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FF3SE-M

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(07-23-2014, 11:28 AM)Edrin Wrote: I did a little testing on this. I think theres a problem with SE recognizing the changes on load. When I made all of my changes the first time I edited the ROM, I could save to capacity with no ill-effects. I tested this by loading 128x128 sprites in the first(monster) sprite then last(esper) sprite, then the second and second to last, etc until all my space was gone. Saved, loaded the game and the sprites worked properly, tested by casting the edited espers. Made a video to show what I mean.

What I suspected first is that when saving, there was a maximum of "big" templates (128x128) and we couldn't had more than what SE has hardcoded. But as this video shows, it could be a similar problem when loading the ROM. I'll try to make my modifications in the code and compile SE instead of hex editing it. That way I'll be able to try more things until I find the solution.
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FF3SE-M - by madsiur - 11-09-2011, 09:47 PM
RE: Monster graphics and composition data relocalization patch - by madsiur - 07-23-2014, 02:26 PM

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