FF3SE-M
author: madsiur
Download
This patch relocalize the monsters graphics and their composition data respectively in the F2 and F1 bank of a 32Mbit expanded FF3US 1.0 rom with a header. The rom this patch is made from was expanded with FF3usME. You should do the same before applying the patch.
The goal of the patch is to relocate those data to a place where we could expand them with an editor, in this case FF3SE. This patch has not really a purpose if you do not use with a modified version of FF3SE (included in the downloadable package), unless you can convert a monster sprite to hex data and paste it in the rom.
You can still use FF3usME after applying the patch but you will be unable to see the monsters sprites or their molds(8x8 tiles composition). It's still possible however to edit formations and change the battle molds for instance.
The .rar archive include the patch, a modified version of FF3se, an anti-patch and two text files, one concerning the patch and the other the modified editor.
Those two files contains all the changes I made, in case someone wants to finish what I started.
The patch was extensively tested in normal battles and at the colosseum and even in special battles such as Kefka vs sabin&co and all the monsters graphics were loading properly.
If you find any problem with the patch, if you see that I missed something or if you find the bug or what is wrong with the modified editor, I would really like to know.
Here's the link to the page where the source of FF3se is available, for those who would be curious:
http://www.rpglegion.com/ff6/ff3se/index.htm
Here's a part of the readme.txt:
Old locations in the rom:
12AA20 12AA21 PTR Pointer to 8-High Monster Composition Data
12AA22 12AA23 PTR Pointer to 16-High Monster Composition Data
12AA24 12AE23 DATA Monster 8-High Composition Data
12AE24 12B423 DATA Monster 16-High Composition Data
297200 2CE3FF GFX Monster Graphics
new locations in the rom:
31AA20 31AA21 PTR Pointer to 8-High Monster Composition Data
31AA22 31AA23 PTR Pointer to 16-High Monster Composition Data
31AA24 31AE23 DATA Monster 8-High Composition Data *
31AE24 31B423 DATA Monster 16-High Composition Data *
320000 3571FF GFX Monster Graphics **
*Note that the Monster Composition Data can potentially ends at 31BE23
with the max space set in the modified FF3SE
**Note that the Monster Graphics data can potetially ends at 3671FF
with the max space set in the modified FF3SE.
changes mades to the code (*** means a change):
monster graphics starting offset
monster graphics starting offset (collosseum)
Monster composition pointers offsets
Monster composition pointers offsets(Colosseum)
Download
This patch relocalize the monsters graphics and their composition data respectively in the F2 and F1 bank of a 32Mbit expanded FF3US 1.0 rom with a header. The rom this patch is made from was expanded with FF3usME. You should do the same before applying the patch.
The goal of the patch is to relocate those data to a place where we could expand them with an editor, in this case FF3SE. This patch has not really a purpose if you do not use with a modified version of FF3SE (included in the downloadable package), unless you can convert a monster sprite to hex data and paste it in the rom.
You can still use FF3usME after applying the patch but you will be unable to see the monsters sprites or their molds(8x8 tiles composition). It's still possible however to edit formations and change the battle molds for instance.
The .rar archive include the patch, a modified version of FF3se, an anti-patch and two text files, one concerning the patch and the other the modified editor.
Those two files contains all the changes I made, in case someone wants to finish what I started.
The patch was extensively tested in normal battles and at the colosseum and even in special battles such as Kefka vs sabin&co and all the monsters graphics were loading properly.
If you find any problem with the patch, if you see that I missed something or if you find the bug or what is wrong with the modified editor, I would really like to know.
Here's the link to the page where the source of FF3se is available, for those who would be curious:
http://www.rpglegion.com/ff6/ff3se/index.htm
Here's a part of the readme.txt:
Old locations in the rom:
12AA20 12AA21 PTR Pointer to 8-High Monster Composition Data
12AA22 12AA23 PTR Pointer to 16-High Monster Composition Data
12AA24 12AE23 DATA Monster 8-High Composition Data
12AE24 12B423 DATA Monster 16-High Composition Data
297200 2CE3FF GFX Monster Graphics
new locations in the rom:
31AA20 31AA21 PTR Pointer to 8-High Monster Composition Data
31AA22 31AA23 PTR Pointer to 16-High Monster Composition Data
31AA24 31AE23 DATA Monster 8-High Composition Data *
31AE24 31B423 DATA Monster 16-High Composition Data *
320000 3571FF GFX Monster Graphics **
*Note that the Monster Composition Data can potentially ends at 31BE23
with the max space set in the modified FF3SE
**Note that the Monster Graphics data can potetially ends at 3671FF
with the max space set in the modified FF3SE.
