So while adding Magic to the normal attack as a possibility seemed great on the surface, it would be Way too complicated to actually use properly. I was wrong, there is no unknown byte in data that can be written in ROM that I could use for a secondary spell index on weapons.
But one thing you can do, and quite easily may I add is add Command-Executions to the normal Fight Routine, to simulate things like the "Thief Dagger" and the "Dancing Knife" from FFV in FFIV.
Applicable Commands
Peep - E153 (Doesn't show damage, but does display actual data)
Steal - E1CC (Works perfectly)
Salve/Item Master - E2DC (Consider using as a Specialty for Cid!)
Regen - E3FA (Applicable. Puts Character using it out of commission as Regen begins could be interesting on a really good weapon)
Twin - E46F(Only to be used on a Twin Only Weapon!)
Kick - E6B4 (A Hit-All Attack from the normal attack! Now that is cool!)
Focus- E7F0 (Works as you'd expect, except damage isn't shown on the first attack, again another interesting facet to a powerful weapon)
X-"Aim" - E836 (Could potentially result in an Extraneous amount of extra damage, (Because it will go through the Fight Routine again and may possibly trigger again) it may be best to avoid this one.)
X-Hide - E876 (Appears to make it use on the enemy? May not be worthwhile, is worth rechecking.)
Sing - E900 (Almost as if it was made for this! The attack connects, the animation is shown, and the damage is displayed.
X-Jump - E954 (Does weird things, cannot be used.)
X-Parry - E9D0 (It does not display the damage done, nor the attack animation, but it does still do the normal damage, there could be a work around.)
Dark Wave - E9E9 (Acts like Kick as one would expect, will need to add a custom animation store before it.)
Recall - EA1A (Works perfectly! No complaints here.)
X-Boast - EAC3 (It gives the Int. Bonus to the foe (or friend) it strikes... not very useful.
X-Cry - EAE6 (??? It's very difficult to say if its doing anything at all.)
X-Grimoire - EC0D (While they work and the correct graphics show, the damage dealt is normal weapon damage and it doesn't seem as if it can be specially targeted.
So with this upcoming hack you will be able to tie command executions to weapons!
I will likely have to cannibalize a different routine if I want Magic+Weapon Strike. (though there may be a handful of space I can use here if I want to) It's not a difficult thing to set up in theory. The only problem is that the damage displayed may be slightly off from what it actually is.
And there goes my entire day! This one was much more painful than I thought it would be only because of hunting down the byte which wouldn't let you apply a status twice (in this case Calcify). This means that you could that an Imbued Weapon would use its special command Once and that would be it because you can't apply the same status on top of another status.
I searched RAM and ROM high and low and finally found the answer in an unlikely spot. Unfortunately fixing this problem was a lot more taxing than I had originally planned... however the final effort is all worth it. This hack includes "Command Executions" for 10 weapons in the game and after agonizing over space limits (I had to cut one out eventually) for several hours I finally put it together in a very efficient manner.
I would say this is my most impressive hack yet, but I say that for every hack I make say... take that with a grain of salt.
Unlike some of my other hacks, this fits into the game Seamlessly. There's nothing inherently "hackish" about it. (Well... somewhat). This will feel almost natural in some respects. Also I have some great news about Visual effects! The place where they are stored has a Lot of room. The problem with our approach is that we kept overwriting one visual effect with another. When there's at least room for 10 linear visual effects. This will lend itself to very interesting possibilities in the future.
Now this hack is only for the Right Hand (Sorry Palom and Kain) I had no room to fit in a Left Hand Check.
Imbued Weapons (I think I stole that name from one of Deathlike2's hacks?) Code

7/4/2014 - Changed the code to be more efficient to compensate for unforeseen difficulties.
[code]
(Changed "Is Target Charging? Than divide Defenses by 2" into "Is Caster using a Calcify1 Weapon? If so branch to routine.")
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$03/C740 AD 9F 26 LDA $269F [$7E:269F] A:0000 X:0000 Y:0000 P:envMxdiZC - Load Caster's Attack Status Byte 2 into A.
$03/C743 29 01 AND #$01 A:0001 X:0000 Y:0000 P:envMxdizC - Is it Calcify 1?
$03/C745 F0 06 BEQ $06 [$C74D] A:0001 X:0000 Y:0000 P:envMxdizC - If not, branch to next portion of Defense determination...
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$03/C747 AD 9C 26 LDA $269C [$7E:269C] A:0001 X:0000 Y:0000 P:envMxdizC - Load Caster's Accuracy into A.
$03/C74A 20 E6 CB JSR $CBE6 [$03:CBE6] A:0063 X:0000 Y:0000 P:envMxdizC - Jump to Imbued Weapons Subroutine - (Past Status clearing)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$03/CBDB 7B TDC A:0001 X:0014 Y:0001 P:envMxdizc - Transfer Direct Page (Clear A without using 2 bytes.
