(I was going to wait until finishing the last tale, but meh, I wanted to get started early.)
GeneralThe After Years runs on what appears to be a heavily modified FF4 Advance engine. The engine has been improved drastically, and plays as well as or better than the original SNES engine. There is no slowdown what-so-ever (this is likely due to the platform it's running on), and all bugs from every version appear to have been fixed. The gameplay, outside of new content, is nearly identical to the SNES original, so all of the research in this forum for the original also applies to this version (unlike the DS version which had some pretty significant changes).
The game's translation is based on the DS version. Dialogue in flashbacks is lifted directly from that version, and all of the DS names for things are used. For the most part, that's a good thing (I didn't like a few random enemy name changes in the DS version, but most were either identical to the GBA version or modernized to current standards). The translation of the content exclusive to this version of the game is lacking in comparison, but certainly not bad at all.
ControlsI play with the classic controller, and it is nearly identical to the DS version, which was a slightly modified SNES scheme. A is action, B is cancel, X opens the menu, and Y switches characters on the field. In battle, + pauses (+ is always used as Start, while - is Select, since they're in the same positions those buttons would be on a SNES controller), Y switches between characters with full ATB gauges, and holding R runs (no need to hold both L and R). There is no option to remap controls.
You can also play it with the remote held sideways; the control scheme is a bit odd compared to playing a NES game that way. 1 acts like B and 2 like A, which is standard, but + acts like Y, A acts like X, and B paired with a direction on the control pad acts like L or R. It's playable that way, but I'm glad I picked up a classic controller. Unfortunately the game is not compatible with the GameCube controller, so you can't use the SNES to Wii adapter from RetroZone to play it.
You can play the game with up to four people, but since I only have one remote, I haven't tried it out. It likely works identically to playing with two players in the original.
You can hold B to dash in towns, like all of the remakes. There is no option for auto-dash.
Menu InterfaceFor the most part, it's the GBA version. The menus are nearly identical, the text boxes are limited to three lines, etc. The game runs in widescreen, and appears to be set up so that everything will display properly on a 4:3 screen as well. You can make the game run window boxed if you'd like, which I'm guessing is for TV's with a lot of overscan, and also move the screen around. Lots of options to get the best picture possible, more so than your typical console game. Oddly, brightness correction is probably the only thing missing, and that's only odd because so many other options are provided. The font appears to be a TTF, instead of a bitmap, probably for better scaling and anti-aliasing.
The Settings (Config) menu lacks a few options from the GBA version (which was already lacking a lot from the SNES version). One thing you'll notice immediately is the lack of a Bestiary option. The DS bestiary sucked, and they left it out entirely this time...

Like the DS version, the ATB gauge in battle switches to a action time gauge after inputting a command, which shows you exactly why Jump is slower when you have a full party. (I've mentioned it before, but when you input a lot of commands that execute immediately, like Attack, the time gauge for Jump will stop. This goes for any command or magic spell that takes a longer time to cast.) If I was in charge of this version, I think I'd say "screw faithfulness" and make the timers run even when actions were taking place, queuing the actions. This way any long commands you input would likely execute right after the attacks were finished, same with enemy attacks, and the whole game would be even faster.
Pressing Right when inputting commands in battle gives you another small command menu, with the options to Defend, Swap Rows, and use Band attacks. You cannot bring this menu up by pressing Left, which may throw you off when you want to switch rows for the first time (the Band tutorial pretty much insures you'll see this menu ahead of time, though).
Treasure is displayed in a window right on the battle field after finishing a battle, instead of on its own screen. The cool EXP gauges from the DS version didn't make it onto this screen (on the plus side, you can still get more than one item per battle, unlike that version).
Battle EngineEnemy rows are back, for the first time since the PSX port. Additionally, targeting is back to normal, instead of the awful bottom enemy first targeting used by the GBA version.
Fire and Ice-elemental armor no longer makes the wearer weak against the other. This is likely true for holy and dark, as well. This seems to be intentional, and not a bug, given how well the rest of the game was done.
Like the DS version, you only get a single arrow from treasure chests/battles, and arrows do not decrease in battle.
Enemies have the ability to target multiple characters with physical attacks (not an attack chain; a single attack that hits more than one character). Was this available but unused in other versions?
