Final Fantasy III: FF3 Fiesta Mod Nintendo Entertainment System

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This hack is intended to allow you to naturally play through FF3 with any combination of jobs in the style of the FF5 Fiesta.

This is mostly accomplished by giving classes access to additional equipment and spells. Shops have been adjusted to make items/equipment/spells available where needed. Some new endgame weapons have been created for classes that needed them.

Game difficulty is generally unchanged, with no changes to monster scripting or stats. It's supposed to be vanilla FF3 but with more class freedom. It is not an attempt to rebalance classes and some are still far stronger than others. Nothing in vanilla has been intentionally "nerfed".

Items that can Mini and Toad your characters are available to avoid having to switch classes when the plot requires them. Other item availability adjustments have been made to help with trouble spots like the Giant Rat and Garuda.

Most teams can progress through most of the game without grinding. However, many teams will likely need to grind a bit for the final boss gauntlet. This has been made much less painful via leveling curve changes for levels above 40.

Detailed change list available in the readme file.

This hack is intended to be used with the Jackson/Corlett/SoM2Freak fan translation. Notes on using other translations or the original Japanese rom is in the readme, but it isn't recommended.

ASM sources and individual component patches are available in the archive.

FF3 Fiesta Mod
by Mo
Modohhh@gmail.com
Mo#1976 on Discord
Modoh on Twitch

Concept/Summary
This patch is intended to allow you to naturally play through FF3 with any combination of jobs in the style of the FF5 Fiesta.
This is mostly accomplished by giving access to equipment and spells to classes in the early and late game where needed.
Game difficulty is generally unchanged, with no changes to monster scripting or stats. It's supposed to be vanilla FF3 but with more class freedom.
It is not an attempt to rebalance classes. Some are still far stronger than others. Nothing in vanilla has been intentionally "nerfed".
Most teams can progress through most of the game without grinding.
However, many teams will likely need to grind a bit for the final boss gauntlet. This has been made much less painful via leveling curve changes.

IPS patch info:
This is intended to be patched on the FF3 AWJ/NCorlett/SoM2Freak translated rom (CRC32: FA04837F).

FF3_Fiesta is intended to be played with 4 random jobs picked at the start of the game, and contains the full mod.

FF3_NoFiesta is intended for playing through a normal FF3 game but being less railroaded into certain jobs at certain points. It contains all of the class equipment and item changes, but doesn't mess with job availability or the exp curve.

Individual component patches and asm source code are also available under the components folder.


General Changes:
All jobs are unlocked at the first crystal, and have no cp or level requirements (optional).
Mallets are available in early game shops, so you don't need to class change to Mini when required by the plot (if you remember to buy some before going up the mountain).
Maiden's Kisses can turn your party into frogs and back, so you don't need to class change to Frog when required by the plot.
The bread shop in Tozas is willing to part with some bomb shards from their oven to help with your Giant Rat problems.
Some diamond accessories are available in the Dragoon tower to help with Garuda.
You can save inside dungons (optional). However, you'll be placed outside when you load the save. Don't save in the intro or in Bahamut's nest or you'll get stuck!
Leveling curve has been flattened post-40 (optional). No major differences pre-40, and differences are minor pre-50. Grinding so your healer-less team can beat the dark world is now fairly painless.
Phoenix Downs are now purchasable at the bottom of Eureka.
Some of the Phoenix Down treasure boxes were repurposed for other things, and non-healing teams use a lot more of them over the course of the game.

Equipment Changes:
Rod elemental boosts now function. They now add +33% "hits" to qualifying spells.
All Knives are in one Knife category (instead of some being Thief exclusive)
All Rods are in one Rod category
All Staves are in one Staff category
More bows are accessible to users of basic bows
Elemental arrows limited to Hunters but iron arrows are improved and purchasable
Certain extremely similar weapons were consolidated to make room for new ones. You won't miss them.
Other various armor equipability changes (Gaia Vest, etc)

Fighter:
Can equip most Knight equipment

Monk:
Gained access to Claws
Tonfa available earlier
Fist damage formula improved to help late game (2xLV instead of 1.5xLV)

White/Black Mage
Unchanged aside from weapon category changes

Red Mage
Gained access to L5/6 White/Black magic
Gained access to Ancient Sword (which is also improved) and has a new endgame weapon
Category changes give access to later rods/staves/bows/knives/armor

Hunter
Added a new endgame bow
Gained armor options, including Crystal Gear
They had literally no armor upgrades past the Flame Mail you can buy when you get them
Even Red Mages could use Crystal Armor in vanilla FF3

Knight
Unchanged

Thief:
Gained access to Full Moon and a new non-elemental dagger
Inspired by FF5 where Full Moon is a thief/ninja weapon
Access to Headband/Gi armor for early game
Access to Tier1 bows/arrows for early game options
Access to Crystal shield, since they have light shield access. Carrying an Ice shield in the end game was odd.
Steal rate has been improved. Chance is now (15+LV+Skill)/200.

