Tag: Whirlwind family

  • Whirlwind Builds Compared

    For clymax’s projects, click here.

    This post compares available builds of clymax’s flagship Whirlwind mod of Final Fantasy V.

    For how Whirlwind compares to other “Definitive FFV” mods, see here.

    The mod is unofficial and unaffiliated with Square Enix.

    Comparison Chart

    Note that “⏯” represents a feature that can be toggled in game.

    ReleaseBetaDevelopment
    Version0.500.583.64
    AvailabilityRHDN, RHP, Fantasy AnimeFFVC DiscordGame Jolt
    Early jobs
    Self-randomizing
    Random job per level up
    Ability freedom3 slots3 slots4-8 slots
    Free as in beerWhirlwind Fiesta
    LeaderboardsRetro AchievementsSpeedruns.com
    Set seeding
    Random seeding
    Saving seed state
    Achievements
    EventWhirlwind Fiesta
    Random job per minute
    Vanilla mode
    Faster movement
    Skip turn
    Character scrolling
    Better optimize
    Leader swap
    Vanilla bugfixes
    Encounter controlNG+ any file
    Save anywhereNG+ current file
    Job menu unlocked for random job per level upNG+ current file
    Boost farm ratesConfig
    1-62x @
    Job outfit colors
    Cosmetic hair
    Bestiary
    Jukebox
    Fastrom
    Cutscene skips
    Dialogue skips
    Config expansion
    Open world (early airship, world warps, progression skips)
    Randomize chests
    Randomize enemies
    Randomize shops
    Randomize drops
    Spell drops
    Fiesta-inspired modes
    Solo mode
    Permadeath mode
    Blood Moon mode
    Limits broken (HP, MP, damage)
    Extra save slots
    Extra equip slot
    Diagonal movement
    Day/night cycle
    Rename characters
    Early Krile
    Win count
    New weapon
    New boss challenge
    Jump button, dash button
    Crit button
    Higher difficultyConfig 1-6x

    This post may be expanded over time with more details. Want to discuss? Comment below, or come hang out with us at our Discord.

    This post has been viewed 219 time(s).

  • Making “FFV: Whirlwind” Eligible for Archipelago Integration

    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, Ifrit, Carbuncle, and Leviathan, 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.

    This post has been viewed 87 time(s).

  • Whirlwind Family—Recap

    For clymax’s projects, click here. You can also follow him on YouTube.

    Self-randomizing mods compatible with original mainline releases in the Final Fantasy series.

    These mods are unofficial and unaffiliated with Square Enix.

    Click on each thumbnail to see the corresponding entry.

    For other families, click here.

    This post has been viewed 523 time(s).

  • FFIV: Downwind Released

    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 Whirlwind mod 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.

    Early access to the dev build is available via Game Jolt. You can also get a free dev build via our Whirlwind Fiesta event.

    Patching Info

    1. Final Fantasy IV (Japan) (Rev 1) [CRC32 CAA15E97]
    2. J2e v3.21 [CRC32 3B97B364] here
    3. Downwind

    Release Build: Features

    Chest loot is now fully randomized.

    Development Build: 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 32x.

    Gil is boosted to 32x.

    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.

    Pure Chaos mode added and ON by default. To turn off, change Control to Order in the Config menu.

    For Pure Chaos mode to take effect, Cecil must have been renamed to something other than Cecil.

    Chaos mode will no longer take effect in the final dungeon. This is to preserve endgame farming. This behavior is the same as in Whirlwind.

    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?

    This post has been viewed 221 time(s).