Final Fantasy IV: Add 15 New Spell Slots is a modification for the Super Nintendo game Final Fantasy IV. This hack enables modders to expand spell options by allowing the use of up to 15 additional spells. It modifies the game's magic system, reassigning the summon effects while preserving original mechanics. The update is designed to be minimally intrusive, providing flexibility for customization in gameplay.
This is a hack that is aimed at modders of FFIV.
This hack changes the programming of Call Magic so it no longer has to look at a dummy spell in order to use the full spell (The original game seemed to do this to display the attack names, a little silly, in retrospect) but instead looks at Call Magic at its source (the attack names). and renames those to be that of the Summons.
This allows the modder to make up to 15 new spells, expand Black or White Magic with the help of FF4kster or really use those slots for anything they please. All events, starting spells, and Caller Orbs have been modified to read the new Summon spots, rather than the now unused entries.
The only changes you will notice is that the Summons are the same spells that you use, instead of their full names (or attack names)
This mod is as non-intrusive as possible.
This hack will allow you to use spells 31-3F (15 slots) for anything you want, while moving the Summons to 4D-5D (17 slot), which is where their actual effects are.
It is generally believed that the game did this to make Asura's effect random, but... adding up to an actual command was never a requirement for that.
The spell effect for the Summons (the magic orbs) is what makes the party disappear and properly loads the palette for the Summons.
This mod makes it so that Spells in that 4D-5D will use the Summon Effect. (below and above this, they will use the Black Magic effect)
$03/E050 C9 5A CMP #$5A A:004F X:0000 Y:0000 P:eNvMxdizc - Is it Asura?
$03/E052 D0 1A BNE $1A [$E06E] A:004F X:0000 Y:0000 P:envMxdizC - If less than Asura branch.
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$03/E054 C9 5D CMP #$5D A:004F X:0000 Y:0000 P:envMxdizC - Is it Bahamut?
$03/E056 D0 04 BNE $04 [$E05C] A:004F X:0000 Y:0000 P:envMxdizC - If not Bahamut, branch.
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$03/E06C 69 5A ADC #$5A A:0001 X:0000 Y:0000 P:envMxdizc - Add 5A onto A (5A-5C)
$03/E06E 38 SEC A:003F X:0000 Y:0000 P:envMxdizc - Set Carry Flag
$03/E06F E9 00 SBC #$00 A:003F X:0000 Y:0000 P:envMxdizC - Subtract 00 from A.
$03/E071 18 CLC A:000E X:0000 Y:0000 P:envMxdizC - Clear Carry Flag.
$03/E072 69 00 ADC #$00 A:000E X:0000 Y:0000 P:envMxdizc - Add 00 onto A.
You might then be thinking... "But what about the Summon Orbs?"
That has been addressed as well.
01A891 - SBC #$B6 - Subtract B6 from the Item value of E7, that gets you 31, AKA, Imp. Change that to 9A
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01A891 - SBC #$9A - Subtract 9A from the Item value of E7, that gets you 4D, AKA the new Imp.
And that should do it! Now you have 15 more slots to do as you please.
(Own notes! - The item byte is stored in 7E1B3B)
Database match: Final Fantasy II (USA) (Rev 1)
Database: No-Intro: Super Nintendo Entertainment System (v. 20180813-062835)
File/ROM SHA-1: 41A74EB369A7A91815529EF99AB1B20E2BDF3E26
File/ROM CRC32: 23084FCD
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