$03/CBDC AA TAX A:0000 X:0014 Y:0001 P:envMxdiZc - Transfer A to X.
$03/CBDD 9E A0 33 STZ $33A0,x[$7E:33A0] A:0000 X:0000 Y:0001 P:envMxdiZc - Store Zero in Statuses to Inflict on Enemies (this gets rid of Calcify, which is the catalyst for this particular hack and this data sits atop the ruins of the broken Calcify Weapon Routine so nothing is lost)
$03/CBE0 E8 INX A:0000 X:0000 Y:0001 P:envMxdiZc - +1 to X
$03/CBE1 E0 1F 00 CPX #$001F A:0000 X:0001 Y:0001 P:envMxdizc - Has X gone all the way to 33BF in clearing?
$03/CBE4 D0 F7 BNE $F7 [$CBDD] A:0000 X:0001 Y:0001 P:eNvMxdizc - If not, branch back to Clearing.
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$03/CBE6 20 79 83 JSR $8379 [$00:8379] A:0012 X:000F Y:0000 P:envMxdizc - Jump to RNG Routine (00 to Accuracy)
$03/CBE9 C9 32 CMP #$32 A:000B X:0000 Y:0000 P:envMxdizc - Is it 50 or above?
$03/CBEB 90 54 BCC $54 [$CC41] A:000B X:0000 Y:0000 P:eNvMxdizc - If not, branch to end of routine.
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$03/CBED A9 FF LDA #$FF A:0010 X:0000 Y:0000 P:eNvMxdizc - Load All Enemies into Targeting
$03/CBEF 8D D3 26 STA $26D3 [$7E:26D3] A:00FF X:0000 Y:0000 P:eNvMxdizc - Store A in Monster Targets.
$03/CBF2 AD B3 26 LDA $26B3 [$7E:26B3] A:00FF X:0000 Y:0000 P:eNvMxdizc - Load Right Handed Weapon
$03/CBF5 C9 06 CMP #$05 A:0005 X:0000 Y:0000 P:envMxdizc - Is it the Poison Claw?
$03/CBF7 D0 08 BNE $08 [$CC01] A:0016 X:0000 Y:0000 P:envMxdizC - If not, branch to next Weapon Check.
$03/CBF9 A9 CE LDA #$CE A:0016 X:0000 Y:0000 P:envMxdiZC - Load Kick Graphic into A.
$03/CBFB 8D C4 33 STA $33C4 [$7E:33C4] A:00CE X:0000 Y:0000 P:eNvMxdizC - Store A in Audiovisual Code
$03/CBFE 4C B4 E6 JMP $E6B4 [$03:E6B4] A:00CE X:0000 Y:0000 P:eNvMxdizC - Jump and Stay with Kick Routine
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$03/CC01 C9 0B CMP #$0B A:000B X:0000 Y:0000 P:envMxdizC - Is it the Change Rod?
$03/CC03 D0 03 BNE $03 [$CC08] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC05 4C 1A EA JMP $EA1A [$03:EA1A] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Recall Routine
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$03/CC08 C9 11 CMP #$11 A:0011 X:0000 Y:0000 P:envMxdizC - Is it the Silver Staff?
$03/CC0A D0 03 BNE $03 [$CC0F] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC0C 4C DC E2 JMP $E2DC [$03:E2DC] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Salve(But moreso Item Master, so the released patch will include Item Master, normal Salve will probably heal Foe, if I had to guess)
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$03/CC0F C9 17 CMP #$17 A:0017 X:0000 Y:0000 P:envMxdizC - Is it the Darkness Sword?
$03/CC11 D0 08 BNE $08 [$CC1B] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC13 A9 C5 LDA #$C5 A:0016 X:0000 Y:0000 P:envMxdiZC - Load Dark Wave graphic into A.
$03/CC15 8D C4 33 STA $33C4 [$7E:33C4] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Store A in Audiovisual Code.
$03/CC18 4C E9 E9 JMP $E9E9 [$03:E9E9] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Jump to Dark Wave Routine.
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$03/CC1B C9 20 CMP #$20 A:0020 X:0000 Y:0000 P:eNvMxdizc - Is it the Ancient Sword?
$03/CC1D D0 03 BNE $03 [$CC22] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC1F 4C FA E3 JMP $E3FA [$03:E3FA] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Regen Routine
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$03/CC22 C9 3B CMP #$3B A:003B X:0000 Y:0000 P:eNvMxdizc - Is it the Silver Knife?
$03/CC24 D0 03 BNE $03 [$CC29] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC26 4C CC E1 JMP $E1CC [$03:E1CC] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Steal Routine
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$03/CC29 C9 3F CMP #$3F A:003F X:0000 Y:0000 P:eNvMxdizc - Is it the Crystal Sword?
