Final Fantasy III NES Tweaks - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +---- Forum: Other Rom Hacking (https://www.ff6hacking.com/forums/forum-64.html) +---- Thread: Final Fantasy III NES Tweaks (/thread-4214.html) |
Final Fantasy III NES Tweaks - T92 - 05-24-2022 Hello everyone! I started to work on a new hack that will be called "Final Fantasy III NES Tweaks". The purpose it's to provide the original experience without some problems like the lack of a B-button dash, some useless commands, the fact that there it's no way to get Phoenix Downs even at the end of the game, or the lack of a Black Magic user other than the Black Mage at mid-game. If you have any suggestion to improve the game let me know in the replies. Link: https://www.romhacking.net/hacks/6869/ RE: Final Fantasy III NES Tweaks - SilentEnigma - 05-28-2022 Hi T29, looks like you're using Battle Interface Upgrade? If so, then FYI, there's a bug in the older versions (1.5 and below) that messes up the return animation for Jump. Check out the latest version which I just got around to releasing today after I saw your post. Best of luck with the project! RE: Final Fantasy III NES Tweaks - T92 - 05-28-2022 (05-28-2022, 04:14 PM)SilentEnigma Wrote: Hi T29, looks like you're using Battle Interface Upgrade? Thanks. RE: Final Fantasy III NES Tweaks - Gestahl - 05-30-2022 Hi there T29, great to see someone else giving some love to this forgotten gem. I've tinkered with the game many years ago and dug up some of my old notes about where is what inside the rom, maybe some of them can be of use to you. Here goes: Enemy stats are located from offset 60010 to 60E7F and consist of 16 bytes per enemy. Bytes are: Byte 00 = Level (determines effectiveness of attacks) Byte 01 – 02 = HP Byte 03 = Probability of using an AI attack over a regular physical attack Byte 04 = Skill Points (determines effectiveness of attacks) Byte 05 = Elemental Weakness Byte 06 = Magic Defense index Byte 07 = Magic Power Byte 08 = Attack Element Byte 09 = Attack index Byte 10 = Status attack Byte 11 = Elemental Resistance (the elements) Byte 12 = Defense index Byte 13 = Elemental Resistance (how elements in byte 11 are treated. 01 = absorbed, 20 = resistant) Byte 14 = AI script (=which script the enemy uses) Byte 15 = Drop/Steal index The order of enemies is the same as it appears in the FF3j Enemy Editor, e.g. the first 16 bytes are for Goblin, the next 16 bytes are for Carbuncle, etc. Quick explanation about bytes 06, 09, and 12: Much like Final Fantasy II, this game also doesn't use raw stats for Enemy Attack Power, Defense and Magic Defense in the enemy stats list. Rather, it refers to an index number. These indices are located from offset 61010 to 611EF and consist of 3 bytes per index. Bytes are: Byte 00 = number of Hits that are performed (for Attack index) or blocked (for Defense/M.Defense index) Byte 01 = Hit % (for Attack index) / Evasion % (for Defense/M.Defense index) Byte 02 = Attack power/Defense/Magic Defense As far as I could tell, the following indices have gone unused in the vanilla game: 39, 41, 42, 43, 44, 45, 46, 51, 71, 81, 105, 132, 151 Enemy AI scripts are located from offset 61210 to 61397 and are made up of 8 bytes per AI Script. AI scripts are always performed in sequence, with the 8 numbers inside a script being the spell index numbers: 00 = Flare 01 = Death 02 = Meteo 03 = Whirlwind 04 = Life2 05 = Holy 06 = Bahamut 07 = Quake 08 = Break2 09 = Drain 0A = Cure4 0B = Heal 