07-10-2013, 03:37 PM
author: Leviathan Mist
Download
MP Overflow Fix
This is a simple patch which raises the maximum number of hours the game can keep track of. The timer now maxes out at 255:59 instead of 99:59.
http://slickproductions.org/forum/index....pic=1831.0
Screen shots:
I haven't thoroughly tested this, but I don't foresee any issues if applied to a clean ROM. The IPS file does alter some things in the main menu and the save menu, all related to the timer, so if you have a custom layout or something, you may have to go in and reposition the timer.
UPDATE: The link to my website wasn't working, so I linked to the relevant post on the Slick Productions forums.
Download
MP Overflow Fix
This is a simple patch which raises the maximum number of hours the game can keep track of. The timer now maxes out at 255:59 instead of 99:59.
http://slickproductions.org/forum/index....pic=1831.0
MP Overflow Fix (Click to View)
In Final Fantasy III (US) there is a skill called Step Mine. This skill does damage based
on your total number of steps, and costs MP based on the total time played. I had created
a patch for the game that expands the timer to allow for up to 255 hours of gameplay to
be recorded. It was then brought to my attention, by 13375K31C43R, that this had an
adverse effect on Step Mine's MP cost. Since hours capped at 99, no rollover check was
put in place. At 128 hours, Step Mine's MP cost rolled over to 0. These patches will fix
this behavior when using my 255 hours patch.
The 199 patch will cap Step Mine MP cost at 199 (which was the natural maximum when hours
were capped at 99 - this is equivalent behavior to the original game and the choice for
purists who still want an expanded timer counter). It will cap at 199 when the timer
reaches 99:30, and will not go any higher when the hours go over 100.
The 255 patch will cap Step Mine's MP cost at 255. This will happen when the timer
reaches 127:30. It will not go any higher, nor will it roll over.
on your total number of steps, and costs MP based on the total time played. I had created
a patch for the game that expands the timer to allow for up to 255 hours of gameplay to
be recorded. It was then brought to my attention, by 13375K31C43R, that this had an
adverse effect on Step Mine's MP cost. Since hours capped at 99, no rollover check was
put in place. At 128 hours, Step Mine's MP cost rolled over to 0. These patches will fix
this behavior when using my 255 hours patch.
The 199 patch will cap Step Mine MP cost at 199 (which was the natural maximum when hours
were capped at 99 - this is equivalent behavior to the original game and the choice for
purists who still want an expanded timer counter). It will cap at 199 when the timer
reaches 99:30, and will not go any higher when the hours go over 100.
The 255 patch will cap Step Mine's MP cost at 255. This will happen when the timer
reaches 127:30. It will not go any higher, nor will it roll over.
Screen shots:
I haven't thoroughly tested this, but I don't foresee any issues if applied to a clean ROM. The IPS file does alter some things in the main menu and the save menu, all related to the timer, so if you have a custom layout or something, you may have to go in and reposition the timer.
UPDATE: The link to my website wasn't working, so I linked to the relevant post on the Slick Productions forums.