - Dry Ether to 575, Elixir to 10, X-Potion to 160
Map_30021_2 Marsh Cave B2 - 1120 to 620, 1180 to 680
Map_30021_3 Marsh Cave B3 - Phoenix Down to Iron Armor, Antidote to Mythrill Knife, 1045 to 295, 1135 to 385
Map_30031_3 Earth Cave B3 - Gold Needle to Potion
Map_30051_2 Mt Gulg B2 - Phoenix Down to Potion, 1250 to 750, Hi Potion to Potion, 1295 to 795
Map_30051_5 Mt Gulg B4 - 1380 to 880, 1150 to 10, 1155 to 155
Map_30051_6 Mt Gulg B5 - 3 Potions to Gold Needles as they're supposed to be linked to the Gold Needle on B4.
Map_30061_1 Ice Cave B1 - Ether to Potion
Map_30061_5 Ice Cave B3 - 1180 to 180
Map_30071_2 Citadel of Trials B2 - Potion to Gauntlets and fixed Monsters!
Map_30071_3 Citadel of Trials B3 - Gauntlets to Potion
Map_30081_2 Sunken Shrine B2C - 1385 to 385
Map_30081_5 Sunken Shrine B3C - 1450 to 450, 1110 to 110
Map_30081_6 Sunken Shrine B4A - 1300 to 20
Map_30081_8 Sunken Shrine B5A - 1150 to 10
Map_30101_1 Mirage Tower B1 - 1300 to 800
Map_30111_1 Flying Fortess B1 - 1180 to 180
Map_30111_2 Flying Fortess B2 - 1380 to 880
Map_30121_3 Chaos Temple Past B3 - Dry Ether to 45000, Elixir to 65000
Map_30121_5 Chaos Temple Past B5 - Elixir to 26000

Fiend respawn revisions:
Map_30121_4 sc_e_0040.json, sc_map_30121_4.json
Map_30121_5 sc_e_0041.json, sc_map_30121_5.json
Map_30121_6 sc_e_0042.json, sc_map_30121_6.json
Map_30121_7 sc_e_0043.json, sc_map_30121_7.json

This mod is building on hpgross' NES Rebalance Mod https://github.com/hpgross/ff1-pr-NES-rebalance.

Some of the files included there are included here as well. For completeness sake, I am including growth_curve.csv & exp_table.csv & monster.csv from that mod, see below (& above) for more notes.

Other CSV updates:
product.csv - Removed new items from Item Shops; each town has it's own unique item stock based on NES/PS1. So no additional/new items for sale in shops, including Desert Caravan/Tonics which is now reverted to its PS1 stock. Added Mythril Sword back to Elfheim Shop. New items like (Dry) Ether, Pheonix Down, Hi Potions, Elixir, etc, could still be dropped by enemies (in Hard mode) but not found or bought in the game (but could be sold). In addition, the items available in each item shop are now in the order they were in for the NES version.

Alternate product.csv - New shop items can be purchased with a price hike, but not in every town. All towns same as NES/PS1, but with the new item additions: Cornelia has Eye Drops added, Pravoca has Echo Grass added, Elfheim gets Hi Potions, Crescent Lake gets Phoenix Down & Hi Potion, Onlak replaces Potion with Hi Potion / replaces Gold Needle & Antidote with Remedy & adds Ether & Phoenix Down, Gaia has every available shop item, and Desert Caravan sells its four Tonics at a price hike as well. Rename to product.csv and overwrite the existing file if you'd like to use it.

initialize_data.csv - Set Initial Starting Gil at 400. Set ID 17    INT_START_MAP_ID value2 = 2, this removes the intro cutscene. Set to 1 if you'd like to bring it back.

armor.csv, weapon.csv, ability.csv, item.csv - Updated shop prices to match NES/PS1.

ability.csv updated to include MussMuss additions for the MonsterAI scripts.
condition.csv, condition_group.csv, function.csv, function_group.csv also from MussMuss' MonsterAI scripts.

weapon.csv - Fixed the Critical Hit bug by correcting critical_rate. More info on the bug found here: https://finalfantasy.fandom.com/wiki/Critical_hit_bug

monster_set.csv
Monster Set has a few changes: Now all spawn rates are reverted to how they were in NES/PS1. In addition to all of the spawn rate fixes in all the normal areas, I noticed that there are now encounters in the Temple Past B5, Chaos' floor, where on NES/PS1 there were none. As such, rather than remove all of those encounters, I've opted to swap out three encounters on that floor to have Tyro & Iron Golem set to 7% spawn rate, and WarMech set to 3% spawn rate. Tyro & Iron Golem & Warmech otherwise remain in their normal environments set at 1.6% as they were in PS1. All other encounters on Chaos' floor are set at Vanilla spawn rates. I also noticed that there is an unused set in the game. So I've co-opted that set to include a full set of South River monsters separate from the North River monsters like NES had. In PR (as in PS1 as well) the North River monsters appear in all Rivers North & South. This remedies that.

monster_party.csv
In monster_party.csv, I've gone through line by line and pared down the formations that were not possible in NES/PS1, like having 6 larger monsters on screen where NES/PS1 only allowed up to 4. Unfortunately not all monster party permutations that were possible in NES/PS1 are possible here, due to how only certain permuations are hardcoded and others are left out. And monster formations have now been corrected to their normal squared off positions. A separate folder titled For 'Axel's Pixel DEmaster Mod' within the master folder contains the two files to correct the party and monster formations for use in that mod. If you prefer the more vanilla positions, use the file in the folder called 'UnCorrectedPositions' within the master folder.