0C = Wall 0D = Leviathan 0E = Fire3 0F = Bio 10 = Warp 11 = Aero2 12 = Soft 13 = Haste 14 = Odin 15 = Bolt3 16 = Kill 17 = Erase 18 = Cure3 19 = Life 1A = Safe 1B = Titan 1C = Break 1D = Ice3 1E = Shade 1F = Libra 20 = Confu 21 = Mute 22 = Ifrit 23 = Fire2 24 = Ice2 25 = Bolt2 26 = Cure2 27 = Exit 28 = Wash 29 = Ramuh 2A = Bolt 2B = Venom 2C = Blind 2D = Aero 2E = Toad 2F = Mini 30 = Shiva 31 = Fire 32 = Ice 33 = Sleep 34 = Cure 35 = Pure 36 = Sight 37 = Chocobo 38 = Atom Edge 39 = Flame 3A = Blizzard 3B = Thunder 3C = Poison 3D = Quake (enemy version) 3E = Glare (Petrify) 3F = Recovery 40 = Elixir 41 = Tsunami 42 = Flarewave 43 = Explode 44 = Glare (Sleep) 45 = Glare (Confusion) 46 = Breath 47 = Mindblast 48 = Summon Dorga Clone or Unne Clone 49 = Split (unused?) 4A = Megaflare 4B = Defense 4C = Bite 4D = Wallchange 4E = Split by itself (Searching if room is full) 4F = Split when hit physically 50 = Earthquake (Terrain) 51 = Quicksand (Terrain) 52 = Airblade (Terrain) 53 = Sinkhole (Terrain) 54 = Rapids (Terrain) 55 = Waterspout (Terrain) 56 = Tornado (Terrain) 57 = Cave In (Terrain) Also, for your information, the following AI scripts are unused in vanilla: 1, 3, 13, 14, 35, 37, 39, 41, 46. Plus, there's some empty space in the rom until offset 6140F, giving us room to create some custom AI scripts as well. More to come in a minute. Sorry for the double post, but I figured I'd rather split my responses before a single post becomes too long and confusing. Next up is the data about equipment and magic: Weapon data is located from offset 61410 to 616CF. Each weapon consists of 8 bytes. Bytes are: Byte 00 = Elemental Attack
Byte 01 = Hit %
Byte 02 = Attack Power
Byte 03 = Status Attack
Byte 04 = Spell cast when used as an item (7F = nothing)
Byte 05 = Special Properties (not really sure what this does, but the values are 7F for Onion Sword, FF for Shuriken, 80 for Arrows)
Byte 06 = Stat and Element Boost
Byte 07 = Job Class Usability Index
Armor data is located from offset 616D0 to 618CF. Each armor piece consists of 8 bytes. Bytes are:
Byte 00 = Elemental Resistance
Byte 01 = Evade %
Byte 02 = Defense
Byte 03 = Status Immunity
Byte 04 = Magic Defense
Byte 05 = unknown (always 0 for armor)
Byte 06 = Stat and Element Boost
Byte 07 = Job Class Usability Index (Always has bit 80 set for armor)
Black and White Magic are in descending order, from Level 8 to Level 1, from offset 618D0 to 61A8F Enemy Magic is from offset 61A90 to 61B4F Terrain Magic from offset 61B50 to 61BA7 Call Magic is in ascending order from Level 1 to Level 8, from offset 61BA8 to 61C67 Each spell consists of 8 bytes: Byte 00 = Element Byte 01 = Spell Hit % Byte 02 = Spell Power Byte 03 = Spell Type (damage, status, percent-based damage, etc)
Byte 04 = Target status needed? (eg Life spell only works on dead targets)
Byte 05 = Targeting, reflectability?
Byte 06 = Special Animation Pointer
Byte 07 = Job Class Usability IndexThe elemental byte consists of 8 bits each referring to the respective element. Elements are: 01 = Drain/Cure
02 = Dark Swords
04 = Thunder
08 = Ice
10 = Fire
20 = Wind
40 = Earth
80 = Holy
The status byte is one I'm mostly unsure of so don't quote me on this. I may have overlooked something here (it's been years after all). Status effects are (as far as I could tell from trial and error):
01 = unknown (confusion?)
02 = Poison
03 = 1/3 Petrify
04 = Blind
05 = 1/2 Petrify
07 = 2/3 Petrify
08 = Mini
10 = Mute
20 = Frog
28 = Frog
29 = Cured? (confusion?)
