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Xim: Browser-based Client Simulator
 Asura.Aamace
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By Asura.Aamace 2026-03-10 00:23:43
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I've published the side-content that I mentioned above. It's a separate mode that can be started & completed independently of Tower progress, accessed via the Chessboard in the base-camp. It features:

  • Turn-based battles (CTB style system on a 5x5 grid)

  • Monster-building system

  • A battle-mode to rank-up armor & obtain earrings

  • 8 challenge battles


Here's a sample video of the first challenge battle:

Also, some minor changes to the main-mode:
  • Stream-lined/changed some non-boss floors (mainly in Tower 1)

  • Added "Egoist's Tathlum" to the shop in Escha (DPS measure)

  • Cursor-speed can be adjusted in the UI widget

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By Decederes 2026-03-16 15:43:18
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I have done every fight, the spider f'in sucked to figure out lol but the fun is testing the mechanics and dying over and over.

What the heck do I do on this stupid rabbit haha, spoiler me away daddy.
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 Cerberus.Balloon
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By Cerberus.Balloon 2026-03-16 16:02:14
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Decederes said: »
I have done every fight, the spider f'in sucked to figure out lol but the fun is testing the mechanics and dying over and over.

What the heck do I do on this stupid rabbit haha, spoiler me away daddy.
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By Decederes 2026-03-16 17:42:04
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Sounds like I'm doing all of the right things then, hmm.

I'm guessing maybe in this it doesn't resist blunt nor take extra damage from piercing then?

Does magic / physical seem to make a difference?

The only debuffs I'm focusing on are Def/Atk -15% and Dia for the -10% VIT, did you use any others?

Death Spell isn't really an issue, using Seed and Hell or a combo of one plus Thunder if I need a quick stun in there as well.

The issue seems to be damage output, is there a trick to the Doom? Is it a static timer? Because it's certainly not in seconds. Does anything increase or decrease the remaining time?

I certainly built the wrong set of gear though, Subtle Blow does 100% Nothing in this fight, the TP moves all seem to be timed, rotated, or unaffected by any TP down strat (SB or Lowing).

What build did you go with? I'm thinking I am going to just aim for WS Dmg, SC dmg and MB dmg? Or due to TP for the boss not really being a thing to keep track of, are DA, TA or QA viable?

Thanks for the heads up on all of that, I'm even more confused as to why my dmg output seems to be lacking here as opposed to any other Doom DPS Check fight.
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By Bambusal 2026-03-16 18:10:55
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Decederes said: »
Sounds like I'm doing all of the right things then, hmm.

I'm guessing maybe in this it doesn't resist blunt nor take extra damage from piercing then?

Does magic / physical seem to make a difference?

The only debuffs I'm focusing on are Def/Atk -15% and Dia for the -10% VIT, did you use any others?

Death Spell isn't really an issue, using Seed and Hell or a combo of one plus Thunder if I need a quick stun in there as well.

The issue seems to be damage output, is there a trick to the Doom? Is it a static timer? Because it's certainly not in seconds. Does anything increase or decrease the remaining time?

I certainly built the wrong set of gear though, Subtle Blow does 100% Nothing in this fight, the TP moves all seem to be timed, rotated, or unaffected by any TP down strat (SB or Lowing).

What build did you go with? I'm thinking I am going to just aim for WS Dmg, SC dmg and MB dmg? Or due to TP for the boss not really being a thing to keep track of, are DA, TA or QA viable?

Thanks for the heads up on all of that, I'm even more confused as to why my dmg output seems to be lacking here as opposed to any other Doom DPS Check fight.
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By Decederes 2026-03-16 18:47:16
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That makes more sense. Gear is solid, just need to swap over to my dmg set since nothing subtle blow seemed right to do lol

Didn't even notice Doom was hit based, I've only run it 3 times and I kept dying around 50% so at times I was just face tanking some TP moves to get WS and SC off, I knew there was something to it.

I didn't find out about Pazuzu's fetters today haha, just spammed through his spells with Stoneskin and Blink, so I'm sure a few fights are cheeseable and I probably did so without even knowing.

