In this devlog, clymax documents the changes to the Final Fantasy V: Whirlwind mod to make it Archipelago-eligible under current policies. You can follow clymax’s projects via FFVC or YouTube.
Fan-Translation Removal
Before: character dialogue
After:
Before: store dialogue
After:
Before: in-store dialogue
After:
Before: battle dialogue
After:
Before: ending poem
After:
Elements Left Intact
Map Names
Shop Names
Item Names
Menu Elements
Character Names
Character Attributes
Abilities
Actions
Enemy Names
Enemy Actions
Battle Messages
Ability Descriptions
Item Descriptions
Stats from Mr. Clio
Remaining Work
A set of character and NPC interactions at minimum still need to be checked and debugged to make sure they still function properly following the script removals.
Examples include recruiting characters such as Lenna and Faris, engaging summons such as Shiva and Ifrit, and engaging bosses, the thirteen demons of the Rift, and the three superbosses (Omega, Shinryu, and Gogo).
However, with the changes noted in this post, the fan-translated script of the game should no longer be embedded in any patch of the Archipelago-oriented build of the mod.
For the Whirlwind family of mods, click here. For clymax’s projects, click here.
The Final Fantasy IV: Downwind mod for the SNES has been released courtesy of clymax.
The mod is a cousin of the Whirlwindmod for FFV and is intended to deliver an experience similar to Whirlwind‘s Open World mode.
This release completes the FF hexalogy of the Whirlwind family of mods.
The mod can be identified by the “Wind” label in the main menu, just like in Whirlwind.
Release Build: Features
Chest loot is now fully randomized.
Development Build: Features
Dev builds are available from our Discord and have advanced features.
You will now start with the Enterprise and the Lunar Whale.
You will also start with an Emergency Exit, and it can now be used anywhere.
The game sends you to the wrong place if you try to use it in the very beginning when you gain control of Cecil, so this has been fixed, as shown in this video.
Movement speed has been doubled in overworlds, towns, and dungeons.
Random encounters have been disabled unless you walk around while holding the B button.
You can now save your game anywhere.
Experience is boosted to 16x.
Gil is boosted to 16x.
Support for seeding is being investigated, one issue being that there’s no way to rename characters. Update: you can now rename Cecil, as shown in this video.
Seeding is now supported.
A config toggle for randomizing chests has been added. You can toggle this off anytime during a run to get vanilla chest items.
The opening cutscene has been shortened. The intro battles are now skipped.
Event dialogue is no longer shown. Event pauses are now skipped.
The Underworld is now accessible from the beginning.
The cutscene of the crashing airship is now skipped. The Enterprise is also pre-upgraded to fly over lava.
The Hovercraft and Hook upgrade are given at start.
Mt. Ordeals can now be entered without Palom or Porom.
The Tellah recruitment event is skipped to avoid softlock potential later in the game.
Fixed battles have been skipped.
A config toggle for skipping cutscenes has been added. For game stability, stick with the default of skipping OFF for now.
A config toggle for going through NPCs has been added. This can be used to go through blocking NPCs to enable more sequence breaks.
The Falcon has been added to the moon. This is for purposes of modding research.
A secret warp to Zeromus has been added.
The Zeromus dialog is now fast-forwarded through.
Dummy items have been filtered out of the pool of rollable items.
A new item has been added to the pool of rollable items. The new item is required to be in your inventory before a secret warp to Zeromus can be used.
What do you think? Which FF of the SFC trilogy is your favorite, and why?
If you haven’t played FFIV, this mod is a modernized take on the game that took the series to the next level. So what are you waiting for?
For the Whirlwind family of mods, click here. For clymax’s projects, click here.
The Final Fantasy VI: Tailwind mod for the SNES has been released courtesy of clymax.
The mod is a cousin of the Whirlwindmod for FFV and is intended to deliver an experience similar to Whirlwind‘s Open World mode.
The mod can be identified by the “Wind” label in the main menu, just like in Whirlwind.
Release Build: Features
Chest loot is now fully randomized.
Development Build: Features
Dev builds are available from our Discord and have advanced features.
For the first time in the Whirlwind family of hacks, true chest seeding has been implemented. (Although Whirlwind supports chest seeding, the order of opening chests doesn’t matter; we can call this “roll on demand.”)
Chests will be seeded based on the first five letters of the name of Terra/Tina. The order of opening chests does matter. So, set (manual) seeding is supported. Random (auto) seeding is not yet supported.
All chests will be rolled once Terra’s name is set for the first time in a run. Each chest roll is purely random. In other words, this is not a shuffle of vanilla chests.
Starting items have been added to your inventory.
Early airship and world warp are now available, as shown in the video. You can now save anywhere.
Gil and ability points gained have been boosted to 8x. Same goes for experience gained with Experience Egg equipped.
What do you think? Which FF of the SFC trilogy is your favorite, and why?
If you haven’t played FFVI, this mod is a modernized take on what many fans regard as the greatest 2D JRPG. So what are you waiting for?