FF3USME battle script change
#2
Edit: Which monster ID is Hell Rider? After seeing this post, it seems it could be an unmentioned FF3usME addition.

What FF3usME say it does is fixing the Mag Roader script end (adding $FF) so Mag Roader does not take Wild cat script as counterattack script. But making a binary comparison of two ROM tells me FF3usME reorganize all scripts and pointers with that fix. Nothing game changing to my knowledge other than fixing the mentioned bug. It's also hard to trace a single byte change in that context.

Original script:
Code:
Main script
F0 EE EE EF - Random attack: Battle, Battle, Special
FD          - End turn
F0 00 05 05 - Random attack: Fire (34%), Fire 2 (66%)
FF          - End main script
[FF3usME adds a FF here]

Counterattack script (Wild Cat script beginning)
FC 13 01 01 - If there is only one monster left...
F0 B3 FE FE - Random attack: Fire Ball (34%), no attack (66%)
FE          - End counter
F0 EE EE FE - (implied "If attacked...") Random attack: Battle (66%),
             no attack (34%)
FD          - End counter (implied "End script")
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Messages In This Thread
FF3USME battle script change - by Rodimus Primal - 09-16-2016, 09:00 AM
RE: FF3USME battle script change - by madsiur - 09-16-2016, 10:39 AM
RE: FF3USME battle script change - by Imzogelmo - 09-16-2016, 09:50 PM

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