LeonarthCG / FFTA_Engine_Hacks

A collection of my modular engine hacks for FFTA

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FFTA_Engine_Hacks

This is a repository for all my Final Fantasy Tactics Advance engine hacks. All of them are handled through Event Assembler. I try to make everything as modular as possible, specific features can be turned on and off or customized. The source for all of the ASM is included (and precompiled, too).

Latest Changes

  • Fixed items not giving the proper abilities when using 1bit abilities.
  • Fixed support, reaction and combo/movement ability lists.
    • It will now properly display abilities, if they are mastered, if they are usable and their current AP and cost, if aplicable.
    • It also checks for the end of the race's ability list so it shouldn't display abilities that don't belong.
      • If you make a new ability list, please be sure to end it with 00 00 00 00 00 00 00 00 like vanilla does.
    • It will only show abilities from jobs the unit can change into, or that it at least knows one ability for.
  • Added a default case for animations, if no animation is found the standing animation will be played.
    • This doesn't work for the new weapon and ability animations, it's meant for story animations.
  • Fixed issues with the new item ability window when scrolling through items.
  • Fixed the game going into an infinite loop when trying to check the unused jobs.
    • This might affect existing saves, if you see a unit's class being "-" try changing classes, then changing back into the one you want, that should fix it.
    • This should not happen with new saves, if it does, or it happens on a unit that's not on your clan, please let me know.
  • Added a new option, genericSaveLevel, when defined the file level will be based on the first unit's level instead of Marche's. Default off.
  • Actually removed ability learnt messages after missions. Maybe.

Build Instructions

  1. Download the project folder
  2. Download Event Assembler, which includes the EA Formatting Suite, and extract it in the "Event Assembler" directory.
  3. Download ColorzCore, rename it to "Core.exe" and use it to replace the "Core.exe" in the "Event Assembler" folder.
  4. Optionally, get [ups] (https://github.com/rameshvarun/ups/releases) and extract the "ups" folder to the root directory.
  5. Place your US FFTA clean ROM in the root directory, it must be named "FFTA_clean.gba".
  6. Modify "ROM Buildfile.event" to customize, enable or disable features as you wish.
    • If you are not using a clean ROM you will likely want to change the FreeSpace definition.
    • If you want to customize the features further, look for their respective installer in "Engine Hacks"
  7. Run MAKE_HACK.cmd, which will run EA to generate "FFTA_hack.gba" using "ROM Buildfile.event"

Feature Summmary

  • JP ability purchase system.
  • Final Fantasy Tactics-style unit death.
  • Ironman mode (all maps act like Jagds in regards to unit death).
  • Stealable shoes.
  • Movement abilities.
  • Movement confirmation.
  • No stat variance (deterministic level-ups).
  • Quick start (tutorial skip).
  • Judge and law removal.
  • Morphing Morphers morph (Morphs will change aspect when morphing).
  • Manual unit sorting.
  • Job and race customization, this is not optional as it's required for everything to work properly.
    • Unhardcoding of a bunch of stuff, from job abilities to which races can change jobs.
    • Includes the missing animations for the original playable jobs.
    • An animation template that allows for new animations to be inserted.
    • And many other new options for customizing the data.
  • Many other options.

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A collection of my modular engine hacks for FFTA


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