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24 bit monster HP patch
Title: 24-bit Monster HP
Author: cklein0001 (aka CRK)
Download
This patch has been made for several years and was taken back up from the grave by Assasin (see this thread). It was made by CRK (cklein0001). The patch allow you to give monsters a HP up to 16 777 215. The patch must be applied to a ROM with a header.
The third byte of the HP is located from 0FD150 to 0FD2CF (CF/CF50 to CF/D0CF). The order of the monsters is the same than the one in FF3usME. As an example, if you want to edit samurai's HP (monster #004) you edit the byte at 0FD154.
Now let's say you want samurai to have 8 000 000 HP. That is 7A1200h. Use your windows calculator if you don't know the hexadecimal system. The byte at CF/D154 will be 7A. For the rest, you can edit the 1200h (4608) with FF3usMe or change manually it in the monsters data (0F0200 to 0F31FF), but I won't cover this.
Your monster will have 4608 HP on the first 2 bytes and 7 995 392 HP on the third one.
Edit: The FC 06 monster script command might behave differently with this patch since the condition would possibly be effective at different intervals depending of the value of the HP. I haven't tested the patch myself with a monster script so I can' tell for sure and maybe the FC 06 command works accordingly with the patch but would still check only below 65535 HP or less.
Author: cklein0001 (aka CRK)
Download
This patch has been made for several years and was taken back up from the grave by Assasin (see this thread). It was made by CRK (cklein0001). The patch allow you to give monsters a HP up to 16 777 215. The patch must be applied to a ROM with a header.
The third byte of the HP is located from 0FD150 to 0FD2CF (CF/CF50 to CF/D0CF). The order of the monsters is the same than the one in FF3usME. As an example, if you want to edit samurai's HP (monster #004) you edit the byte at 0FD154.
Now let's say you want samurai to have 8 000 000 HP. That is 7A1200h. Use your windows calculator if you don't know the hexadecimal system. The byte at CF/D154 will be 7A. For the rest, you can edit the 1200h (4608) with FF3usMe or change manually it in the monsters data (0F0200 to 0F31FF), but I won't cover this.
Your monster will have 4608 HP on the first 2 bytes and 7 995 392 HP on the third one.
Edit: The FC 06 monster script command might behave differently with this patch since the condition would possibly be effective at different intervals depending of the value of the HP. I haven't tested the patch myself with a monster script so I can' tell for sure and maybe the FC 06 command works accordingly with the patch but would still check only below 65535 HP or less.
The following 3 users say Thank You to madsiur for this post:
• Angelo26 (02-19-2012), Blue Mage Gab (09-09-2013), SSJ Rick (02-19-2012)
• Angelo26 (02-19-2012), Blue Mage Gab (09-09-2013), SSJ Rick (02-19-2012)
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