The only possible bug I've found: Occasionally, after setting Berserk status on a character, the ATB bar will fill, then empty, and need to refill again before an attack will be made. This seems semi-random and doesn't always occur, hence why I'm labeling it as a bug.
That reminds me, unlike the DS version, the ATB bar does not empty when receiving a status effect, swapping weapons, etc. This was easily the most annoying part of the DS battle engine, so I'm glad its gone.
Reptiles are called Demons in this.

Sprites' outlines glow when certain status effects have been applied: Protect, Shell, Reflect, Haste, Slow. This applies for both characters and enemies. The spells work like the originals (they can be applied more than once to gain additional benefits), which will probably throw off some newer players who don't understand that Protect does not reduce damage by half on its first casting.
Monster sprites are tinted purple when poisoned, red when berserk, and pulse green when they have sap (HP leak). Characters also pulse green. Additionally, monster sprites flip backwards when confused, like later games. Monster and character sprites are also flipped when surprised/attacked from behind. I wish this stuff made it into the GBA version...
I need to test it more in-depth, but something has changed about weapons that deal extra damage to certain enemy types. Edge with lightning claws in one hand does very little damage to a machine, rather than the almost guaranteed 9999 he's get in the original. This might invalidate my blood sword findings, if these weapons are no longer doing 4x damage.
Update: Ugh, my initial tests show it may only deal 1.5x damage. Absolutely awful, compared to 4x. This had to have been done to nerf Yang and Ursula in the final dungeon, they'd completely tear through everything in there with the old damage formula.
Haste and Slow affect Doom's counter in this version, as you would expect.
Commands(I'm only covering the new/modified ones; see the other topics for the original FF4 commands)
AwakeningCeodore's command, this refills his HP and doubles his attack and defense power for three turns, then drops him down to single digits of HP. Should the battle conclude before the Awakening status wears off, his HP will be set to single digits afterward.
BardsongThis is the DS name for Edward's Sing command, but it does not work like it did in the DS version. It's like the original, but has received a very interesting change - it can now be targeted manually, and defaults to a single ally. When casting on allies, it uses four beneficial songs (Healing Harmony = Cure, Life's Anthem = Cura, Guardian's Ballade = Protect and Shell, Hastemarch = Haste). When casting on enemies, it uses the same songs as the original command did. Like the original, it can also fail. I'm not sure if Toadsong is sung when a toad, since there was no opportunity in the tale.
Big ThrowThis is Luca's command. Remember how the dwarven axe was thrown like a boomerang? That wasn't the case in the DS version, and it's not in this one either. Instead, this command allows you to throw any weapon like a boomerang. It does not make the weapon anti-aerial, but it does make it long range.
BlessThe DS name for Fusoya's Regen/Spirit Wave command. They changed it again; we all know the original was useless, the DS version made it into a pretty efficient way to restore MP, and this version tried (and failed) to make it even better. The command puts Fusoya into "lockdown" mode like the SNES original, but only for three turns. During this time, about 5% of HP and MP will be restored each turn.
BlessingRosa's command that replaces Pray, and it essentially
is Pray from the DS version. It restores about 10% of HP and MP. Not to be confused with Bless.
ChakraUrsula's command seems to have been lifted from FF5, much like her sprite. This restores some HP and cures some status effects (likely poison and blind, if it really was ripped from FF5, need to test, status effects never really came up in that tale).
Cover-CounterYang's new command which replaces Gird/Brace. This works identically to Cecil's Cover command, except Yang will counter attack the enemy after taking a hit for another character. The command can be targeted to Yang, but it does not do anything. When in use, it changes to Cease Cover, just like Cecil's command. It should be noted that Yang does not have an auto-cover ability.
DanceBrina's command, and not like the Dance commands from FF5 or FF6 at all. This one uses (semi) random white magic spells on the party. It's known to use Cure, Cura, Esuna, Raise, Protect, Shell, and Blink.
Gil TossHarley's first command, lifted from FF5. Gets stronger with level; I never really used it since it seemed too weak.
JiveCalca's command. Dance to use a (semi) random enemy skill on all targets. Gives you the ability to inflict lots of status effects, but there are also a few good attacks in the mix, like Thermal Rays. I need to make a list of the skills it can use.
