File information

Last updated

Original upload

Created by

Yoshitsune

Uploaded by

Yoshitsune

Virus scan

Safe to use

Tags for this mod

About this mod

This mod aims to restore the content first introduced in Final Fantasy I+II: Dawn of Souls (a.k.a. Soul of Chaos for FFI) and Final Fantasy: 20th Anniversary Collection. Currently it adds items, weapons, armor, and enemies from those versions of the game into the Pixel Remaster, but hopefully the full bonus dungeons will follow.

Requirements
Permissions and credits
Changelogs
As far as I can tell, this should still work correctly on FFPR v1.1.0! That said, I haven't been able to fully test it, but at least one person (nadiya8040 on Discord) has played through it with no glitches except for one achievement (mentioned below).

EN: This mod is currently also available in Spanish, French, German, and Italian based on the translations used in the European version of Final Fantasy: Dawn of Souls. It also has partial Japanese support (most of the weapon/armor descriptions are missing, but everything else should be there).

SP: Actualmente, este mod también está disponible en español, francés, alemán e italiano según las traducciones utilizadas en la versión europea de Final Fantasy: Dawn of Souls. También tiene soporte japonés parcial (faltan la mayoría de las descripciones de armas/armaduras, pero todo lo demás debería estar allí).

FR: Ce mod est actuellement également disponible en espagnol, français, allemand et italien sur la base des traductions utilisées dans la version européenne de Final Fantasy : Dawn of Souls. Il a également un support japonais partiel (la plupart des descriptions d'armes/armures sont manquantes, mais tout le reste devrait être là).

DE: Dieser Mod ist derzeit auch auf Spanisch, Französisch, Deutsch und Italienisch verfügbar, basierend auf den Übersetzungen, die in der europäischen Version von Final Fantasy: Dawn of Souls verwendet werden. Es gibt auch teilweise japanische Unterstützung (die meisten Waffen-/Rüstungsbeschreibungen fehlen, aber alles andere sollte vorhanden sein).

IT: Questa mod è attualmente disponibile anche in spagnolo, francese, tedesco e italiano in base alle traduzioni utilizzate nella versione europea di Final Fantasy: Dawn of Souls. Ha anche un supporto giapponese parziale (mancano la maggior parte delle descrizioni di armi/armature, ma dovrebbe esserci tutto il resto).

JA: この MOD は現在、ヨーロッパ版のファイナルファンタジーI・IIアドバンスで使用されている翻訳に基づいて、スペイン語、フランス語、ドイツ語、イタリア語でも利用できます。 また、部分的に日本語もサポートされています (ほとんどの武器/防具の説明がありませんが、その他はすべて存在するはずです)。

Introduction
When the Final Fantasy Pixel Remasters were originally released in 2021, they generally met with widespread approval and success. In fact, they could easily have become the undisputed definitive versions of Final Fantasies I-VI...except for one caveat: that Square Enix used the original games as their only baseline (...ostensibly), and as a result, they omitted any content that was not in the initial releases of those games but initially introduced in later releases. (Except for the times where they totally didn't stick to that policy - looking at you, FFIII - but that's a whole other issue.)

In the case of the first Final Fantasy game, this meant the Pixel Remaster was missing content first introduced in two different releases:

  • Final Fantasy I+II: Dawn of Souls for the Game Boy Advance: The content added into Final Fantasy I for this version is known as Soul of Chaos (corresponding with FFII's Soul of Rebirth content). It included numerous items, weapons, and armor, which were often nods to series mainstays introduced in later FF games; four bonus dungeons, complete with ways to acquire the new items/weapons/armor; and new enemies and bosses to encounter as part of those dungeons, as well as gameplay changes (that were somewhat divisive, such as changing the magic system) and quality of life changes (which were generally less divisive).
  • Final Fantasy 20th Anniversary Edition for the PlayStation Portable: This release was built off Dawn of Souls and included all the content added in that release, but expanded on it with additional items and a new bonus dungeon and ultimate boss beyond the four originally included. It also made major visual and stylistic changes, making sprites larger and far more detailed, battle effects more flashy, and generally updating the graphics considerably from the 16-bit-esque visuals of Dawn of Souls.

Later rereleases - such as the initial releases of Final Fantasy for iOS, Android, and Windows Phone - used the PSP version as their basis for the most part. (Only the Android version omitted the bonus dungeons and content, much like the later Pixel Remaster would.)

The goal of this mod is to add back in that cut content from the GBA and PSP releases, and in so doing make the Final Fantasy Pixel Remaster a truly definitive version of this classic game.

This mod requires Magicite, which can be found at https://github.com/Silvris/Magicite. (The previous version of the mod also used Memoria, but I have converted it entirely to use Magicite.)

Unzip it into the StreamingAssets directory under your installation, and ensure that the import directory in the Magicite config file is set correctly.

What does this mod currently do?
Currently, the mod includes most of the items, weapons, and armor from the GBA/PSP versions, as well as the various enemies and mini-bosses, which have been seeded as enemy encounters with the new items/equipment as drops. Future goals include fully implementing the four bonus dungeons, but in the meantime, this is a sort of intermediate step that will allow you to play with most of the new content.

