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2020-Feb-17 05:11

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Feb. 05 2020 - 11:40pm
Almost got the Meat/Item drop figured out. Feel close, but I need a bit more clarity on a few things.
Jan. 31 2020 - 8:37pm
Congrats on the update my friend !! Will check it out this weekend
Jan. 24 2020 - 5:15am
Nov. 20 2019 - 1:23am
adding drop shadow to rules box makes art pop out toward viewer and rules box much interesting. overall the entire card looks much cooler
Nov. 16 2019 - 12:20am
check out the new card frames - Vogon GC - like greeting cards - just in time for the holiday season @
Nov. 15 2019 - 4:15am
check out the new card frames - Vogon LS - for landscape (letterbox) format @
Sep. 01 2019 - 2:22am
@Den  Thanks, I have not submitted it and it should be available in about 24~48 hours !!
Aug. 31 2019 - 11:48pm
the same field for robot stat boost

Author Topic: neoFFL2 : Official Topic  (Read 140 times)


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neoFFL2 : Official Topic
« on: 2020-Feb-01 00:00 »
Official topic for the neoFFL2 rom hack by Amuseum.

Download latest version: 5.201

Read Changelog

Summary of alterations:
* allows long player names (up to 8 letters long using DTE)
* modified mutant skills list
* modified shops inventory and treasure items
* boosted monster attack damage
* corrected and made cooler names
* toned down robot stats
* replaced banana with heroin
* replaced agility weapons
* guns, cannons boost agility
* bug fixes (major thanks to Alex J. for decompiling and debugging the combat programs)
* improved human/mutant stat growth rate
* Treasures (thanks to sarcoma for locating it in the ROM)
* reduced item uses and prices
* additional DS B monster fights
* more Quake spells
* new sweeping attacks
* more focus on AGL/MANA combo
* new starters for party
« Last Edit: 2020-Feb-02 05:03 by Den »
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Re: neoFFL2 : Official Topic
« Reply #1 on: 2020-Feb-01 09:10 »
Awesome work Den, very happy to see an official topic for this hack !

First question...how did you go about editing the dialog in the game ?
That was one of the things I wanted to attempt with my project
But was a bit lost on how to do.

Second...I still have the game data worksheets you shared with me when I was learning about this game. Unsure if I read correctly, but have they been update with addition information ?

Third...how did you edit enemy names and items/skills ?

Forth, and more of a follow up...how did you change to properties of items ? I think I remember how to change how many uses a item has. But I have noticed you have change if an item is single target, group target, all target, and even the element (etc). I did want to play around with improving some of the skills in the game, but did not know how to get started.

Fifth, and will end questions here...the new robot party member has a new sprite. Very interested to learn how you imported or created a new sprite for the hack. 

That is all for now, will play the game some more today and give you some feedback. 

Pokemon Red 3DS-XL friend code : 1864-9639-1699 (Zeheart)


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Re: neoFFL2 : Official Topic
« Reply #2 on: 2020-Feb-02 05:04 »

-- Daggers, multi-hit
   -- raise STR, use STR for damage multiplier
   -- Twice 2 hits x5 damage (early game) (was Hammer)
   -- Thrice 3 hits x6 damage (mid game) (was Jitte)
   -- Quint 5 hits x7 damage (end game) (was Coral sward)
-- Updated Shop listings and Treasure chests
-- bows deal bonus damage with STR
-- inventory now single line
-- fix bug - human/mutant raise stat calculations
-- human, mutant stat raise 1-3 points at a time


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Re: neoFFL2 : Official Topic
« Reply #3 on: 2020-Feb-03 22:31 »
[[monster evolution thoughts]]

Whereas monster transformation in FFL1 was too erratic, FFL2 is too conservative and predictable. The latter doesn't allow much upward mobility, except for a few carefully chosen situations. This means once you reach a high point, you would stop experimenting with transformation else risk falling down, because it's hard to get back up just from normal fights. Partly it's due to transformation formula, and partly the fault of encounters designed too uniformly and flat. The former would be too complex and sensitve to alter the code. Fortunately the latter can be easily modified, and may be enough to facilitate greater variance, mobility, and experimentation.

