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Addressing the FF6LE Map Corruption Issue

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A lot of us visual graphical hackers whom have limited knowledge of assembly and other coding languages are required to use ingenuity in our hacking methods. Hence the over 65535 enemy HP script made by Lord Envoy and myself.
The following is only theoretical, but in essence should work. A lot of us whom use both FF3usME and FF6LE may have experienced a map or data corruption error when opeing your rom up in FF6LE. I don't know if it's due to FF3usME or FF6LE, but I copy and pasted the diagnosis to Lord J via email.
He replied with.....
Quote:As for FF3LE, the log file you sent me tell us that the editor chokes on the compressed data stream length. Map or tiles? Dunno. But as I have posted some time ago on Mnrogar, FF3usME swaps a tile bank with a map bank. This swap doesn't bother the game in any ways but if FF3LE has some hardcoded pointers, it may expect to work with map data but in reality it turns out to be tile data. I'll have to get my ol' build machine running and see this for myself.



The Solution
My simple and obvious, but effective temporary fix is to just hack on a default rom with no content modified and manually transfer it over via ips patching. This is theoretical, but should work like a charm, you just need to put forth a little extra effort into get what you're wanting done.
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Addressing the FF6LE Map Corruption Issue - by Zeemis - 11-20-2011, 08:43 PM

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