31 = Confusion
40 = Petrify
51 = Sleep
80 = Death
91 = Paralyze
99 = Paralyze
Much like the elemental byte, the byte for Stat and Element Boost consists of 8 bits which stand for:
01 = Bolt Magic up
02 = Ice Magic up
04 = Fire Magic up
08 = Spirit + 5
10 = Intelligence + 5
20 = Vitality + 5
40 = Agility + 5
80 = Strength + 5Finally, the job class usability byte determines which jobs can equip that piece of equipment. I don't know why there are so many doubles in there, it seems adding bit 80 to the byte doesn't change anything? Not sure. Anyway, Class Usability Indices are: 01 None 02: Monk, Ninja 03: Black Mage, Red Mage, Conjurer, Warlock, Summoner, Sage, Ninja 04: Warlock, Summoner, Sage, Ninja 05: White Mage, Red Mage, Shaman, Sage, Ninja 06: Shaman, Sage, Ninja 07: Dragoon, Ninja 08: Onion Kid, Thief, Dragoon, Ninja 09: Thief, Ninja 0A: Viking, Ninja 0B: Onion Kid, Fighter, Knight, Ninja 0C: Red Mage, Ninja 0E: Fighter, Knight, Ninja 0D: Knight, Ninja 0F: Mystic Knight, Ninja 10: White Mage, Black Mage, Red Mage, Conjurer, Warlock, Shaman, Summoner, Sage, Ninja 11: Bard, Ninja 12 White Mage, Black Mage, Scholar, Warlock, Shaman, Sage, Ninja 13: Geomancer, Ninja 14: Onion Kid, Fighter, Black Mage, Red Mage, Archer, Ninja 15: Archer, Ninja 16: Onion Kid, Fighter, Red Mage, Knight, Thief, Dragoon, Viking, Ninja 17: Onion Kid, Fighter, Red Mage, Knight, Thief, Scholar, Dragoon, Viking, Ninja 18: Fighter, Red Mage, Knight, Dragoon, Viking, Ninja 19: Onion Kid, Fighter, Knight, Dragoon, Viking, Ninja 1A:Fighter Knight Thief Dragoon Viking Conjurer Summoner, Ninja 1B: All but M. Knight 1C : Onion Kid, Fighter, Red Mage, Knight, Thief, Viking, Dragoon, Ninja 1D: Fighter, Red Mage, Archer, Knight, Thief, Dragoon, Viking, Ninja 1E: Monk, Karate Master, Ninja 1F: Archer, Scholar, Geomancer, Conjurer, Bard, Warlock, Shaman, Summoner, Sage, Ninja 20; All But M.Knight 21: Onion Kid, Fighter, Red Mage, Archer, Knight, Thief, Dragoon, Viking, Bard, Ninja 22: Onion Kid, Fighter, Red Mage, Archer, Knight, Thief, Dragoon, Viking, Ninja 23: Fighter, Archer, Knight, Dragoon, Viking, Ninja 24:White Mage, Black Mage, Red Mage, Conjurer, Warlock, Shaman, Summoner, Sage, Ninja 25: White Mage, Black Mage, Red Mage, Scholar, Geomancer, Conjurer, Warlock, Shaman, Summoner, Sage, Ninja 26: Fighter, Archer, Knight, Thief, Dragoon, Viking, Ninja 27: Black Mage, Red Mage, Conjurer, Warlock, Summoner, Sage, Ninja 28: White Mage, Red Mage, Conjurer, Shaman, Summoner, Sage, Ninja 29: Fighter, Monk, W.Mage, B.Mage, R.Mage, Archer, Knight, Thief, Scholar, Geom., Dragoon, Viking, Conj., Bard, Warlock, Shaman, Summoner, Sage, Ninja 2A: Fighter, Monk, Red Mage, Archer, Knight, Thief, Scholar, Geomancer, Dragoon, Viking, Karate Master, Bard, Ninja 2B: Knight, Mystic Knight, Ninja 2C: Onion Kid, Fighter, Red Mage, Archer, Knight, Dragoon, Viking, Ninja 