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Ivalice Labs · Toolsmith DivisionFFTA Studio
Working development build

A modern workshop for a game still worth rebuilding.

FFTA Studio turns a user-supplied Final Fantasy Tactics Advance ROM into a connected, inspectable project. Work with jobs, abilities, items, laws, formations, missions, maps, sprites, effects, and story data from one desktop application.

Coming soon Desktop application Build v0.2 No ROM included
Formation workspaceBUILD 0.2 · PRIVATE
FFTA Studio formation editor showing units placed across a rendered isometric battlefield
Rendered from project dataFormation 10 / 415
FFTA Studio jobs editor showing Soldier portraits, battle sprite, and equipment permissionsConnected job data

These screens show a working development build. Interface details and supported writes may change before release.

Current build index
116job records
346ability records
406mission records
415formation records
Counts may change as decoding continues.
The connected cartridge

One project.
The whole chain of consequences.

An ability is not an isolated number. It belongs to job lists, costs AP, is taught by equipment, and appears throughout enemy formations. Studio keeps those relationships beside the field you are editing, so a balance change is made with context instead of guesswork.

Jobs editor: Portraits, battle sprites, abilities, equipment access, and raw records
Jobs editorPortraits, battle sprites, abilities, equipment access, and raw records
01

Jobs and equipment

Inspect portraits, battle sprites, progression roles, ability access, and equipment permissions together. Familiar game assets sit beside the exact record being changed.

Ability editor: Core fields, AP, teaching items, usage references, and decoded text
Ability editorCore fields, AP, teaching items, usage references, and decoded text
02

Abilities and learning

Edit central ability fields and follow where an action belongs, what teaches it, and which records depend on it. Packed text that is not yet safe to rewrite stays clearly marked as display-only.

Mission builder: Rank, rewards, availability, unlocks, cutscenes, and linked battles
Mission builderRank, rewards, availability, unlocks, cutscenes, and linked battles
03

Missions and encounters

Work with mission rank, rewards, AP, availability, unlock conditions, cutscene references, and linked battle formations without chasing record numbers through separate tools.

Maps and formations

See the battlefield before it becomes a bug.

Render the original isometric maps, inspect terrain height and walkability, and place a formation in context. Deployment zones, anchor tiles, facing, jobs, and unit positions become a field you can read—not a table you have to imagine.

  • Inspect the terrain grid against the rendered map
  • Place jobs, positions, and facing on the battlefield
  • Follow mission and formation references in context
Map and terrain editor: Rendered map, height data, walkability, and terrain grid
Map and terrain editorRendered map, height data, walkability, and terrain grid
Visual terrain passHeight · walkability · metatiles
Graphics and effects

Pixel work stays
inside the project.

Browse the item-icon library, edit menu graphics pixel by pixel, preview sprite animation sets, and exchange individual frames or complete sheets. Battle effects become visible pieces arranged on a readable timing track with their sound cues.

375 indexed menu iconsFrame and sprite-sheet import or exportAnimation playback by direction and sequence246 rendered effect piecesVisual effect timing with sound cues
Sprite editor: Animation sets, palettes, playback, and frame or sheet exchange
Sprite editorAnimation sets, palettes, playback, and frame or sheet exchange
Item icon library: 375 indexed menu icons with in-project pixel editing
Item icon library375 indexed menu icons with in-project pixel editing
Effect-pieces library: 246 rendered pieces with filtering, frame counts, and usage
Effect-pieces library246 rendered pieces with filtering, frame counts, and usage
Animation composer: Visual timing, layered pieces, playback, and sound cues
Animation composerVisual timing, layered pieces, playback, and sound cues
Deep systems

The machinery behind the spectacle.

Laws, reward pools, and story records belong in the same workshop as sprites and battle maps. Studio exposes what is understood, and keeps unsafe rewrites gated.

Judge system · 85 records

Laws with their consequences attached.

Inspect conditions, enforcement, rotation behavior, affected jobs, and the original game wording.

Law editor: Conditions, rotation, enforcement, affected jobs, and original wording
Law editorConditions, rotation, enforcement, affected jobs, and original wording
Economy · 8 reward pools

Rewards that explain where they land.

Read each item pool, its available slots, and the missions that reference it before changing the outcome.

Reward-set editor: Item pools, slot contents, and mission usage
Reward-set editorItem pools, slot contents, and mission usage
Story explorer · 234 events

Scene scripts you can finally follow.

Explore stage placement, dialogue, and decoded instructions in one event view. This is an explorer—not a promise of unrestricted cutscene authoring.

Story-event explorer: Stage rendering, dialogue, decoded instructions, and event search
Story-event explorerStage rendering, dialogue, decoded instructions, and event search
A reviewable build path

The original is input—not a scratchpad.

Studio is designed around a clean AFXE ROM as immutable project input. Work is recorded as structured changes, inspected in a shared build workspace, and exported as a separate patched ROM.

Honest first-release scope

Some packed text is currently display-only. Full arbitrary mission scripting, unrestricted map authoring, and unlimited new-job expansion are not being promised for the first public build.

  1. 01

    Bring the source

    Open a clean, compatible USA ROM that you obtained legally. Studio never includes or downloads game data.

  2. 02

    Make structured edits

    Change decoded fields inside one connected project while the original input remains the reference point.

  3. 03

    Review the evidence

    Inspect tracked changes and the shared Problems, Build, Tests, and Binary Diff workspace before output.

  4. 04

    Export separately

    Build a separate patched ROM for personal testing. The clean input is not used as a scratchpad.

The workshop is being assembled

Follow the build.
Not a countdown.

Release notes and demonstrations will appear in Rumors. Research questions, edge cases, and test reports belong in The Pub.

Unofficial fan-made tooling. No game or ROM files are distributed or hosted by Ivalice Labs. Studio projects may contain ROM data and should not be shared.