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Change log

Here you will find a list of the changes and updates made to the original game since sometime after the project began. I am sorry for not taking better notes in the beginning, and there is no official changelog, but I had never thought in the beginning the project would take on the scope it has. The log will  be abbreviated.

December 11, 2016

  • Script alterations to King of Coneria and some sprites in Castle. 
  • Dialogue change for Coneria Knight
  • Added NPCs to NW Castle who are "enchanted"
  • Added dialogue for "smelling flowers" in towns
  • Added dialogue for skeletons in dungeons
  • Added dialogue for pots/barrels
  • Added "treasure room" to NW Castle Map, and moved Were Sword and Giant Swords into that treasure room. 
  • Altered Leifen map to reflect relation to Temple of Fiends
  • Altered Matoya, Sarda, and Dwarf Cave Maps
  • Added "fireplace" tiles to Ice Cave map set

November 22, 2016

  • Fixed an issue within the town tilesets where some water surfaces were not solid, allowing NPCs to walk on water
  • Created a section within Download section for visitors to directly access the most recent open beta patch for this project. Currently open beta 1.0, does not have ATB patched within the zip file. 
  • Created a rudimentary "readme" to include in IPS zip file, and included then-current equipment list in png format. 

November 22, 2016

  • Official launch of Final Fantasy Reconstructed website

Abbreviated Change-log through May, 2015

  • May 22, 2015 - Sound engine officially completed by Disch. 


  • May 19, 2015 - Castle of Ordeals changed to Temple of Ordeals
  •   - Treasure chests in Elfheim Castle were changed to empty by default to line up with in-game story of Astos 
    raiding the treasury
  - Bug discovered where a conflict exists with using a potion or tent/cabin/house and exiting menu too quickly. Music stops.
  - Dialogue restored to original as a result of bugs in text movement. 

  • May 17, 2015 - Discovered error in mini- map drawing routine where changes made in FFHackster do not transfer. Hex editing needed
         to make alterations to mini-map. 

  • May 16, 2015 - Music composition began for Namcot sound engine under construction for the project by Disch

  • May 10, 2015 - First extra dungeons added: Chaos Shrine and Crystal Ruins. (Chaos Shrine later removed)
  - Images uploaded to RHDN site of overworld alterations to Cardia to represent a Dragon's head.
  - First bug discovered when positioning tiles in coneria tileset. 
 Answer according to Disch
 "It's a bug in Hackster. The map compression routine is reading past the end of the buffer, resulting in Hackster thinking 
 there are more 00 tiles at the end of the map than there really are. This causes it to write an increased run length to the ROM.

 So when you enter the map in-game, the decompression routine will write too many tiles to RAM, spilling out of the normal $7000-7FFF range
 (which contains the decompressed map data) into the $8xxx range ... which is MMC1 control registers. 

 Writes to MMC1 control regs are no good -- and ultimately destroy how the game PRG swaps. So when the game tries to jump to code later, 
 it swaps to the wrong bank and ends up hitting bad code and crashing.

 Or really, how to "work around" since the problem is not with your hack, but with Hackster itself:
 Simply don't end your map with tile 00. That is, the lower-right tile on the map should not be the upper-left tile on the tileset.

  • April 30, 2015 - Images uploaded to RHDN of tile edits to Temple of Fiends (Present day, Grond's extra dungeon, Sea Shrine, 

  • April 29, 2015 - Images uploaded to RHDN of tile edits to Waterfall. Leifens added to Waterfall area and "monitor" tiles.

  • April 18, 2015 - Images uploaded to RHDN of tile edits to Cardia which was now 1 area inspired by the Feymarch in FFIV

  • April 16, 2015 - Proposed soundtrack completed and posted to RHDN
      - Images uploaded to RHDN of tile edits to Gurgu Volcano 

  • April 13, 2015 - Images uploaded to RHDN of tile edits to Marsh Cave, and Mirage Tower



  • April 8, 2015 - First unofficial changelog attempted. Hex changes included 
          - Canoe Bug: Developed by anomie
          - Improved Turn Order Algorithm: Developed by anomie, from observation by Lee Eric Kirwan and suggestion by         beege_man
          - Item Menu Order Adjustment: Developed by anomie with adjustment by AstralEsper
          - Dynamic Action patch and Unofficial Update: Developed by Captain Muscles, unofficially updated by Grond
          - Final Fantasy - no menu music: Developed by Bregalad
          - Fixed House bug: Credit to AstralEsper. Houses now restore all life and magic, and magic restored before saving option. 
  