Any other unique mechanics you've noticed in the other fights? I've found a few various ones, it's been a lot of fun figuring them all out but thanks for the Rarab clarity
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By Decederes 2026-03-16 20:43:51
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Bambusal said: »
Decederes said: »

I did all my attemps with the H2H since they were my favorites but I assume it can be done with any weapon.

First of all, the doom counter is actually based on hits that you receive; it isn't a time-based counter like the ones we are used to. That is why the adds that it spawns after Whirling Claws must be killed as soon as they spawn. I just used 2 Subductions to kill them, but it will depend on your gear; I mostly used WSD and melee focused gear so I needed 2 to kill them.

My tips are the following:

- Kill the adds as soon as they spawn (they always spawn after Whirling Claws).
- Dispel haste and temper quickly.
- Always have Stoneskin and shadows up, especially in case of Death.
- Know what WSs have a low animation lock so that you aren't caught in one when something big comes.
- Don't focus too much on debuffin it. I only applied the -15% defense debuff at the beggining and rarely bothered to reapply it.
- Don't focus on super long SCs as you won't be able to do many WSs in a row due to having to deal with the mechanics. A simple 3 or 4 WS SC is more than enough.

In the end, its about getting the rhythm of the fight down and being able to dodge all of the attakcs that are dogdeable. Use the boss's animation lock to deal as much damage as possible.

If you need any more tips, I'll be happy to answer :)[/spoiler]


Oh here's a question since I was too lazy to test it and just kind of brought my fav along, what specialty does each pet have if you know?
 Asura.Aamace
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By Asura.Aamace 2026-03-16 22:08:02
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Decederes said: »
Oh here's a question since I was too lazy to test it and just kind of brought my fav along, what specialty does each pet have if you know?

These are the pet effects:
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By Decederes 2026-03-16 23:41:11
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Asura.Aamace said: »
Decederes said: »
Oh here's a question since I was too lazy to test it and just kind of brought my fav along, what specialty does each pet have if you know?

These are the pet effects:


Do stoneskins overlap or refresh each other? Does the Rartab get credit for a hit if it hits stoneskin but does enough damage to it to do damage to you as well? Because I am having to refresh stoneskin before it wears off like every 3 auto attacks? That's correct? Just want to make sure it isn't a bug, because man I am going down fast even with stoneskin and blink up full time.
 Cerberus.Balloon
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By Cerberus.Balloon 2026-03-17 05:05:53
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Decederes said: »
Sounds like I'm doing all of the right things then, hmm.

I'm guessing maybe in this it doesn't resist blunt nor take extra damage from piercing then?

Does magic / physical seem to make a difference?

The only debuffs I'm focusing on are Def/Atk -15% and Dia for the -10% VIT, did you use any others?

Death Spell isn't really an issue, using Seed and Hell or a combo of one plus Thunder if I need a quick stun in there as well.

The issue seems to be damage output, is there a trick to the Doom? Is it a static timer? Because it's certainly not in seconds. Does anything increase or decrease the remaining time?

I certainly built the wrong set of gear though, Subtle Blow does 100% Nothing in this fight, the TP moves all seem to be timed, rotated, or unaffected by any TP down strat (SB or Lowing).

What build did you go with? I'm thinking I am going to just aim for WS Dmg, SC dmg and MB dmg? Or due to TP for the boss not really being a thing to keep track of, are DA, TA or QA viable?

Thanks for the heads up on all of that, I'm even more confused as to why my dmg output seems to be lacking here as opposed to any other Doom DPS Check fight.

I basically always stacked WSDmg and SCDmg gear. The amount of damage you can pump out with WS/SC is insane. As someone else mentioned, Subduction will be sufficient for the adds. Do not let them hit you. For me, my Subductions were 1 shotting the adds - but the first time I fought it I used exclusively Fell Cleave for that.

The doom is the reason you want to ensure that haste and temper is down. And it makes the fight a bit of a DPS check as well. You want to pump damage out to ensure that you don't get hit too much.

