Hello, I'm Grimoire LD (Also known as LastingDawn , Xu Yuan, or Three Pendants in some other hacking circles) and these past few months I have been doing an indepth exploration of Final Fantasy IV (II US SNES) since it is my favorite game on the SNES. I've mapped out all of the Character Commands and with the help of old info. from a fellow named Yousei have also mapped out all Spell Routines (except for the Audiovisual effect call spells, I need to get back to that one day) and can mod each pretty freely to my own liking.
I've created quite a fair number of new commands and spell routines (with the help of Chillyfeez) and have even added a new gameplay mechanic off of a broken section of data that would attempt (and sometimes fail) to slowly petrify a foe with gradual petrification on a weapon. The issue with this code originally is that it could sporadically freeze the game. So I took the main base of it and altered it to instead that when Calcify (Gradual Petrification) from a Weapon (in the right hand) is inflicted, then to look at the assigned weapon... If it is one of ten weapons, the game will run through a special RNG, see if the RNG is below 50 and if it is to run the unique weapon's routine.
For instance... the Shadow Blade, the second Dark Sword now has a chance to use Dark Wave when you normally attack with it, damaging all enemies as if you had used the command yourself.
This is to give a bit more variety to FFIV's... fairly blase equipment system and mix things up a bit.
You can find the entire catalogue of my FFIV work (well most of it, not all) on
this page. Though I think I will also post the patches on RHDN's forums.
I will copy/paste the description of this patch from slickproductions...
It uses Vivify93's absolutely awesome ProjectII Patch as a base for several reasons...
One, treasure put in all of its proper spots.
Two, better translation.
Three, bug fixes.
Four, general improvements.
This patch includes the mods Imbued Weapons and ItemLord.
In addition is the changing of several weapons stats to reflect their new purposes.
The Poison Claw loses Poison and is now the "Martial Claw" when you attack with it is has a chance to use Kick.
The Change Rod now has Immense physical power for a Caster's weapon of that level and randomly uses Recall.
The Silver Staff is now the Scholar Staff that can be bought for a princely sum at the Silvera Weapon Shop, it can randomly use ItemLord.
The Darkness Blade (called Shadow in the normal FFIV translations,, confusing) can use Dark Wave and when used from a weapon it curiously does not reduce HP.
The Ancient Sword's power has been immensely upgraded. Its ability is a powerful Regen. So you have to be careful when and how you use it, it has lost Curse though.
The Silver Knife is now the Thief's Knife which can be found lying around as always, it goes without saying its ability is Steal.
The Medusa Blade (broken piece of junk... entire point of this hack anyhow...) has been replaced by the Coral Sword, which is a rare drop from Baron Fighters. But they've had their drop table changed so it may be worth grinding for. Its power is on par with the other Elemental Swords and we know that Lightning rules the day in the Tower of Babil.
The Ragnarok now has Focus as its ability so using it can be a double edged sword, you may stall yourself for several turns in a row.
On the other hand this hack introduces the Dark Crystal Sword. A copy of the Crystal Sword (Ragnarok) but two handed (yep, really created it there...). Its ability is Dark Wave, which can be Very useful late game and with the added bonus of not losing any life when its used. The Dark Crystal Sword is obtained along with the Ragnarok so you can mix and match as you please, per the situation.
Last but not least the Charmer's Harp becomes the Siren's Harp... I bet you can guess what it will do (Hint: It's Sing). Taking a cue from Paladin's old mod, Rydia can equip Harps as well so it is worth holding onto this for her return.
As for character changes... there's only been one.
Edward has lost Salve(now (Item)Lord and it now belongs to Cid.
I should give a brief synopsis of what ItemLord does... ItemLord will read the first usable item in your inventory and split it, it can be used on Friend or Foe. Single, in case you want that powerful attack magic item to focus on a single target, or multiple for when you're in a bit of trouble and everyone could use a bit of healing or if you're down to your last man and a mass Life Potion can turn the tides. ItemLord is used in this because Salve will only target whoever it is currently targeting and use that assigned item spell on it. Default that is a use of a Cure Potion for deficient amount of healing, granted in Project II it's a cure potion for Cure3 Potion healing, but... it would be on the enemy.
I decided to give it to Cid because you might Actually need it when he's in the party, rather than breezing through the Dark Knight portion of the game with yet another useless skill.
And without further ado, here is the patch...
Keep in mind it must be a v1.1 and Unheadered! (I made this mistake too many times.)
And please, give me your thoughts on it!
FFIV-Imbued Weapons.ips
January 10, 2014, 06:02:09 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I've now started to put some of my older (by "older" in this case, I mean 2 days...) custom routines into patches.
This one includes Katana Soul, better known to FF Fans as Draw Out/Iaido/Sword Spirit/whatever you please.
This changes Dart into Katana Soul, meaning that you cannot throw Anything anymore. But it does mean that each Katana (save Short/Kunai) and the Cleaver (Spoon) has its own special "Draw Out" ability.
The abilities are as follows...
Middle/Ashura - Cast Dragon Breath on All Targets (Does 25% of your max life to all enemies)
Long/Kotetsu - Cast Heat Ray on All Targets (A decent Fire Attack, doesn't suffer from Split Damage)
Ninja/Kikuichi - Cast Osmose on All Targets (and absorb the total of their lost MP.)
Murasame - Cast Absorb on All Targets (Absorb gives the targets 1/3 of their Current HP back.)
Masamune - Cast Haste on All Targets.
Spoon/Knife/Cleaver - Cast Big Bang on All Targets.
Now since this is trying to replicate FFT, there is a 50% chance (not accurate to FFT, I know) that when you use a Soul Sword you will lose it.
Here's a couple of pictures this time around...