$03/CC2B D0 03 BNE $03 [$CC30] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC2D4C F0 E7 JMP $E7F0 [$03:E7F0] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Focus Routine.
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$03/CC30 C9 46 CMP #$46 A:0046 X:0000 Y:0000 P:eNvMxdizc - Is it the Dummy Weapon?
$03/CC32 D0 08 BNE $08 [$CC3C] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to Sing
$03/CC34 A9 C5 LDA #$C5 A:0016 X:0000 Y:0000 P:envMxdiZC - Load Dark Wave Animation into A.
$03/CC36 8D C4 33 STA $33C4 [$7E:33C4] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Store A in Audiovisual Code
$03/CC39 4C E9 E9 JMP $E9E9 [$03:E9E9] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Jump to Dark Wave Routine
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$03/CC3C 4C 00 E9 JMP $E900 [$03:E900] A:0016 X:0000 Y:0000 P:eNvMxdizc - Jump to Sing Routine
Despite my complaining about space, if I would have been a little wiser I could have saved a lot more. I only noticed now that I used JSR's instead of JMP's for the Commands when there is no longer (the STZ code that is at the start was once at the end... yeah, I'm a poor programmer) reason for them being there. And only now are they being changed... hmm, I wonder if this will give me enough space to put the Peep Weapon back in...
No thanks, that thing wasn't that great either. Instead I opted to give the Dummy Crystal Sword Dark Wave. In the end I had one byte to spare. Well again, this was an incredible adventure.
You can expect the patch forthcoming, here is what you can expect in it...
Silver Dagger - Steal
Silver Staff - Salve/Item Master
Ancient Sword - Regen
Poison Claw - Kick
Crystal Sword - Focus
Harps - Sing
Darkness Sword - Dark Wave
Change Rod - Recall
Dummy - Dark Wave
Along with several equipment changes to make these... actually work.
No pictures this time I'm afraid, its a difficult thing to actually portray.
And the Patch is done! It uses Vivify93's absolutely awesome ProjectII Patch as a base for several reasons...
One, treasure put in all of its proper spots.
Two, better translation.
Three, bug fixes.
Four, general improvements.
This patch includes Imbued Weapons and Item Master.
In addition is the changing of several weapons stats to reflect their new purposes.
The Poison Claw loses Poison and is now the "Martial Claw" when you attack with it is has a chance to use Kick.
The Change Rod now has Immense physical power for a Caster's weapon of that level and randomly uses Recall.
The Silver Staff is now the Scholar Staff that can be bought for a princely sum at the Silvera Weapon Shop, it can randomly use Item Master.
The Darkness Blade (called Shadow in the normal FFIV translations,, confusing) can use Dark Wave and when used from a weapon it curiously does not reduce HP.
The Ancient Sword's power has been immensely upgraded its ability is a powerful Regen. So you have to be careful when and how you use it, it has lost Curse though.
The Silver Knife is now the Thief's Knife which can be found lying around as always, it goes without saying its ability is Steal.
The Medusa Blade (broken piece of junk... entire point of this hack anyhow...) has been replaced by the Coral Sword, which is a rare drop from Baron Guards. But they've had their drop table changed so it may be worth grinding for. Its power is on par with the other Elemental Swords and we know that Lightning rules the day in the Tower of Babil.
The Ragnarok now has Focus as its ability so using it can be a double edged sword, you may stall yourself for several turns in a row.
On the other hand this hack introduces the Dark Crystal Sword. A copy of the Crystal Sword (Ragnarok) but two handed (yep, really created it there...). Its ability is Dark Wave, which can be Very useful late game and with the added bonus of not losing any life when its used. The Dark Crystal Sword is obtained along with the Ragnarok so you can mix and match as you please, per the situation.
Last but not least the Charmer's Harp becomes the Siren's Harp... I bet you can guess what it will do. Taking a cue from Paladin's old mod, Rydia can equip Harps as well so it is worth holding onto this for her return.
As for character changes... there's only been one.
Edward has lost Salve(now (Item)Lord (Item Master)) and it now belongs to Cid.
I should give a brief synopsis of what ItemLord does... ItemLord will read the first usable item in your inventory and split it, it can be used on Friend or Foe. Single, in case you want that powerful attack magic item to focus on a single target, or multiple for when you're in a bit of trouble and everyone could use a bit of healing or if you're down to your last man and a mass Life Potion can turn the tides. ItemLord is used in this because of Salve, because Salve will only target whoever it is currently targeting and use that assigned item spell on it. Default that is a use of a Cure Potion for deficient amount of healing, granted in Project II it's a cure potion for Cure3 Potion healing, but... it would be on the enemy.
I decided to give it to Cid because you might Actually need it when he's in the party, rather than breezing through the Dark Knight portion of the game with yet another useless skill.
And without further ado, here is the patch...
Keep in mind it must be a v1.1 and Unheadered! (I made this mistake too many times.)
And please, give me your thoughts on it!