2D:Conjurer, Summoner, Warlock, Shaman, Sage 2E: Black Mage, Warlock, Sage 2F: Black Mage, Red Mage, Warlock, Sage 30: White Mage, Shaman, Sage 31: White Mage, Red Mage, Shaman, Sage 32: White Mage, Red Mage, Archer, M.Knight, Shaman, Sage 33: White Mage, Shaman, Sage 34: Onion Kid, Fighter, Black Mage, Red Mage, Knight, Thief, Ninja 35: Scholar, Sage, Ninja 36: Knight, Dragoon, Viking, Ninja 37: Knight, Dragoon, Viking, Ninja 38: Karate Master, Ninja 39: Onion Kid 3A: Ninja 3B: Onion Kid, Fighter, Red Mage, Knight, Dragoon, Viking, M. Knight, Ninja 3C Onion Kid, Fighter, Red Mage, Knight, Dragoon, Viking, Ninja 3D: Warlock, Sage 3E: Shaman, Sage 3F: Conjurer, Summoner -Maybe it points to the Summon Spells in some way? 80 All Classes 81 None 82: Monk, Ninja 83: Black Mage, Red Mage, Conjurer, Warlock, Summoner, Sage, Ninja 84: Warlock, Summoner, Sage, Ninja 85: White Mage, Red Mage, Shaman, Sage, Ninja 86: Shaman, Sage, Ninja 87: Dragoon, Ninja 88: Onion Kid, Thief, Dragoon, Ninja 89: Thief, Ninja 8A: Viking, Ninja 8B: Onion Kid, Fighter, Knight, Ninja 8C: Red Mage, Ninja 8E: Fighter, Knight, Ninja 8D: Knight, Ninja 8F: Mystic Knight, Ninja 90: White Mage, Black Mage, Red Mage, Conjurer, Warlock, Shaman, Summoner, Sage, Ninja 91: Bard, Ninja 92 White Mage, Black Mage, Scholar, Warlock, Shaman, Sage, Ninja 93: Geomancer, Ninja 94: Onion Kid, Fighter, Black Mage, Red Mage, Archer, Ninja 95: Archer, Ninja 96: Onion Kid, Fighter, Red Mage, Knight, Thief, Dragoon, Viking, Ninja 97: Onion Kid, Fighter, Red Mage, Knight, Thief, Scholar, Dragoon, Viking, Ninja 98: Fighter, Red Mage, Knight, Dragoon, Viking, Ninja 99: Onion Kid, Fighter, Knight, Dragoon, Viking, Ninja 9A:Fighter Knight Thief Dragoon Viking Conjurer, Summoner, Ninja 9B: All but M. Knight 9C : Onion Kid, Fighter, Red Mage, Knight, Thief, Viking, Dragoon, Ninja 9D: Fighter, Red Mage, Archer, Knight, Thief, Dragoon, Viking, Ninja 9E: Monk Karate Master, Ninja 9F: Archer, Scholar, Geomancer, Conjurer, Bard, Warlock, Shaman, Summoner, Sage, Ninja A0; All but Mystic Knight A1: Onion Kid, Fighter, Red Mage, Archer, Knight, Thief, Dragoon, Viking, Bard, Ninja A2: Onion Kid, Fighter, Red Mage, Archer, Knight, Thief, Dragoon, Viking, Ninja A3: Fighter, Archer, Knight, Dragoon, Viking, Ninja A4:White Mage, Black Mage, Red Mage, Conjurer, Warlock, Shaman, Summoner, Sage, Ninja A5: White Mage, Black Mage, Red Mage, Scholar, Geomancer, Conjurer, Warlock, Shaman, Summoner, Sage, Ninja A6: Fighter, Archer, Knight, Thief, Dragoon, Viking, Ninja A7: Black Mage, Red Mage, Conjurer, Warlock, Summoner, Sage, Ninja A8: White Mage, Red Mage, Conjurer, Shaman, Summoner, Sage, Ninja A9: Fighter, Monk, W.Mage, B.Mage, R.Mage, Archer, Knight, Thief, Scholar, Geom., Dragoon, Viking, Conj., Bard, Warlock, Shaman, Summoner, Sage, Ninja AA: Fighter, Monk, Red Mage, Archer, Knight, Thief, Scholar, Geomancer, Dragoon, Viking, Karate