Being the same or lesser quality and prowess as the average enemies of any given world is a disadvantage to your party, because you are outnumbered and out attritioned. Your party of four facing hundreds of enemies during a mission demands that your monsters must overpower their enemies, in order for your party to succeed. Unfortunately, according to the transformation formula, your monsters would never exceed a DS level unless they eat meat with higher DS.

The uniformity of encounters is a result of all normal encounters in any world or region consisting of monsters with the same DS level. At best your monsters DS would merely match the average enemy, thus putting your party at a disadvantage.

This uniformity is particularly problematic for the first few worlds. The first world has mainly DS 1, Class A monsters. That's all there are for normal encounters. The problem with this is that transformation eventually devolves into repeatedly getting the worst monsters in the game. There is no way out of this cycle until you leave the first world. Consequently veteran players don't eat any meat until the second world. However, this shouldn't be the desired behavior. Players shoud be encouraged to eat meat right from the start.

My proposed solution is to stagger the DS levels for normal encounters on every world. Instead the 1st world's DS 111, it could be DS 112. Later worlds could have even greater variance. Instead of DS 777, it could be DS 678 or 779.

Staggering DS gives the player a chance to acquire meat that would be higher than that given world from normal encounters. Instead of waiting for specific miniboss encounters with higher DS that only occur one time in the game, players feel bad if that valuable meat didn't drop. Which would only encourage players to restart from their save until the meat did drop. That's bad behaviour to incentivize.

Staggering DS allows more natural, organic progression from low to high DS. Furthermore doesn't punish experimentation. If you can fall to low DS, then you also feel safe to know that you easily rise again.


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Re: neoFFL2 : Official Topic
« Reply #4 on: 2020-Feb-03 22:37 »
[[monster makeover chart]]

MushroomMagicalStatusSingle, AllPara, PoisonSleep, Poison, ConfusePara, Poison
FlowerMagicalStatus, HealingSingle, SweepPara, PoisonPara, Blind, PoisonGround
TreePhysicalDamage, TankSingle, Multi-hit, SweepParaParaGround, StoneFire
RockPhysicalDamage, TankSingle, SweepQuake, StoneStoneGround, Stone, Weapon, Change
GolemPhysicalDamageSingle, SweepQuakeCurseChange
KnifePhysicalDamage, TankSingle, Multi-hit, SweepPoisonPoison, CursePara, Poison, Stone, Weapon, Change
SlimeMagicalTank, Status, HealingSingle, Blast, AllPoisonBlind, Poison, CurseGround, Para, Poison, WeaponFire
WormPhysicalDamageSingle, Sweep, AllQuakeGround
EyeMagicalDamage, StatusSingle, Blast, AllPara, Stone, StunPara, Sleep, Blind, Stone, StunFloat
SpiderMagicalTank, StatusSingle, BlastPara, PoisonPara, Blind, Poison, CurseFloat, PoisonIce
BeetlePhysicalDamage, StatusSingle, Multi-hit, SweepPoisonPoisonPoisonIce
MothMagicalTank, StatusSingle, BlastPara, PoisonPoison, StunFloat
SquidMagicalStatusSingle, Multi-hit, Blast, AllIce, Para, PoisonPara, Blind, PoisonCold, Float
FishPhysicalDamageSingle, SweepIceCold, Float
CrabPhysicalDamage, TankSingle, Multi-hit, SweepParaParaCold, Float, Weapon
ToadPhysicalDamage, StatusSingle, SweepThunder, Para, PoisonPara, Poison, CursePoisonIce
SnakePhysicalDamage, StatusSingle, SweepPara, PoisonPara, PoisonGroundIce
TurtlePhysicalDamage, TankSingle, BlastPoisonPoisonWeapon, ChangeIce
LizardPhysicalDamageSingle, Sweep, BlastFireWarm
DinoPhysicalDamage, TankSingle, Sweep, Blast, AllIce
DragonPhysicalDamage, TankSingle, Sweep, Blast, AllFire, ParaParaWarm, Float
WyrmPhysicalDamageSingle, BlastPara, PoisonBlind, PoisonFloat
EaglePhysicalDamageSingle, SweepFloat
RavenMagicalDamage, StatusSingle, Blast, AllThunder, ParaBlind, ConfuseFloat
CatPhysicalDamageSingle, Sweep
HorsePhysicalDamageSingle, BlastParaPara
FlyMagicalStatus, HealingSingle, BlastPoisonPoisonFloat
WereratPhysicalDamage, HealingSingle, Blast
MedusaMagicalStatusSingle, Sweep, BlastPara, Poison, StonePoison, Stone, Confuse
GoblinPhysicalDamageSingle, Blast
FiendMagicalStatusSingle, Sweep, BlastParaSleep, StunWarm, Float
SpriteMagicalDamage, HealingBlast, AllFire, Ice, Thunder, ParaSleepFloat
SkeletonPhysicalDamage, TankSingle, BlastWeapon, ChangeFire
ZombiePhysicalDamage, StatusSingle, BlastPara, PoisonPara, PoisonPara, PoisonFire
GhostMagicalStatus, HealingSingle, BlastParaSleepFloatFire
NinjaPhysicalDamage, TankSingle, Multi-hitSword, Dagger
GangPhysicalDamageSingle, Multi-hitJutsu, Dagger
KnightPhysicalDamage, TankSingle, SweepShield, Sword, Axe
TerroristPhysicalDamageSingle, SweepGun, Bow
ConjurerMagicalDamageBlast, AllBook, Staff
RoboPhysicalDamageSingle, Sweep, BlastGun, Cannon, Bow
MechBugPhysicalDamageSingle, BlastGun, Cannon
PlasmaMagicalTank, Status, HealingSingle, Blast, AllPoisonBlind, Poison, CurseGround, Para, Poison, WeaponFire
GrippeMagicalStatusSingle, BlastPoisonPoisonPoisonFire