Stoneskins overlap, blink overlaps. You can cycle between two stoneskins if you need to for the timer, but I never really did that except for with previous fight.

I did apply 15% Def down and Dia at the start of the fight, but never really reapplied it. It will help if you're struggling with damage though.

You will pump out a lot more damage with the Restraint Sword, cycling SCs.
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 Asura.Aamace
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By Asura.Aamace 2026-03-17 11:16:29
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Decederes said: »
Just want to make sure it isn't a bug, because man I am going down fast even with stoneskin and blink up full time.

Hm, how fast? If you're clearing the shadow clones as soon as they spawn & dispelling its buffs, I think it should take ~7 minutes for Wrathare to proc the doom.

Here's a sample fight:
YouTube Video Placeholder
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By Banhammer 2026-03-17 14:44:16
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Bro has the game running in chrome and SE can't even get rid of Play Online. Unbelievable lmao.
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By Decederes 2026-03-21 16:45:13
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Asura.Aamace said: »
Decederes said: »
Just want to make sure it isn't a bug, because man I am going down fast even with stoneskin and blink up full time.

Hm, how fast? If you're clearing the shadow clones as soon as they spawn & dispelling its buffs, I think it should take ~7 minutes for Wrathare to proc the doom.

Here's a sample fight:
YouTube Video Placeholder


Yea, figured out the main issues pretty quickly, mostly just too many useless stats for that fight, like Store TP.

Question on the drops, is the last fight only 1 piece, chest? Or are there others? I've gotten 3 chests, does that chest have other matching set pieces in the other fights? I figured I'd ask before killing the thing a dozen times lol

I'd love to have a striking dummy or trash mobs with higher HP that can hang around a while, just for rotation practice fun.

Maybe fern stones able to be bought with gil end game? Maybe unlocked for the last tier of bosses? I think they should be incredibly expensive, maybe 100k each, gil feels pretty pointless towards end game, could save a bit of time spamming levels - unless there's a method I didn't catch the first playthrough.

I realize this is a passion project, but I'm hooked just practicing the final bosses with various gear sets and weapons, this game is beyond what I expected.
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 Asura.Aamace
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By Asura.Aamace 2026-03-22 11:18:49
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Decederes said: »
this game is beyond what I expected

Thank you!

Decederes said: »
Question on the drops, is the last fight only 1 piece, chest?

Yep, it's just the chest.

Decederes said: »
I'd love to have a striking dummy or trash mobs with higher HP

There's a hidden dummy by the entrance in Escha :)

Decederes said: »
Maybe fern stones able to be bought with gil end game?

The turn-based mini-game gives a bunch of fern stones, especially from higher ranked spriggans. Though, Rawhide & Psycloth can be rerolled with the Gravewood Logs, which is probably easier than farming fern stones.
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By Decederes 2026-03-23 17:41:39
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Asura.Aamace said: »
Decederes said: »
this game is beyond what I expected

Thank you!

Decederes said: »
Question on the drops, is the last fight only 1 piece, chest?

Yep, it's just the chest.

Decederes said: »
I'd love to have a striking dummy or trash mobs with higher HP

There's a hidden dummy by the entrance in Escha :)

Decederes said: »
Maybe fern stones able to be bought with gil end game?

The turn-based mini-game gives a bunch of fern stones, especially from higher ranked spriggans. Though, Rawhide & Psycloth can be rerolled with the Gravewood Logs, which is probably easier than farming fern stones.


Man, that Training Dummy was the best and most obvious Easter Egg ever once I saw it, great job, very fitting.

I haven't gotten a chance to read through all of your posts here or on reddit, do you have a Patreon or anything where people can donate to make updates more worth your time and effort? I think quite a few people would love to reward the time, effort and love that you have put into this.

Between running a business, family, friends, etc I just don't have time for even casual FFXI these days, and as others have said this is a perfect way to scratch that itch.
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 Asura.Aamace
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By Asura.Aamace 2026-03-24 11:25:48
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Decederes said: »
do you have a Patreon or anything where people can donate to make updates more worth your time and effort? I think quite a few people would love to reward the time, effort and love that you have put into this.