Master, Bard, Ninja AB: Knight, Mystic Knight, Ninja AC: Onion Kid, Fighter, Red Mage, Archer, Knight, Dragoon, Viking, Ninja AD: Conjurer, Summoner, Warlock, Shaman, Sage AE: Black Mage, Warlock, Sage AF: Black Mage, Red Mage, Warlock, Sage B0: White Mage, Shaman, Sage B1: White Mage, Red Mage, Shaman, Sage B2: White Mage, Red Mage, Archer, M.Knight, Shaman, Sage B3: White Mage, Shaman, Sage B4: Onion Kid, Fighter, Black Mage, Red Mage, Knight, Thief, Ninja B5: Scholar, Sage, Ninja B6: Knight, Dragoon, Viking, Ninja B7: Knight, Dragoon, Viking, Ninja B8: Karate Master, Ninja B9: Onion Kid BA: Ninja BB: Onion Kid, Fighter, Red Mage, Knight, Dragoon, Viking, M. Knight, Ninja BC Onion Kid, Fighter, Red Mage, Knight, Dragoon, Viking, Ninja BD: Warlock, Sage BE: Shaman, Sage BF: Conjurer, Summoner -Maybe it points to the Summon Spells in some way. FF Onion Kid, Fighter, Monk, White Mage, Black Mage, Red Mage, Thief, Karate Master, Warlock, Shaman, Summoner, Ninja, Sage FE: Onion Kid, Fighter, Monk, White Mage, Black Mage, Knight, Thief, Scholar, Viking, Dragoon, Geomancer, Karate Master, Sage, Ninja FD: Knight, Scholar, Dragoon, Viking, Karate Master, Summoner, Ninja, Sage Some stuff about shops, treasures and steal/drop items: From offset 03C10 to ? (not sure where it ends) - Contents of all treasure chests in the game, in no particular order? From offset 21E10 to ? (again not sure where it ends, sorry)- Price for each item in the game, 2 bytes per item, sorted by item ID.
I never found the time to delve deep into the above two, so sorry if it's not accurate.
Shop locations are from offset 59D56 to 5A132. Shops begin with one byte, which is either 07 (Weapon shops), 08 (Armor shops), 09 (Item shops), or 0A (Magic shops), and always end with 00.
21B90 to 93 -> Group 20 (Potion, Potion, Potion, Potion) (Hi-Potion, Hi-Potion, Phoenix Down, Elixir) 21B98 to 9B -> Group 21 (Potion, BombShard, BombShard, Pillow) (OtterHead, LamiaScale, Bomb R. Arm, Bomb R. Arm) 21BA0 to A3 -> Group 22 (Potion, SouthWind, SouthWind, Midget Bread) (OtterHead, God's Wine, NorthWind, NorthWind) 21BA8 to AB -> Group 23 (Potion, Zeus' Rage, Zeus', Rage, Devil's Sigh) (OtterHead, SplitShell, God's Rage, God's Rage) 21BB0 to B3 -> Group 24 (BombShard, SouthWind, Zeus' Rage, Potion) (MuteCharm, Paralyzer, Devil's Sigh, Devil's Sigh) 21BB8 to BB -> Group 25 (Wooden Arrow, Holy Arrow, Iron Arrow, Light Arrow) (Fire Arrow, Ice Arrow, Medusa Arrow, Yoichi Arrow) 21BC0 to C3 -> Group 26 (Soft, Soft, Soft, Soft) (Soft, Soft, Soft, Soft) 21BC8 to CB -> Group 27 (EyeDrop, EyeDrop, Antidote, Antidote) (EyeDrop, EyeDrop, Antidote, Antidote) 21BD0 to D3 -> Group 28 (Potion, MaidKiss, EchoHerb, LuckMallet) (MaidKiss, EchoHerb, LuckMallet, Hi-Potion) 21BD8 to DB -> Group 29 (Hi-Potion, Hi-Potion, Hi-Potion, Hi-Potion) (Phoenix Down, Phoenix