  *Later discovered that the Dynamic Action Patch and updates were bugged and crashed the game when a spell higher than level 5
   was used.*

  • April 3, 2015 - Posted tile changes to RHDN of changes to Sky Palace. 
      - Began changing color palletes in Thorbardin, Ice Cave, the Waterfall Cavern, and Sky Palace. 


  • April 2, 2015 - Changed entrance to Northwest Castle
      - Tile alterations posted to RHDN of NW Castle, Marsh Cave, Thorbardin (Dwarf Cave), Elfheim Castle (Elfland Castle)
        Terra Cave (Earth Cave), and Ice Cave

  • March 30, 2015 - Text editing begun using FFHackster utility. Towns were similar to the buildings in FFIV Feymarch area
      - Tile alterations posted to RHDN of Coneria Town, Coneria Castle, Matoya's Cave, Pravoka, and Elfheim (Elfland)

  • March 21, 2015 - Official project thread began at http://www.romhacking.net/forum/index.php?topic=19442.0
  - Official Facebook page opened at https://www.facebook.com/finalfantasyreconstructed?ref=hl

  • pre-March 2015 - Project began
      - Tiles changed in most dungeons and towns
      - No text revisions made

November 26, 2016

  • Grond's original Changelog
  • Original patch and info can be found at:
  • http://www.compmike19.com/ffhacks/id41.htm

  • List of changes:
-added a new mini-dungeon based on the Dark Forest floor of the Earthgift Shrine from Dawn of Souls
 (find it by heading south from the Black Magic shop in Lefein)

-added a quick-exit to the Vampire's room, so you don't have to walk all the way
 back out of the Earth Cave after beating him

-have 4 free Heal Potions at start of a new game now

-increased damage from poison status in-battle from 2 to 5

-increased enemy regen amount from 3 to 10

-let slain/petrified characters still gain experience

-added bulk item-buying feature

-removed palette-cycling effect when entering/exiting menu

-implemented B-button dash feature

-sped up dialogue window open/close

-stopped party-reordering when poisoned/petrified/slain

-fixed House bug

-fixed Run bug

-fixed monster attack bugs

-fixed weapon data bugs

-doubled weapon element/category damage bonus

-fixed Lock/Lok2 and Tmpr/Sabr bugs

-let Harm spells also hurt enemies in the "Unknown" ("Evil"?) category (listed below):
 WrWolf
 GrMedusa
 Catman
 Gargoyle
 R.Goyle
 Earth
 Fire
 Water
 Air
 Wizard
 MudGol
 RockGol
 IronGol
 Evilman
 Nitemare
 Kary

-increased Ship Minigame prize to 500 G

-lowered price of Steel Armor

-decreased Ribbon's absorb/evade to 0 (so BB/Master can wear it without ruining his natural Absorb)

-lowered incidence of surprise attacks

-allowed running from:
 FrGiant/FrWolf
 Water
 Worm
 WzOgre/Cerebus
 ZomBull/Troll

-disallowed running from:
 Vampire
 WzVamp/ZombieD

-slightly altered a few enemies' spell lists

-minor alterations to several enemies' stats (mostly lowering evade)

-increased all Fiends' (and Chaos') HP a bit

-tweaked some shops' inventories

-made inn and clinic visits a bit cheaper

-made magic spells (L3 and higher) somewhat cheaper

-slightly altered the stats of some weapons

-brightened the color palettes for most weapons, and switched the graphics for a few

-raised Thief/Ninja's hit% growth to 4 per level

-made slight tweaks to all classes' starting Magic Defense and/or MDef growth rate

-dimmed screen flashing when casting a spell

-tweaked the properties of some spells a little bit

-made Heal Potions a little stronger

New in version 1.1:

-eliminated screen (un)furling effect when changing areas

-upped hit% cap to 254 so Thief/Ninja's hit% won't max out at 200

-decreased experience required to reach each level

-added features from FFacelift (5-character names, enhanced text, etc.)

-many enemies, spells, items, etc. renamed

-added support for 10-character enemy names

-colorized battle windows

Minor update: changed hit% cap to 251 to prevent rollover to a low number

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