Thank you! I haven't set up any monetization, partly due to concerns about DMCA / C&D takedowns, and partly because I can't guarantee any future updates (since it's something I can only work on in my free time).

Fortunately, I haven't exceeded Cloudflare's free-tier, so hosting hasn't cost me anything :)
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By Decederes 2026-03-24 23:50:24
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Asura.Aamace said: »
Decederes said: »
do you have a Patreon or anything where people can donate to make updates more worth your time and effort? I think quite a few people would love to reward the time, effort and love that you have put into this.

Thank you! I haven't set up any monetization, partly due to concerns about DMCA / C&D takedowns, and partly because I can't guarantee any future updates (since it's something I can only work on in my free time).

Fortunately, I haven't exceeded Cloudflare's free-tier, so hosting hasn't cost me anything :)

I'd donate, 100%, even with limited or long gaps between updates. I think if you were to label things as just general "mod" work versus stating anything about FFXI specifically you'd be fine, or even just set up a Kofi or tip jar, I think a *lot* of people would at the very least want to tip you some to thank you for this passion project.

Just my two cents; which I would donate.
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By RadialArcana 2026-04-19 07:32:22
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Do you know how lod models work for XI for things like trees? Are they made on the fly like mipmaps for XI, or are they stored in the zone dat files?

If you were to remove the lod mesh files from the zone file (if they are there) in a place like Ronfaurne would it stop the obvious model swapping as you move away from things, or would it just crash or kill frame rates?
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By Asura.Aamace 2026-04-19 11:51:44
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RadialArcana said: »
Do you know how lod models work for XI for things like trees? Are they made on the fly like mipmaps for XI, or are they stored in the zone dat files?

Yep, they're stored in the zone files. Each zone object is linked to a default zone-model (usually the medium LoD), and defines up to 3 LoD distance-thresholds (high/medium/low). The model lookup is done by naming convention - the model names have a '_m' suffix for medium, '_h' for high, and '_l' for low. For example, one of the trees in West Ronfaure uses:
Code
[_ron_w01_h      ] <50 distance units (high-def)
[_ron_w01_m      ] <70 distance units (medium-def)
[_ron_w01_l      ] <180 distance units (low-def, culled above this threshold)

When drawing the zone-object, the client will compute the object's distance from camera, and select the corresponding model.

RadialArcana said: »
If you were to remove the lod mesh files from the zone file (if they are there) in a place like Ronfaurne would it stop the obvious model swapping as you move away from things, or would it just crash or kill frame rates?

I modified Ronfaure to set each zone object's high-detail threshold equal to its low-detail threshold. It seems to work well enough - there's no more visible model swapping.

I would be surprised if this caused any frame-rate issues. Zone-meshes don't have any CPU-side per-vertex transformations (unlike some skeleton or particle meshes), so LoD is mainly a GPU optimization (which tend to be underutilized in FFXI).

As an aside - this doesn't help with pop-in. There are a couple of other culling mechanics that run before the zone-objects are queried (environment-based draw-distance & position-based culling tables).
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By RadialArcana 2026-04-19 13:01:05
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That's awesome information, thanks. Wondered this for a long while.

Another question if you don't mind and would know (sorry it's off-topic).

XI does not use pre-built mipmaps like most games, it makes them on the fly as you come across the textures from the dat files. This means if you add a very large texture/s to a monster or armor for example, the game will hitch to create the mipmaps when it comes into range. There is no way around this (other than turning off mipmapping and dealing with shimmer) and so it limits what you can do with modding, it does not store them once made either so it does it every time you rezone.

If you try to add HD textures to a secondary load zone area, like a side room in a city or the top of despot alley in Ru'Aun Gardens it's even worse. The only way around this is to really limit texture sizes so the hitch is very slight.

Would it be possible to alter a dat file in a singular manner to accept a DDS file with mipmaps, and if you could do that would the game even use them instead of making them itself anyway?

