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Final Fantasy I DoS Maeson

Original game : Final Fantasy I & II: Dawn of Souls

Platform : GBA

Author : Maeson

Release date : 18 January 2024

Category : Improvement

Patch version : 1.3c

Modifications : G, T, P, O

Downloads : 2318

ROM Information

Database match: Final Fantasy I & II - Dawn of Souls (USA)
Database: No-Intro: Game Boy Advance (v. 20210227-023848)
File/ROM SHA-1: 6472695D69661490F78245E2982E1E676C080BE7
File/ROM CRC32: 1B39CDAB

Hack description

Like other hacks of this author, FF1 DoS Maeson makes an extensive number of tweaks to a game he has played more than a fair number of times, in order to get a different experience from it.

The overall changes are these:

* First of all, this Hack is based on Kea's own work: The Vancian Magic System Hack, which reintroduces the Spell Charge system from the NES/PS1/WS releases.

Further changes were made to the Vancian System to gel well with this Hack, such as MP Progression, MP Limits, the strength of MP-restoring Items and such. Classes that gain Spells upon promotion gain MP from the very beginning, albeit slowly, to make their new casting abilities useful right when they promote.

* The original DoS had the Experience curve of the PS1 Easy Mode, making it so you grew in Levels too fast. Thus, it slows down the curve and brought back the original Level 50 Limit. The Level progression is not as slow as the NES/PS1 versions, though.

* Original DoS had you reach much higher Levels, but Monster Stats stood the same, making an already big gap even bigger. Modified Monsters to be stronger, and some have new tricks, different resistances and such. Enemy drops also changed substantially.

* This results in an overall more challenging game, putting some focus on the use of the elemental protection Spells, a mechanic that the author finds rather important on this particular title, to deal with Bosses specially. Shields also are useful for this.

* Tweaked Weapons in an attempt to make the different types more or less equally useful. Daggers grant Evasion and hold great Accuracy, granting extra Hits at the cost of Power; while Axes have great Power and even raise HP of the wielder but their heavy nature makes them not too accurate and have an Evasion penalty.

* Tweaked Defensive Gear with the same intention. Gloves, specifically, have been altered to be less exclusive, and offer bonuses so you may want to swap between them depending on the situation.

* Rather large tweaks to Spells. A number of redundant Spells have been changed for new stuff. Status Effect Spells have been improved, damaging Spells scale in power much better than before, and some new Utility Spells have been added. Monster skills have also suffered tweaks.

* New elements are used. Earth is something more than another way of inflicting Death now. Poison and Mind are also damaging elements that you and your enemies can use. Resistances and Weaknesses were changed accordingly.

* Tweaked Stat Growths, Spell availability and Equipment availability of each Class. Class roles are more or less the same, but offer a bit more versatility.

* Shops and Treasure chests throughout the main adventure have been tweaked in order to give better things at better points of the story. Shop prices are generally higher, so there's a higher importance in how to manage your money. MP-restoring Items are no longer purchasable, for example.

* Dawn of Souls dungeons had their random chests changed. Monsters there offer no Experience, in order to not derail Level progression with the main game, but offer Gil and useful Items. Bosses have received hefty changes, and their rewards too, now being more useful and worth seeking.

* Certain other aspects have been tweaked. Random Encounter Ratio has been lowered a tad, a cap has been imposed on the extra Attack and Defense you can get from Spells and how Haste works has been changed too, in order to avoid exploits. The way Physical damage scales throughout the game has changed because of it, there's less focus on raw Defense on enemies in order to balance better Magic VS Physical damage. Intelligence is a lot more important now for damaging Spells.

Text has been edited accordingly for all the changes made to the above.

The hack has been updated to version 1.3c. Changes are as follows:

* Added an optional patch that reverts the Maximum Level from 50 to 99. Experience curve, Stat gains and such have been altered. This was added only for those that, for some reason, want to grind beyond of what would be necessary.

* Fixed a mistake in one of the floors in Earthgift Shrine, now it can be played normally.

* The Mage Staff now casts Confuse, Wizard's Staff now casts Fira. The power of Fira and Blizzara when cast through equipment has been slightly lowered.

* A couple of Treasure Chests' on Mt. Duergar had their content swapped, made minor tweaks to a handful of Monsters. Several typos fixed.

Changes made since the first release:

* Garland now always drops a Weapon as a reward.

* The Scourge Spell from the Black Robe now acts as a less powerful version of the original, like other Spell Effect equipment. Scourge no longer can be learnt by Black Mage, now it needs to promote to Black Wizard to be able to learn it.

* Turbo Ethers no longer exist. In their place, Silver Bags have been created, Items you can find from some monsters and can be sold for a moderate amount of Gil.

* Ninja had its HP slightly increased on late Levels.

* Four Fiend rematches grant higher experience.

* Crystal Equipment got a slight increase in Defense. Several Gloves got reworked, including Stats, which Classes can use it, and descriptions. And a couple of weapons were adjusted. Because of these two changes, a few Chests were changed.

* Fixed a small issue with a shop showing Phoenix Down twice.

* Equipment that Casts damaging Spells got changed. Multi-Targeting Spell effects like the Mage's Staff now have a weaker version of the real Spell, for example.

* The encounter ratio of some dungeon floors got lowered, like the Cavern of Earth L1, Mount Gulg L2, and some Soul Dungeon floors.