Down, Elixir, Elixir) 21BE0 to E3 -> Group 2A (Hi-Potion, Bomb R. Arm, Bomb R. Arm, Paralyzer) (OtterHead, MuteCharm, LilithKiss, LilithKiss) 21BE8 to EB -> Group 2B (Hi-Potion, NorthWind, NorthWind, Turtle Shell) (OtterHead, BlackHole, Imp's Yawn, Imp's Yawn) 21BF0 to F3 -> Group 2C (Hi-Potion, God's Rage, God's Rage, Paralyzer) (OtterHead, Barrier, ChocoRage, Dark Scent) 21BF8 to FB -> Group 2D (Bomb R. Arm, NorthWind, God's Rage, Potion) (LamiaScale, God's Wine, Turtle Shell, Earthdrum) 21C00 to 03 -> Group 2E (Hi-Potion, BlackHole, LilithKiss, Imp's Yawn) (Barrier, SplitShell, Dark Scent, ChocoRage) Tables 2F to 3C (from offset 21C08 to 21C77) are unused in vanilla! 21C78 to 7B -> Group 3D (Elixir, Elixir, Elixir, Elixir) (Onion Sword, Onion Sword, Onion Sword, Onion Shield) 21C80 to 83 -> Group 3E (Elixir, Elixir, Elixir, Elixir) (Onion Shield, Onion Helm, Onion Armor, Onion Sword) 21C88 to 8B -> Group 3F (Elixir, Elixir, Elixir, Elixir) (Onion Gloves, Onion Armor, Onion Helm, Onion Sword) And finally, the list of item IDs so you know which bytes to use if you want to change something: 02 = Cat Claws 03 = Dragon Claws 04 = Fairy Claws 05 = Hell Claw 06 = Nunchaku 07 = Tonfa 08 = Three Section Staff 09 = Mythril Rod 0A = Fire Rod 0B = Ice Rod 0C = Bolt Rod 0D = Omni Rod 0E = Staff 0F = Burning Staff 10 = Freeze Staff 11 = Bolt Staff 12 = Golem Staff 13 = Rune Staff 14 = Eldest Staff 15 = Hammer (Dummied?) 16 = Thor Hammer 17 = Battle Axe 18 = Great Axe 19 = Morning Star 1A = Thunder Spear 1B = Wind Spear 1C = Bloody Lance 1D = Holy Lance 1E = Knife 1F = Dagger 20 = Mythril Knife 21 = Main Gauche 22 = Orichalcum 23 = Air Knife 24 = Long Sword 25 = WightSlayer 26 = Golden Sword 27 = Mythril Sword 28 = Serpent Sword 29 = Freezing Sword 2A = Tyrfing 2B = Salamander 2C = Royal Sword 2D = Dual Tomahawk 2E = Ancient Sword 2F = Ashura 30 = Blood Sword 31 = Defender 32 = Triton Hammer 34 = Kiku Ichimonji 35 = Break Blade 36 = Excalibur 37 = Masamune 38 = Ragnarok 39 = Onion Sword 3A = Book of Fire 3B = Book of Ice 3C = Tome of Fire 3D = Book of Light 3E = Tome of Light 3F = Boomerang 40 = FullMoon Ring 41 = Shuriken 42 = Tome of Ice 43 = Diamond Bell 44 = Earthen Bell 45 = Rune Bell 46 = Madura Harp 47 = Dream Harp 48 = Lamia Harp 49 = Loki Harp 4A = Bow 4B = Great Bow 4C = Killer Bow 4D = Rune Bow 4E = Yoichi Bow 4F = Wooden Arrow 50 = Holy Arrow 51 = Iron Arrow 52 = Light Arrow 53 = Fire Arrow 54 = Ice Arrow 55 = Medusa Arrow 56 = Yoichi Arrow 57 --- 58 = Leather Shield 59 = Onion Shield 5A = Mythril Shield 5B = Ice Shield 5C = Heroic Shield 5D = Demonic Shield 5E = Diamond Shield 5F = Aegis Shield 60 = Gengi Shield 61 = Crystal Shield 62 = Leather Cap 63 = Onion Helm 64 = Mythril Helm 65 = Shell Helm 66 = Ice Helm 67 = Headband 68 = Scholar Hat 69 = Black Cowl 6A = Chakra Band 6B = Viking Helm 6C = Dragon Helm 6D = Feathered