**obsolete** "map.csv has been updated to increase the amount of steps prior to an encounter, to slightly slow the encounter rate of the game's various playfields. I used an equation: VanillaSteps/10*12=NewSteps. So 60 becomes 72, 80 becomes 96, 150 becomes 180, 200 becomes 240, etc. The slightly slowed encounter rate has the effect of making it so you will be very slightly underleveled compared to playing this mod using Vanilla encounter rate, since you would be partaking in slightly less battles throughout the game." This is now obsolete, with the addition of the AI scripts by MussMuss it is no longer necessary to stretch the encounter rate. map.csv has been reverted to Vanilla, and is included just to overwrite the old version of the mod's file.

encount_area.csv has been updated so that the Peninsula of Power is patched back into the game. ID 40 foot03_monster_set is changed from 58 to 51. And the remaining foot##_monster_set's for ID 40 are changed from 58 to 57, except for foot10_monster_set and foot_15_monster_set. Also adjustments to include the 'new' set of South River monsters noted above in monster_set.csv.

item.csv also was updated by hpgross to make Potions heal 30 HP, and Hi Potions to heal 100 HP

growth_curve.csv & exp_table.csv (used in Hard Mode) courtesy of hpgross' NES Rebalance Mod

game_constant_int.csv & exp_table.csv courtesy of Jikkie's NES-like_Newgame_v.07 mod (used in NES & PS1 modes).

Also in game_constant_int.csv, ID's 240 - 244 have been changed per below in order to line up the party members. If you prefer the staggered vanilla positions, use the file in the folder called 'UnCorrectedPositions' within the master folder.
240    FORWARD_X_COORDINATE    108 (from 96)
241    REAR_GUARD_X_COORDINATE    108 (from 96)
242    X_COORDINATE_INTERVAL    0   (from 8)
243    AS_BASE_Y_COORDINATE    43  (from 36)
244    Y_COORDINATE__INTERVAL    26  (from 24)

character_status.csv from Jikkie's Jikkie's NES-like_Newgame_v.07 mod, Job Starting Stats are now adjusted to their NES Values, and Jobs no longer have starting equipment, as it is in PS1 Origins.

system_en.txt - updated by hpgross to show that Potions and Hi-Potions heal 30 & 100, in their descriptions.

story_mes_en.txt, system_en.txt, & story_mes_en.txt updated by me to include Original Names for monsters, certain npc characters, items, weapons, armors, spells, special attacks, etc from PS1's FF Origins, and capitalized KEY ITEMS in the text when you obtain them. Also, added Erdrick back to the gravestone in Elfheim.




===========================================
|| [4] ACKNOWLEDGEMENTS AND RELATED MODS ||
===========================================

Thank you to Eatitup_86 for pointing me in the right direction to revert all the treasure chests, and for figuring out how to get the Fiends in the Temple Past to respawn after leaving the floor, and the initial PoP patch. And big thank you to hpgross for his awesome mod that spurred me on, and to Jikkie for their mod changes. And thank you to Thirteen1355 for recognizing the difference between NES and Origins Monster HP values, and to MussMuss for their spreadsheets with the various IDs/Names and especially for the complete rewriting of the MonsterAI's. And thank you to Saftle and all of the FF discord modding community for everything they've done to make it possible to mod this game.

Jikkie's NES-like_Newgame mod is available here:
https://discord.com/channels/371784427162042368/866169070151794718/884639354809638982

And hpgross' original NES Rebalance mod is available here:
https://github.com/hpgross/ff1-pr-NES-rebalance/releases/tag/v0.21

And Eatitup_86's original (yet broken) Peninsula of Power patch:
https://discord.com/channels/371784427162042368/866169070151794718/872717125918265434

And Thirteen1355's No Minimap mod helps the experience as well:
https://discord.com/channels/371784427162042368/866169070151794718/877528518894972939

And MObreck's 'Less Squishy Bosses' monster.csv can be found here:
https://discord.com/channels/371784427162042368/866169070151794718/937306656268771388
https://cdn.discordapp.com/attachments/866169070151794718/937306656067424276/monster.csv

And MussMuss' full AI work can be downloaded from this post here:
https://discord.com/channels/371784427162042368/866169070151794718/900703170790064129
https://cdn.discordapp.com/attachments/866169070151794718/900980974207270973/FF1_AI.zip

And NooerSaggington's OG-Names mod can be found here if you would prefer the original NES names over the PS1 names included here:
https://www.nexusmods.com/finalfantasypixelremaster/mods/16

And Axel Voss' Pixel DEmaster Mod can be found here:
https://www.nexusmods.com/finalfantasypixelremaster/mods/36/

This readme text file has been reorganized and reformatted by HWanderer for greater ease of accessibility, with a focus on making sure players are aware of available options.