Any issues I should be aware of?
This mod is fine to install midgame; however, once you've played with it long enough to gain mod-added items or encounter mod-added enemies, removing the mod will cause your game to not load properly. Definitely have a backup from before installing the mod if your save is important to you!

Compatibility-wise, it uses Magicite partials (so it only includes the specific parts of .txt and .csv files that it's changing/adding), so it should be compatible with any other Magicite mods that either also use partials (assuming they don't attempt to affect the exact same entries) or doesn't affect those particular .txt/.csv files. It is not compatible with Memoria partials, so if you have Memoria installed and find that this mod isn't working, check your Memoria mods and see if you have any that are editing the same files.

How does the mod affect achievements?
The only achievements that should be affected are those related to percentage of Bestiary completion, and those are still based on the vanilla numbers (i.e., vanilla has 128 Bestiary entries, so you'll get the 50% achievement at 64 Bestiary entries, regardless of whether those enemies are basegame or mod-added). Therefore, you will complete all Bestiary achievements when you discover 128 Bestiary entries; with the Bestiary now going up to 195 entries, this means you may get this achievement well before beating the game!

(Edit: There may be some issues involving the 100% Bestiary achievement; I was able to get it with no problem, but at least one other person playing on the most recent FFPR update, 1.1.0, had that particular achievement glitch out and not register. So be aware that could potentially be an issue!)

How can I get to the mod's content?
The readme has a more detailed breakdown, but in general, items that were buyable in Dawn of Souls/20th Anniversary's bonus dungeons are buyable here in various basegame stores instead, for their regular purchase prices. Most other Dawn of Souls/20th Anniversary items are available as enemy drops. The new enemies can be encountered in various dungeons, starting with the Marsh Cave, and range from regular-level encounters (at an ordinary encounter rate) to encounters with more powerful enemies or even bosses, which are rarer. You can escape from battle with any mod-added enemies, and you will likely need to do so occasionally: the mod has been designed so that you may encounter enemies you won't be able to defeat your first time through a dungeon, but will have to come back later once you are stronger. (If you hear music other than the regular battle theme playing, you've hit a boss battle, and beware!)

(The previous releases of the items and equipment, Immersion Mode and Cheat Mode, are still available under older files, but going forward, the mod will have just two versions, the current implementation - based on the old Immersion Mode - and eventually a more GBA/PSP-accurate implementation with the full bonus dungeons.)

Optional content: Classic Name Presets
There is an optional file to replace the Pixel Remaster pool of random names with the pool of random names from the GBA/PSP versions. The name list first introduced in Dawn of Souls is full of references to other FF games, whereas the new names in the Pixel Remaster don't seem to be referencing anything. The GBA and PSP releases tied the names to specific classes (i.e., Duncan is only ever suggested as a name for a Monk, while Topapa is only ever suggested as a name for a Black Mage); I wasn't able to figure out how to do that with the Pixel Remaster, so it's just a big ol' free-for-all pool of FF references for names. (The most recent version also has the support for the names from the various translated versions of Dawn of Souls...though some of the translations are making, um, interesting choices.)

Optional content: Basegame to GBA Colors
There is an optional file to replace some of the basegame enemies with their GBA colors. Why? Some of the new mod-added enemies, who are based on their GBA appearances, look very close to the PR basegame versions.

PR enemies are based on the NES color schemes; Dawn of Souls changed some of those basegame versions from the NES to look different, and as a result, the original color scheme or one very similar to it was available for the new monsters. (As an example, the vanilla NES/PR Hydra is green, as is the GBA/PSP Hydra recolor Yamatano Orochi. Both the GBA and PSP versions make the original Hydra blue, so in those versions, Hydra and Yamatano Orochi remained distinct from each other. Leaving the vanilla PR sprite as-is will mean you'll have two green Hydra-style enemies that are very difficult to distinguish from each other, hence this optional mod.)

This optional file will change those basegame enemies that look too close to their mod-added recolors to their GBA colors, which make the distinction clearer. (Note that this changes the colors only! The GBA version had very different sprites for some enemies, and in cases where the Pixel Remaster and GBA sprites differ, I've gone with the PR sprites, even if they're using GBA colors.)

Optional content: Consistent Terminology
In other optional possibilities, my Consistent Terminology mod has support for this one! (It also modifies the non-English name list for the Classic Name Presets option to restore the various references to FFIII-VI, going by the names used in the Pixel Remaster translations.) Do note, however, that Consistent Terminology has also updated to Magicite-only, so you will want to use the most recently updated version of that mod too to ensure they play together properly. Also, currently CT is not working when installed via MMM; I think this is due to it originally being a Memoria mod, so I'm hoping to figure out how to fix this but until then, you will want to install that one manually.

Fonts in screenshots?
If you're wondering about one of the fonts I've used in my screenshots, they are:
  • Aldine 721 Bold BT, by myself (the best facsimile I've found for the font used by the PSP 20th Anniversary release);
  • Final Fantasy GBA Custom Font, by Shiryu64 (a version of the font used in the GBA Dawn of Souls release);
  • Consolation 1.0, by lauderdizzle (a replication of the official "Classic" pixel font from the console releases).

You can find more information on PR font modding here, and the two non-Nexus fonts can be found in the Moogles and Mods Discord server linked on that page, in the #ffpr-font-releases channel.