I don't think our community will go anywhere if we keep trying to modify a 14 year old video game. Compare Tactics Ogre (snes) to FFT. Notice how in FFT the maps are much smaller, have fewer units and allow only 5 units for your team? All technical limitations because of the Playstation. Even if we completely master the engine, we still have the same limitations that the FFT designers had back in 1997.
We need to break out of that. Make our own game engine. That would remove all the technical limitations, and even allow for us to expand them. Imagine a large map with, say 64 units for instance. And before you complain, yes that would mean that the battle system would not be identical to FFT, which is not a big deal. From my previous thread someone posted:
Advantages of homebrew over hacking:
1) No copyright/DRM issues if done correctly
2) You can use advanced coding languages and translate into MIPS
3) You don't have to worry about hard-coded mechanics or inscrutable code (since you're the one writing it)
4) ROM size problems can be ignored. If we're making a PC port, even RAM size is irrelevant since most modern PCs and laptops have far more usable RAM than the PSX/PSP (and it's highly unlikely we'll even use that much since we're probably not coding a 3D graphics/physics engine).
I'd call it "indie', not homebrew though.
However, this requires us build EVERYTHING from scratch. Also, a good number of us are actually more proficient in ASM than in C++. In short, we will have to throw away everything FFT did right just to either jump through a legal hoop or to ensure total "freedom" to create a game.
This is all worth it in my opinion. It's obvious that Squeenix has no intention of making a real FFT sequel. If we pooled our resources I think we could make a top down, sprite based SRPG in the style of FFT/Tactics Ogre. Keep it simple for the time being. Perhaps some later project could "take it to the next level" of sorts. I for one will begin to take my own advice and will read up on coding languages.