It was also added an optional patch with a few more Magic Charges for Levels 1 to 4, mostly intended for not very balanced or, simply put, more gimmicky party setups.

In Version 1.3b, the hack has been updated to reflect a couple of fixes for the Vancian System developed by Kea.

In version 1.3c, a number of incorrect descriptions were fixed, a few mistakes on optional patches were fixed and numerous corrections made to the readme.


This Hack is also compatible with Kea's "Unrunnable Battle Notifications" and "Improved Equipment Stat Viewing".


A few optional patches were added. One lowers slightly the difficulty of the Hack, in case it proves too much for some people. Another extends a bit the HP of Bosses a bit. The third is a palette edit to make the Ninja red-colored again.

Final Fantasy II got some very small changes, but it's not the focus of this project, though. With that said, attached to its readme there's a small number of Rom Hacking related information, as that portion of this collection has very little information out there.

There's the usual large Readme on the package detailing lots of stuff.

Screenshots

Contributions

ContributorType of contributionDescription
MaesonHacking
KeaOriginal HackingVancian System

Reviews

Way more challenging and fun than the original gba gameDanielGames2024-01-28Version 1.3b

I felt that the original gba game was really easy once you got to the Lich. This romhack keeps the difficulty pretty current with your expected level. The bonus dungeons also don't cause you to overlevel as the enemies only give you 1 experience (except for a few dragons in the 4th one). The spell rebalance is also welcome. Haste isn't available until you get the airship and while it's been nerfed somewhat, it's still insanely strong and worth casting on your melee characters. Focus and Focara were buffed in 1.3c as well which is definitely welcome. I would recommend this to anyone who wants to play ff1 on the gba.

It ran flawlessly on a homebrewed DSi using gbarunner2.

Very nice Dawn Of Souls Modretrohacknerd2023-12-07Version 1.3b

(note: I did not play FF2 this review is regarding FF1 only)

This is a fun FF1 DoS hack that adds back some challenge and restores the vancian magic system, which I appreciate more and more over time.

The original DoS was very easy for the most part but had stupid hard boss battles that almost forced you to cheese them with Temper stacking strats. DoS Maeson makes the boss battles reasonably difficult and takes away the ability to stack Temper ad infinitum. There are several ways this is accomplished that are explained in the readme but bottom line: it works and the difficulty was good.

I have complaints about the base game (too many consumable items like phoenix downs etc) but as far as this hack goes I have nothing but praise. While I still don't like DoS as much as the NES version I am glad to have played this and think it's the best version of DoS I've seen so far. Worth a go if you like FF1 :)

Amazing hack but I wish I had the option to keep leveling past 500penate2023-04-11Version 1.3a

I found combining this with Kea's other hacks to be the ultimate DoS experience and the closest thing to returning/enhancing the difficulty of the original NES. I have every mod except easy active and as my characters approach level 50...the only thing I wish the author had available was an optional patch to continue past 50. I would rather that than an "easier" version and to me it doesn't make sense to limit to 50 when there is additional content in this game that didnt exist in the NES. Overall amazing. Hopefully a level to 50 patch becomes available in the future so I can finish the game.

Fun rom hack that restores challenge of NES version.sekuza0092022-02-23Version 1.3

I've been using this hack to play through the original FF1 on my emulation handheld and have been having a blast with it, it's challenging but fair and the original mana system seems way better than what they changed it to.

I do have one complaint however. It seems like in the Earthgift shrine, when you get the floor that has enemies you have to talk to battle and progress, it doesn't work. You get softlocked at that floor. I've confirmed it works properly on the original and seems like something changed in this rom hack breaks it. That is the only bug I've experienced so far however.

Otherwise this is one of the better ways to experience FF1 with the extra content.

The fun restoredexline2021-10-12Version 1.0

Maeson's version brought back a feeling I haven't had since the NES days - the right level of challenge combined with having to make decisions with consequences. His tweaks to the relative power of magic attacks vs. buffing physical attackers makes boss fights far more interesting; some of his new gear allows for a lot of situational optimization in a way that is fun, not tedious. The scarcity (and non-purchasable nature) of ethers means you really do have to manage your spells, but you don't have to be miserly with them either.

While the storyline and base character archetypes are unchanged, the shops, treasures, level progression, spells, mob stats, etc. are completely overhauled. Your melee fighters will no longer be able to just mash A and kill multiple enemies per round. The magic system puts reasonable limits on now very powerful magic. Adjustments Maeson made also create more distinction between characters.

There are times where counterintuitive gear combinations are very effective. Late in the game, I had my Knight using Orichalcum instead of Excalibur, because it kept him healed up. The enemies just. hit. harder., even with good armor.

I would highly recommend taking a Red or White Mage with your party. My first playthrough I went Fighter/Thief/Black Belt/Black Wizard, and not having all the Nul* spells (there are new ones) ended up making some boss fights really difficult. You will want to use Nul* spells, as they are very effective.

Haste is changed and moved to the late game; Temper is limited in how much you can stack. Physical attacks are still effective against bosses (even unboosted), but so is magic in a way that it just wasn't before. If you can save 2 shots of Firaga for Lich, you can beat him with it.

Finally, go explore! Previously worthless chests may have great items. And the flexibility of the system he's designed allows a lot of "hand me down" equipping and finding new optimal combinations.