Scholar:
Tier2 books consolidated, new endgame book added
Gained Bows, rods and staves, mostly for early game
Gained Black and White robes for something to wear late game

Geomancer:
Gained access to knives, rods and bows for early/late game options
Bells Improved
Gained access to Black and White robes for late game

Dragoon:
Gained knives and T1/2 Swords
For pre-spear weapons and some non-elemental options
Inspired by FF4 Kain weapon access
Holy Lance improved

Viking:
Formerly dummied Hammer item available for early game
Other Axes/Hammers rearranged a bit to make more of them useful and give options where needed
Gained access to Ragnarok and Tyrfing
Both named from Norse myth, so they make some sense despite not being Axes/Hammers
Needed a late game weapon, and Ragnarok was an Axe in FF14 as well

Black Belt / Karateka
Gained access to Nunchucks
Fist damage formula improved to help late game (2xLV instead of 1.5xLV)

M.Knight:
Gained Knives for early game
Gained Tyrfing for early game
Also made it dark element, it's supposed to be cursed, after all
They already had Ragnarok so why not the other Norse sword
Gained Tier1 Shields
Gained Leather/Mythril/Carapace/Fire/Ice Armors
Gained Rings for early game
Still no protect ring access for vanilla flavor (since they were the only ones that couldn't use them in vanilla FF3)

Conjurer:
Gained bows and knives
Gives an offensive option pre-summons and matches other offensive casters
Gained Staves and low level White/Black magic
Kid Rydia had them in FF4, why not?
Low level summons purchasable in early game shops

Bard:
Gained Bows and Knives, mostly for early game
Their "Sing" command was changed to "Attack" for this to work, but they were already identical other than requiring a harp
Improved harps, added dummied Dream Harp, shifted Loki Harp to end game
Scare reduces enemy level by 14 instead of 3, which makes it occasionally useful. Still only works on runnable fights.

Warlock/Devout
Unchanged

Summoner:
Gained bows and knives
Gives an offensive option pre-summons and matches other offensive casters
Gained low level Black magic
Added low level summons to early game shops

Sage/Ninja
Unchanged

Other notes:
Ugly spreadsheet of item stats and such here: https://docs.google.com/spreadsheets/d/10WVUMvbF2XVRt8ChQB5MBTC3y2D7nbakVGbRomoo97k/edit?usp=sharing
Fun fact: this hack was mostly developed in that very spreadsheet. Make a copy and unhide columns/sheets to see the madness within.
Patches and other source files are available in the archive. Cobble together whatever pieces you might want.
Intended for use with the AWJ/NC/SOM2 translation patch.
I intended to support the Chaos Rush translation as well, but their script editing utility would never finish compiling the script when I tried.
It's techincally possible to put together a version using the provided files that runs on Chaos Rush, Japanese, or other translations, but some item names will be incorrect or missing.

Version History
1.01: Fixed the bow chest in Sasune Castle containing a much better bow that it should. Apparently there's multiple copies of this map in the rom, and the one used isn't the one with the rest of the early game maps.


Thanks/Utilities Used:
FF3 Disassembly / Rom Map
Biggest thanks goes to everything8215 for their excellent FF3 disassembly and rom map.
https://github.com/everything8215/ff3/
Their web-based FF editor was also useful, though it doesn't have many features implemented yet for FF3:
https://everything8215.github.io/ff6tools/ff6tools.html

Romhacking.net Data Crystal
This was used when importing some raw data into my sheet. Some of it has errors, though, and I wasn't able to get access to fix them.
https://datacrystal.romhacking.net/wiki/Final_Fantasy_III:ROM_map

Atlas
Useful to reinsert my item name changes (for new items), since it can auto-generate the pointer table entries.
https://www.romhacking.net/utilities/224/

Thingy
This ancient utility was useful when figuring out issues with my item name insertion.
Still not aware of any more modern utilities like it.
https://www.romhacking.net/utilities/217/

FCEUX
NES emulator with a very useful debugger
https://fceux.com/web/home.html

Binarynova Job System Improvement
Used components of this to remove Capacity requirements for switching jobs
https://www.romhacking.net/hacks/4120/

Final Fantasy III Maeson
I used their 1 byte patch to enable saving anywhere.
Playing this hack also indrectly inspired the creation of mine, if only because it wasn't what I wanted since it wasn't suitable to unbalanced fiesta parties
https://www.romhacking.net/hacks/2399/

Google Sheets
Believe it or not, this hack was mostly created in Google Sheets for various reasons. Insanity might be one of them.
Make a copy of this sheet and unhide cells/sheets to see behind the scenes, or to try to use it for your own mod.
Unfortunately I don't have a "clean" pre-modded version with the full set of features, but it's not too hard to figure out how to revert fields to their rom values.
https://docs.google.com/spreadsheets/d/10WVUMvbF2XVRt8ChQB5MBTC3y2D7nbakVGbRomoo97k/edit?usp=sharing

HXD Hex Editor
https://mh-nexus.de/en/hxd/

IPS Peek
https://github.com/vector-man/IPS-Peek



Database match: Final Fantasy III (Japan)
Database: No-Intro: Nintendo Entertainment System (v. 20210216-231042)
File SHA-1: C4443FC24625E3C2BB859525EB44B6B3A80E7C35
File CRC32: 170163F1
ROM SHA-1: 8690012D6F4D6D11D16FD9AF7B200D9B6EA2504E
ROM CRC32: 57E220D0
Release Date
Jul 8, 2022
2 years ago
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