Hat 6E = Diamond Helm 6F = Genji Helm 70 = Crystal Helm 71 = Ribbon 72 = Vest 73 = Leather Armor 74 = Onion Armor 75 = Mythril Armor 76 = Shell Armor 77 = Ice Armor 78 = Flame Mail 79 = Kenpo 7A = Black Garb 7B = Mage Robe 7C = Viking Mail 7D = Black Belt 7E = Knight Armor 7F = Dragon Mail 80 = Bard Vest 81 = Scholar Vest 82 = Gaia Vest 83 = Demon Mail 84 = Diamond Mail 85 = Reflect Mail 86 = White Robe 87 = Black Robe 88 = Genji Armor 89 = Crystal Armor 8A = Rusty Armor 8B = Bronce Bracelet 8C = Onion Gloves 8D = Mythril Gloves 8E = Mythril Bracelet 8F = Thief Gloves 90 = Gauntlets 91 = Power Bracelet 92 = Rune Bracelet 93 = Diamond Bracelet 94 = Diamond Gloves 95 = Protect Ring 96 = Genji Gloves 97 = Crystal Gloves 98 = Magic Key 99 = Carrot 9A = Horn 9B = Eye 9D = Eureka key 9E = Wind Fang 9F = Fire Fang A0 = Water Fang A1 = Earth Fang A2 = Lute A3 = Sylx Key A4 = Midget Bread A5 = ? A6 = Potion A7 = HiPotion A8 = Elixir A9 = Fenixdown AA = Soft AB = MaidKiss AC = EchoHerb AD = LuckMallet AE = Eyedrop AF = Antidote B0 = OtterHead B1 = BombShard B2 = SouthWind B3 = Zeus Rage B4 = Bomb R. Arm B5 = NorthWind B6 = Gods Rage B7 = Earthdrum B8 = LamiaScale B9 = God's Wine BA = TurtlShell BB = Devil's Sigh BC = BlackHole BD = DarkScent BE = LilithKiss BF = Imp's Yawn C0 = SplitShell C1 = Paralyzer C2 = Mutecharm C3 = Pillow C4 = BombHead C5 = Barrier C6 = ChocoRage C7 = WhiteScent C8 = Flare C9 = Death CA = Meteo CB = WWind CC = Life2 CD = Holy CE = Bahamut CF = Quake D0 = Brak2 D1 = Drain D2 = Cure4 D3 = Heal D4 = Wall D5 = Leviathan D6 = Fire3 D7 = Bio D8 = Warp D9 = Aero2 DA = Soft DB = Haste DC = Odin DD = Bolt3 DE = Kill DF = Erase E0 = Cure3 E1 = Life1 E2 = Safe E3 = Titan E4 = Break E5 = Ice3 E6 = Shade E7 = Libra E8 = Confu E9 = Mute EA = Ifrit EB = Fire2 EC = Ice2 ED = Bolt2 EF = Cure2 F0 = Wash F1 = Ramuh F2 = Bolt F3 = Venom F4 = Blind F5 = Aero F6 = Toad F7 = Mini F8 = Shiva F9 = Fire FA = Ice FB = Sleep FC = Cure1 FD = Pure FE = Sight FF = Chocobo Last post for now, I swear. Anyway here's some stuff about jobs and level up data: From offset 720C0 to 721E5: Experience points needed for each level, consisting of 3 bytes per level. For all of the following tables, the Jobs are in the following order:
Onion Kid, Fighter, Monk, White Wizard, Black Wizard, Red Wizard, Archer, Knight, Thief, Scholar, Geomancer, Dragoon, Viking, Karate Master, Mystic Knight, Conjurer, Bard, Warlock, Shaman, Summoner, Sage, Ninja
Offset 69B31 to 69B88 lists the commands each job can use in battle, 4 bytes per job (which means the first 4 bytes are the commands of the Onion Knight, the next 4 are the commands of the Fighter, etc.).
Commands are:
05 Defend 06 Run 07 Escape 08 Jump 0C Peep 0D Scan 0E Steal 0B Terrain 0F Build Up 10 Sing 11 Scare 12 Cheer
14 Item15 Magic
Offset 72010 to 720BF has the base stats for all jobs, 8 bytes per job.