Human KiteThis is Zangetsu's ripoff of Jump. Works identically, from what I can tell, seems to take slightly longer to "charge," though.
IllusionsIzayoi's command, she dances and confuses a single enemy. Success rate seems pretty high; it's probably level based, but I'm not sure.
PrayThis replaces Porom's Cry command. It seems to work just like the original but casts Cura - it may actually be percentage based, but there wasn't enough HP difference in the tale to notice it.
Piercing SightHarley's other command. This casts Dispel on an enemy and can set an elemental weakness. The game does not tell you which weakness was set, unfortunately. I really had no opportunity to test this one (I should see if it can be targeted at characters to test the Dispel part, at least).
PressureOne of Golbez's unique commands, this casts a paralysis spell on a single enemy. The success rate seems standard for Paralysis (see DL2's status thread).
Risk StrikeCid's new command, it doubles his attack power but reduces (halves?) his hit rate.
SalveThis is the DS name for Edward's Heal/Medicine command. Like the DS version, you get a menu to select an item, and then that item is used on all characters at full power. It uses one item per target, and will fail if you do not have enough items (it
will let you select that item though, which is kind of annoying).
ShurikenGekkou's command, it's like Throw, but only shurikens (both kinds) can be chosen.
Smash and GrabThis replaces Edge's Steal command; it's probably just an alternate translation for the Plunder command from the GBA version. It works the same way - attack and steal at the same time.
StealI said I wouldn't cover FF4 commands, but it's worth pointing out that this has moved to Tsukinowa, and that he does a happy dance after successfully stealing. I wonder if we can make Locke do that in Pandora's Box...
TauntGoblez's other command. This makes the next enemy attack target Golbez. It works sort of like Runic in FF6; all attacks will be directed towards Golbez until he does something else. Multi-targeted magic is not affected by this.
TenketsuUrsula's other command, gained near the end of the tale. This is like attack, except occasionally you hit a weak point or elemental weakness and do double damage. That seems to be random (as in, having the correct claws on does not guarantee the elemental weakness hit, and not having them on does not prevent it).
Bands(Will add later)
Items and EquipmentSee aspire's savestate hacking guide
here for a full list. I just want to note a few things here:
0x2B Blood Sword Attack: 45
Absorbs HPMight not do extra damage against giants or flans. I need to retest this since my finding about enemy type weaknesses.
0x18C Queen’s Whip Attack: 5
Can turn enemies into pigsThis weapon is essentially the piggy's stick, but with abysmal attack power and limited to women. Any female character can equip it, not just Rydia and Harley. Of course, that means there is one character who can make great use of this: Ursula. Attack power doesn't matter to her, so it's a great weapon to pair with a claw when fighting magic users.
GraphicsThe character sprites are now 16x24, instead of 16x16. The new sprites were clearly based on ones from FF6 (some, like Cecil, are almost painfully obvious), but I think I see a bit of influence from Square's other SNES RPGs. The old 16x16 sprites are used in flashbacks, and parts of Porom's Tale. The characters only seem to have the same animations they would in the original, they're not nearly as expressive as FF6. On the plus side, the battle animations are more inspired by FF4 and look a lot better than FF6's "jump in walking forward pose" attacks.
Almost all of the other graphics have been taken from FF4 Advance. This means that, even though there is a ton of space on the screen, some monsters are still tiny compared to the SNES originals. There have been some minor changes made, mostly to add a few new tiles in dungeons, such as the rocks you can climb in the mountain tileset. There is one new tileset, which doesn't really fit FF4's style. There are also a few new sprites added here and there.
There are a few new monster graphics. The first encountered is the Mysterious Girl's battle sprite, which honestly doesn't fit FF4's style at all. There are also edits of the worm and Malboro sprites, which are really good looking. I only wish there had been a few more; you fight Kirin, but it's just a palette swapped Chimera. It would've been great to fight the FF6 sprite. That wouldn't have taken any more work, since the assets are already there (and they obviously had access to them to make the character sprite edits).
There is a gradient "fog" effect coming from the left and right side of the screens in dungeons. This obscures some of the dungeon, and is probably intended to reduce the screen size a bit (the original dungeons seem tiny in this game, since you can see almost the entire map at one).