Final Fantasy Tactics Advance: FFTA Minor Tweak Pack Gameboy Advance

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This collection of patches is full of edits to your starting setup in the game.

-Alternate Party: Remixes the beginning party in a way that shakes things up a little, but keeps the original's versatility. Most notably this changes Montblanc to start as an Animist, which should give him a better path towards the Moogle's physical jobs.

-Marche Jobs: Originally Marche starts as a normal Soldier with the job's combo mastered. This patch set serves as a crude sort of starting job select: it sets Marche's Job to what name it states on the patch from the start (any Hume job), but with equipment and abilities to match the low level of Marche's original kit.

Instructions: Apply this patch on a clean ROM. Both of these things can be used together. This whole collection should be able to be used with most hacks as well, outside of those which alter jobs available at the start of the game to something else (and Hume jobs in general for Marche’s specific patches, however that would only effect that one specific altered job).

Alternate Party: remixes the beginning party in a way that shakes things up a little, but keeps the original's versatility. I believe it goes like this:
Montblanc>Animist (also edits the tutorial battle with the Bangaas, just to change Montblanc's class and starting gear.)
Bangaa>Warrior
Nu Mou>Black Mage
Viera>White Mage
Human>Archer

Equipment is the best equal I could manage to the original party.

Marche Jobs: sets Marche's Job to what name it states on the patch from the start (any Hume job), but with equipment to match the low level of Marche's original kit. So the weakest weapon is given, Cuirass is switched to Leather Garb/Feather Hat to replace the shield when needed, etc.. Other than that, he basically behaves like any recruited character in that he knows no abilities of any other jobs. A couple of things to note:
-The beginning battle was used to make this change like with Montblanc (you can use both this and Alternate Party at the same time), however the text in this event is unchanged.
-Blue Mage also gives you Goblin Punch, because you have no abilities and you'd be getting it in the first scenario anyway.
-Illusionist unfortunately has the Firewheel Rod, due to it being the earliest weapon with an ability attached. At least Paladin doesn't have a Knightsword...
-For some unknown reason Marche's innate Combo ability is hard to fandangle. He starts in the tutorial battle with Combat Combo, and keeps it on the map. However I have also given Marche is class's combo ability, and once you go to his ability menu and choose that Combat Combo goes to the grave unless you teach it to him as a Soldier.


Name: Final Fantasy Tactics Advance (U)
Country: USA
CRC32: 5645E56C
MD5: CD99CDDE3D45554C1B36FBEB8863B7BD
SHA1: 4AC05441F4DE70A4EC3DD932116346C61B8783D9
SHA256: 43FC8204C6DCEEE58828AEBC7AF0C72EB807E99F35AD641C8BB0A4FA8B6EDC19
SHA384: EB9E2C2BA35C60226869A0C17D54FF5AB32CC08E43F955F0F651F010A8ABA26A8CB9EC614B662825F3F994197375D937
SHA512: 4193FE8A4F02471BED3F9C9401CE56A31BFB20E95D13B1BB632459B073CC83D84D18F7D489D6177A77EFB67ADEE0EFDFF1C0CF0362793926DA76657F36390C9A
Time to Beat
Main Story 46h 0m
Main + Extras 69h 0m
Release Date
Dec 12, 2017
6 years ago
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