Release: https://github.com/mrgudenheim/TacticsEngineG/releases
v0.01 - A battle is technically playable from start to end, but in general this is half-baked and filled with bugs.
==============================================
This is a project made in the Godot game engine that can read and use much of the data from an FFT ROM (USA version)
Controls:
Open Menu: Escape - The menu allows loading new battles, setting the number of units per team, and changing the camera between orthographic and perspective modes.
Rotate Camera: keybaord Q/E
Camera Zoom: Mouse scroll
Selections: Mouse
Manual Movement: WASD, Spacebar to jump. Manual movement will not effect game logic/data, recommend only using to help units reach final position if they get stuck.

A standard battle with 5 units per team:
A bigger battle with 45 units per team on an expanded (mirrored) map:
Notes/Limitations/Issues (v0.01):
- Indoor maps are practically unplayable because wall geometry intercepts mouse input
- Sometimes units will have trouble reaching the tile they are trying to move to. The unit can be manually controlled with WASD and Spacebar to help it get there.
- Initial loading of the ROM can take a little while (about 10+ seconds for me)
- Loading expanded maps with lots of units can take a while (over a minute for 45 units per team + more time for pathfinding to run)
- Units with lots of ranged actions (ex. Summoner) will take some time to decide what action to take
- All units have the same stats (100/150 HP, 75/100 MP, 10 SP, 11 PA, 12 MA, 70 Brave, 65 Faith)
- Humanoid sprites (Type1 and Type2) all have gold shield and random weapon
- Reaction / Support / Movement abilities not implemented
- Many statuses do nothing
- Bard, Dancer, Calculator, Mime will not be generated, skillsets not implemented
- Additionally, the following skillsets are not implemented:
-- Chemist Item
-- Archer Charge
-- Lancer Jump
-- Ninja Throw
v0.01 - A battle is technically playable from start to end, but in general this is half-baked and filled with bugs.
==============================================
This is a project made in the Godot game engine that can read and use much of the data from an FFT ROM (USA version)
Controls:
Open Menu: Escape - The menu allows loading new battles, setting the number of units per team, and changing the camera between orthographic and perspective modes.
Rotate Camera: keybaord Q/E
Camera Zoom: Mouse scroll
Selections: Mouse
Manual Movement: WASD, Spacebar to jump. Manual movement will not effect game logic/data, recommend only using to help units reach final position if they get stuck.
A standard battle with 5 units per team:
A bigger battle with 45 units per team on an expanded (mirrored) map:
Notes/Limitations/Issues (v0.01):
- Indoor maps are practically unplayable because wall geometry intercepts mouse input
- Sometimes units will have trouble reaching the tile they are trying to move to. The unit can be manually controlled with WASD and Spacebar to help it get there.
- Initial loading of the ROM can take a little while (about 10+ seconds for me)
- Loading expanded maps with lots of units can take a while (over a minute for 45 units per team + more time for pathfinding to run)
- Units with lots of ranged actions (ex. Summoner) will take some time to decide what action to take
- All units have the same stats (100/150 HP, 75/100 MP, 10 SP, 11 PA, 12 MA, 70 Brave, 65 Faith)
- Humanoid sprites (Type1 and Type2) all have gold shield and random weapon
- Reaction / Support / Movement abilities not implemented
- Many statuses do nothing
- Bard, Dancer, Calculator, Mime will not be generated, skillsets not implemented
- Additionally, the following skillsets are not implemented:
-- Chemist Item
-- Archer Charge
-- Lancer Jump
-- Ninja Throw