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Re: neoFFL2 : Official Topic
« Reply #5 on: 2020-Feb-05 22:33 »
Yeah, awesome to see that you are looking more into the party monster growth mechanic !
I tried my best to balance this when I was learning this game.
So does the DS level of monster meat effect what a monster evolves into ?
It took a while for me to get the "Meat-Drop" and "Item-Drop" enemies to feel just right.
Tried to give enemies attacks that made since with the way there sprites looked  ^_^"

Also, really nice to hear you are giving monster classes their own personality !
And yes...I sort of gave up on monster meat for the first world.
No matter what combination was eaten...the monster would always be a bit weaker.

Again, very interested in learning your process once you have finished tweaking the hack.
Still a few things I want to learn from you and experiment with !


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Re: neoFFL2 : Official Topic
« Reply #6 on: 2020-Feb-15 04:48 »
Tentative reallocation of monster skills by functions.

8Physical, Single, 8-15
5Physical, Whip, 7-15
5Physical, Multi-hit
8Physical, Sweep, 8-15
8Physical, Group, 8-15
3Physical, All, Explode, 25, 200, 1200
8Magical, Single, 8-15
4Magical, Multi-hit
4Magical, Group, hit weakness by type
8Elemental spell, Group
8Elemental spell, Sweep
8Elemental spell, All
8Status, Single
8Status, Group
8Status, All
14Resistance, Weakness
8Defense, Counter
5Cure, Heal, Remedy, Revive, Recover
3Drain life
3Stat up/down
4Other, saw, critical, teleport, steal

Explode was originally only available to Beholder. a DS B monster. That means the party will never encounter an enemy with this skill. So let's create smaller versions of Explode that will be found on monsters encountered by party. Hopefully adds some fun and interesting moments in battle.

Create new monster rivalries. They have skills that deal extra damage to rivals.
Using Magical, Group, hit weakness by type

 Undead  Dispirit  Spirit
 Spirit  Dispel  Undead
 Hard  Harden  Soft
 Soft  Soften  Hard

Elements and status ailments revisited

Resistance will not prevent 100% damage or chances; only halve the damage or chance to apply status ailments. Weakness will double the damage or the chance to apply ailments.

A few skills apply both a resistance and a weakness of opposing elements. (Will have to rewrite a lot of code, but hopefully it works out.)

 O-Cold  O-Ic/X-Fi
 O-Warm  O-Fi/X-Ic
 O-Float  O-Qu/X-St
 O-Ground  O-St/X-Qu

All 8 Elements--Poison, Storm, Ice, Fire, Quake, Weapon, Petrify, Psychic--get damaging spells of varying scope. With resistance changes should add more variance and variety to combat.


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