Bytes are:
Byte 00: Capacity cost to change to this job
Byte 01: Level needed to change to this jobByte 02: Strength Byte 03: Agility Byte 04: Vitality Byte 05: Intelligence Byte 06: Spirit Byte 07: Base MP Bonus Index Offset 721E6 to 732BD is a list of the stat tables for level-ups, so basically it tells which stats raise on every level for each job. It consists of 2 bytes per Level:
Byte 1: Stats that increase on this level (each bit refers to a stat, while bits 01, 02, 04 determine by how much these stats increase)
80 = Strength
40 = Agility
20 = Vitality
10 = Intelligence
08 = Spirit
04 – 01 = amount of the stat increase
Byte 2: Magic levels that increase on this level
80 = Magic Level 8
40 = Magic Level 7
20 = Magic Level 6
10 = Magic Level 5
08 = Magic Level 4
04 = Magic Level 3
02 = Magic Level 2
01 = Magic Level 1... and that's pretty much all the information I can offer. I hope some of it is of use to you. I found some of this stuff online ages ago, and some stuff I discovered on my own via lots of playtesting. What I don't know is how to make an editor out of all this stuff (I'm not a programmer) but I think it'd be really great to have one. Maybe one of the reasons why FFIII never got as much hacking love as other FF games is because of the lack of a good multi editor, which most other FF games have. So if anyone here has the knowledge, time and interest to make an editor for FFIII, please go ahead. RE: Final Fantasy III NES Tweaks - T92 - 05-30-2022 (05-30-2022, 02:57 AM)Gestahl Wrote: Hi there T29, great to see someone else giving some love to this forgotten gem. I've tinkered with the game many years ago and dug up some of my old notes about where is what inside the rom, maybe some of them can be of use to you. Here goes:Thanks, as small as it is, each piece of documentation is of great help to me. I hope one day someone will make an editor, or it could even be me if I have enough programming knowledge. RE: Final Fantasy III NES Tweaks - Gestahl - 05-31-2022 As for suggestions to improve the game, some points that I can think of off the top of my head: 1) If possible, fix the Item Upgrade bug and Magic Duplication bug. Both of these bugs allow you to basically cheat yourself through the game, either by giving you overpowered equipment early on or by multiplying your magic spells for infinite money. 2) Some job classes are severely underpowered and/or lack proper equipment. I'm looking mainly at the Bard and his really small selection of only three harps. Maybe at least increase the harps' attack power and/or the amount of equipment the Bard can wear. 3) The Terrain magic spells backfire a bit too often for my taste. Either decrease the chances of backfire, or decrease the damage it does to you. Several Terrain spells are also instant death spells, but with a rather low probability compared to the black magic spells Break2 and Death. Would it be possible to make Terrain magic selectable from a sub-menu instead of the spell being selected randomly? 4) With all the end game bosses being resistant to Holy, the Holy spell is pretty much useless. Remove Holy resistance from all bosses in the final dungeon. 5) Incorporate the dummy enemies Captain, Fury, GoldCoin, Phoenix, Hobgoblin, Spriggan, Hydra and Terrible Dragon at appropriate locations. Also, increase the encounter chances for Yellow Dragon, Green Dragon and Red Dragon (it takes ages finding them. On my first couple playthroughs, I wasn't even aware they existed.). I'm thnking numbers 2, 3, and 4 shouldn't be too difficult to implement with the knowledge we already have about the game. Not so sure about numbers 1 and 5, though. Do you have any information about monster formations and where they are stored in the rom, by any chance? RE: Final Fantasy III NES Tweaks - T92 - 05-31-2022 (05-31-2022, 01:20 PM)Gestahl Wrote: As for suggestions to improve the game, some points that I can think of off the top of my head:I doubled the power of harps and added them a status to inflict. I'll decrease the chance of backfire. Number 4 will be quite easy to do. (05-31-2022, 01:20 PM)Gestahl Wrote: 1) If possible, fix the Item Upgrade bug and Magic Duplication bug. Both of these bugs allow you to basically cheat yourself through the game, either by giving you overpowered equipment early on or by multiplying your magic spells for infinite money. I'll try to see what causes those bugs, if I find the data for the dragons I'll increase their encounter rate and replace the elixirs with onion equipment. |