Hi folks,
I know it's been a long time since I posted anything here but I've still been lurking a bit. Anyway, I decided a while ago that I want to create an all-in-one comprehensive rom editor / hacking tool for FF4 (well FF2us really, but
if modifying it to also accomodate 4j isn't too difficult then I may look into that as well). I already have a start on it and you can right now edit:
- weapons
- armors
- items
- shops
- spells / monster techs
- spell sets/progressions
- actors
- commands (certain features only; what spells they point to, chances of working, etc)
- event code
- jobs
- characters
- event triggers
- npcs
- dialogue
- battle messages
- map properties
- monster stats
- monster AIs
- monster formations
- monster encounters
Also, I know how to do and will "soon" (read: eventually) have incorporated editing of:
- At this point, everything I know how to do has already been incorporated into the editor. However, I will still be adding things as they are found and documented well enough to do a proper job of it.
Some unique/interesting things I'm trying to go for with this editor:
- I'm trying to use config files rather than hard-coded strings for as many labels as possible. This includes things like element names, status names, shop names, map names, etc., basically whatever things you need names or descriptions for that can't be read from the ROM directly (things like character names and job names will be read directly from the ROM you're editing and the labels will display as such). Thus, if you change DKnight in the ROM to DarkKn or something, then all the labels for that job will show DarkKn rather than DKnight. Likewise, if you decide you want to have a different elemental scheme, then instead of having to remember "ok whenever I see 'fire' in the editor that means 'water'", you can just go into the config file and overwrite the string "fire" with "water", and the editor will display "water" for you.
- I'm trying to get the editor to incorporate as much graphic data from the ROM as possible. For example, it currently reads the menu and font graphics from the ROM you're editing. This has a couple of advantages. First of all, if you changed the font/windows in your hack, the editor will look like that as well, so it adds to the look/feel/atmosphere. Secondly, if you changed some of the symbols to something else (like, let's say you took out the Whip weapons and added in, say, the Book weapons from FF3, so you changed the whip font symbol to look like the book symbol), then those changes will appear in the editor (so instead of having to remember "ok whenever I see a whip symbol that means book", you would just see the book symbol you put in there). Ideally though, I'd like it to also display things like, the weapon graphic for the weapon you're editing, with the correct palette (as opposed to the text description it has there right now). Likewise, the monster graphics and so on.

This is now being hosted on Romhacking.net!
http://www.romhacking.net/utilities/914/How you can help if you're interestedFor starters, you can download the demo and let me know what you think of both the idea itself and the implementation:
Windows XP (though it should work on pretty much any modern Windows)
I can also compile it for Unix if need be.
As well, if you have any information with regards to graphics; where the graphics (and particularly the palette information) for various game objects are stored, that would be most helpful. I know some of that information is posted here already, and I will certainly go digging for it when the time comes, but I think it's mostly related to characters and portraits. It'd be great to be able to read the graphics and palettes for spells, weapons, monsters, map tiles, etc. as well. Alternatively, if you know of a reliable technique for finding this type of information, that would be a great help as well.
Cheers!
The version hosted on the timecave in the link above will still be the more up-to-date one at any given time, but I will definitely be submitting periodic updates to RHDN. 
=== FF4kster is now on Github ===
For a variety of reasons, I am no longer actively developing FF4kster. However, I have uploaded all the source code to Github just in case the community wishes to pick up the torch. The code is in FreeBASIC and isn't very well commented, but I will still be actively responding to messages, so feel free to send me any questions you may have and I'll do my best to answer them.
I'm glad to have had the opportunity to contribute to the FF4 hacking community in a significant way.
FF4kster Github:
https://github.com/pinkpuff/ff4ksterFreeBASIC homepage:
http://freebasic.net/