I would guess the engine XI uses surely supports pre-built mipmaps (i think ff12 does), cause even older games like Phantasy Star Online takes them. Guessing they just turned them off in the dat file system to save HD space.
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 Asura.Aamace
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By Asura.Aamace 2026-04-19 16:02:38
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RadialArcana said: »
Would it be possible to alter a dat file in a singular manner to accept a DDS file with mipmaps, and if you could do that would the game even use them instead of making them itself anyway?

I haven't come across any support for that in the DAT files, unfortunately. I also haven't looked around for any engine functionality in that area, either, so I'm not sure if it's supported and simply unused, or not supported at all.
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By RadialArcana 2026-04-22 06:53:25
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I notice you fixed the ethereal glow around certain characters. Could a fix be made for retail for this?
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 Bahamut.Daleterrence
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By Bahamut.Daleterrence 2026-04-22 11:41:55
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RadialArcana said: »
I notice you fixed the ethereal glow around certain characters. Could a fix be made for retail for this?

Thanks to a discussion with Aamace about this very thing (in which they were beyond helpful and informative, seriously would not have happened without their aid), I've actually got a fix for this in the works right now as a Windower & Ashita plugin.

Bunch of preview images below:
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By RadialArcana 2026-04-22 12:13:44
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Nice one, what was the underlying issues with it? Was it due to the effect resolution or something? Felt like an issue due to the change from 4:3 to 16;9, or it not counting background res.
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By Bahamut.Daleterrence 2026-04-22 14:20:56
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RadialArcana said: »
Nice one, what was the underlying issues with it? Was it due to the effect resolution or something? Felt like an issue due to the change from 4:3 to 16;9, or it not counting background res.

The way the blur works is it basically draws the actor onto a 256x256 texture, creates a series of quads (from 3-7, depends on the actor and their intended colouring/style of the final effect) and then draws the actor themselves over the top of it.

Obviously the 256x256 texture is nowhere near big enough these days, so the fix (right now, this might need to be tweaked a little based on testing on various hardware) is to basically redirect where the game thinks that texture is, this is done by creating our own, much larger texture, which is decided by the resolution of your game, then telling the game to draw to that texture instead of the smaller one (as it does this, to avoid scaling issues we multiply the incoming draw X/Y positions by a factor determined by our new texture size), and then lastly replacing the smaller texture with our larger one when FFXI asks for it.

The end result is a texture at the correct size for that actor and thus an approximate estimation of what the effect looked like back in the day on much smaller displays. I say approximate estimation because there might be more to it that I haven't determined yet.

There does not seem to be any noticeable performance impact to this method currently, but since I have a moderately beefy computer there *might* be on lower-end hardware? I'm honestly unsure at this point.
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By RadialArcana 2026-04-22 15:18:03
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Damn that's way more involved than I first thought, will be an amazing thing to see if you can make it work again properly after so many years. Very impressive, both from an addon creation perspective and from Aamace figuring it out in the first place.

One minor thing I would say is maybe it should be a little bigger possibly? so the effect is more prominent? You would know how it looks in action better than me, but just a suggestion.
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By Bahamut.Daleterrence 2026-04-22 15:35:26
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RadialArcana said: »
Damn that's way more involved than I first thought, will be an amazing thing to see if you can make it work again properly after so many years. Very impressive, both from an addon creation perspective and from Aamace figuring it out in the first place.

One minor thing I would say is maybe it should be a little bigger possibly? so the effect is more prominent? You would know how it looks in action better than me, but just a suggestion.

That is very much something I'm actively looking at, yeah. I've been cross-referencing videos from way back, when it still worked properly, to tweak it as needed, and it is noticeably thicker there than my approximation, issue I've got right now is on one of the quads, there is typically (but not always) an exact copy of the actor (see image below), and by enlarging the blur texture, it will enlarge that copy too, creating a ghosting effect which looks quite bad.

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By RadialArcana 2026-04-22 16:12:46
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Thinner would be better then yeah if that's the case. Does the effect look the same on everything (outside of the color)?

Atomos Abyssea entrance, moogles, avatars, trusts etc

I see now why you say you worry about performance, if that's what it needs for every instance of the effect.
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