Same patching rules as the first post. Again using Project II as a base.
Katana Soul.ips
January 10, 2014, 10:20:09 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
In the Patch you will see that Dark Knight Cecil starts with a Break Skill and 50 MP, he will gain more as you level. He'll learn the last one at Level 20.
In addition, Tellah can now use Swords and will learn the Break Skills when he relearns all of his spells on Mt. Ordeals.
Paladin Cecil will have a much slower time of obtaining the Break Skills again, learning the first one at 24 and the last one at 40.
Cecil and Tellah are the only two that will be able to use Break Skills in this patch. (of course as the patch is aimed at modders you can do whatever you want with it, heh.)
Everything has a cost, and the cost this time was the Sylph Formula. This means that Sylph's effect has been changed as well. The effect is now a more powerful Osmose (you weren't spending MP to use it anyhow...)
In addition because of the new Break Skills, five spells had to be replaced...
Hold - Seal Break (Lowers Target's Magic Defense by 1/4)
Armor - Power Break (Lowers Target's Attack by 1/4)
Safe - Speed Break (Increases Target's Speed Rating by 1/4, generally making it half as powerful as Slow)
Dispel/Curse - Armor Break (Lowers Target's Defense by 1/4)
Sight - Mind Break (Lowers Target's Spell Power by 1/4)
Not huge losses, I should hope. I do hope the new Battle Skills were worth it.
Break Skill Patch


January 11, 2014, 02:25:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
When I first thought of this project I cynically said "Geomancy? For what? The three types of cave that you visit endlessly through the game?" And though there are a Lot of caves, there's also a fair amount of other dungeon types with different backgrounds, so I decided to take advantage of it.
This command replaces Peep/Study and uses every last byte Peep/Study had to offer to make it work. This command, as true to Geomancy in FFIII NES, reads the battle background and will use an ability in correspondence. Because of space limitations several backgrounds share the same Geomancy effect unfortunately. The majority of moves are enemy only spells, but this patch also adds in two new spells. CalmWind for the Field and AirBlade for Forests, Deserts, Beaches, and Mountains. Like FFIII however there is a 35% chance upon use that it will Backfire, self destructing the User and dealing the User's HP damage to the enemies.



Now what you can expect from this patch... Rydia will be given the Geomancy skill in this patch in replacement of White Magic (in-battle. She will still learn Cure as a child and you can use it outside of battle.) and will have it throughout the game. This was a difficult decision. I wanted to give Geomancy to a character with staying power, my initial thought was Rosa, but she's not with you in one or two Geomancy unique areas (Watery Caves comes to mind) my other thought was Cecil, but that just seemed a bit out of character for him, so in the end I went with Rydia. Aside from Rosa she is with Cecil for the most time, Kain has large gaps of being gone and Edge joins pretty late into the fray.


The battlefields that represent which effect will be used are as follows.
CalmWind (Puts all enemies to sleep) - Field
AirBlade (Deals Wind Elemental Damage) - Forests, Mountains, Indoors, Beach, Desert
ColdMist (Deals Low Ice Elemental Damage) - Caves with Rivers, Moon, On Board Ship
Big Wave (Deals 1/4 of target's life to target.) - Watery Caves
(Enemy) Quake (Deals High Damage)- Caves with Holes
Breath (Causes a multitude of stats effects) - Sylph Cave/Feymarch
Thunder (Deals 1/4 of target's life to target. Lightning Elemental) - Towers and Giant
Random Choice - Lunar Caverns, Lunar Core, Underworld, Zeromus, Night Battle (in case a hacker wanted to give Edward Geo.)
And that is that! As always, please give me your thoughts on these.
FFIV-Geomancy.ips
January 12, 2014, 08:44:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
This next patch aims to be more akin to FFIII DS's Sing and therefore will make Sing:
A - Target All Allies.
B - Use a Spell dependent on the Harp Equipped (Note: If spells have 0 Power from the weapon they cannot be used successfully from the Item Menu, (there may be exceptions) but can be easily used for other purposes. Which is what this routine is built upon)
C - Will raise the Party's Attack by 5.
Now because FFIII is the theme, this tries its best to try and mimic the effects from the FFIII DS's Harps because of this there are now three new harps in replacement of two axes (will use the empty slot that was used as the Dark Crystal Sword in my other patch as well)
Sing Effect -
Madhura Harp - Casts Protect
Dream Harp - Casts Remedy (10% Max HP recovery)
Apollo Harp - Casts Shell
Loki Harp - Casts Haste
Lamia Harp - Casts Angelic(Music) - Restores a small amount of MP per cast.
Paladin Cecil will be able to Sing and equip Harps (only because I'm out of usable spots to give it to anyone else and Kain singing is a little silly...ier than Cecil.) and I plan on each of my patches being stackable.) so don't throw those Harps away when Edward leaves!
You will be able to get Loki Harps as Uncommon and Rare drops from Moon enemies.

