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).
- 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.
- Download the project folder
- Download Event Assembler, which includes the EA Formatting Suite, and extract it in the "Event Assembler" directory.
- Download ColorzCore, rename it to "Core.exe" and use it to replace the "Core.exe" in the "Event Assembler" folder.
- Optionally, get [ups] (https://github.com/rameshvarun/ups/releases) and extract the "ups" folder to the root directory.
- Place your US FFTA clean ROM in the root directory, it must be named "FFTA_clean.gba".
- 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"
- Run MAKE_HACK.cmd, which will run EA to generate "FFTA_hack.gba" using "ROM Buildfile.event"
- 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.