changes mades to the code (*** means a change):
monster graphics starting offset
Code:
C1/210E: 69 00 ADC #$00
C1/2110: 85 64 STA $64
C1/2112: A5 65 LDA $65
C1/2114: 69 00 ADC #$00 ***
C1/2116: 85 65 STA $65
C1/2118: A5 66 LDA $66
C1/211A: 69 F2 ADC #$F2 ***
C1/211C: 85 66 STA $66
monster graphics starting offset (collosseum)
Code:
C3/AF8D: A9 F2 LDA #$F2 ***
C3/AF8F: 85 F7 STA $F7
C3/AF91: C2 20 REP #$20
C3/AF93: A9 00 00 LDA #$0000 ***
Monster composition pointers offsets
Code:
C1/217A: 6F20A8F1 ADC $F1A820 ***
C1/217E: AA TAX
C1/217F: 7B TDC
C1/2180: E220 SEP #$20
C1/2182: A400 LDY $00
C1/2184: BF0000F1 LDA $F10000,X ***
C1/2188: 992D82 STA $822D,Y
C1/218B: C8 INY
C1/218C: C8 INY
C1/218D: E8 INX
C1/218E: C01000 CPY #$0010
C1/2191: D0F1 BNE $2184
C1/2193: 8023 BRA $21B8
C1/2195: C220 REP #$20
C1/2197: ADAA81 LDA $81AA
C1/219A: 0A ASL A
C1/219B: 0A ASL A
C1/219C: 0A ASL A
C1/219D: 0A ASL A
C1/219E: 0A ASL A
C1/219F: 18 CLC
C1/21A0: 6F22A8F1 ADC $F1A822 ***
C1/21A4: AA TAX
C1/21A5: 7B TDC
C1/21A6: E220 SEP #$20
C1/21A8: A400 LDY $00
C1/21AA: BF0000F1 LDA $F10000,X ***
Monster composition pointers offsets(Colosseum)
Code:
C3/AFBF: A020A8 LDY #$A820
C3/AFC2: 84E3 STY $E3
C3/AFC4: A908 LDA #$08
C3/AFC6: 8007 BRA $AFCF
C3/AFC8: A022A8 LDY #$A822
C3/AFCB: 84E3 STY $E3
C3/AFCD: A920 LDA #$20
C3/AFCF: 85E6 STA $E6
C3/AFD1: 8599 STA $99
C3/AFD3: A9F1 LDA #$F1 ***
C3/AFFD: A9F1 LDA #$F1 ***
The following 2 users say Thank You to madsiur for this post:
• Gi Nattak (11-09-2011), Robo Jesus (12-24-2017)
• Gi Nattak (11-09-2011), Robo Jesus (12-24-2017)
Sounds really cool, however I cannot get the modified editor to load a ROM at all. =X
I'm not sure if it's something with my computer or what, but it gives me a generic application error upon trying to load my ROM. Something I'm doing wrong maybe?? Anyways, thanks for sharing this patch!
I'm not sure if it's something with my computer or what, but it gives me a generic application error upon trying to load my ROM. Something I'm doing wrong maybe?? Anyways, thanks for sharing this patch!
We are born, live, die and then do the same thing over again.
Did you opened a patched ROM? I just tried it. I downloaded my own patch, expanded a FF3US 1.0 ROM with a header to 32Mbits using FF3usME and applied my patch. After that I opened the modified editor and everything was there with the extra free space. I also tried the patch on a copy of my hack an everything in the editor was fine. I tried with an 32Mbit header-less ROM and I got that generic error saying it's not a valid ROM. Maybe the ROM you tried to load had no header?
The editor provided in the download cannot manage a regular ROM as the values of numerous offsets has been changed in the editor to make it usable with a ROM patched with relocalization.ips. The values changed in the editor also take in account the header (+200 bytes).
Edit: Using a FF3US V1.1 ROM won't work either as there is some glitches in the graphics in the editor after sprite #8 and the composition data of the subsequent sprites are all off .
The editor provided in the download cannot manage a regular ROM as the values of numerous offsets has been changed in the editor to make it usable with a ROM patched with relocalization.ips. The values changed in the editor also take in account the header (+200 bytes).
Edit: Using a FF3US V1.1 ROM won't work either as there is some glitches in the graphics in the editor after sprite #8 and the composition data of the subsequent sprites are all off .
11-10-2011, 01:08 AM
(11-09-2011, 11:58 PM)Madsiur Wrote: Did you opened a patched ROM? I just tried it. I downloaded my own patch, expanded a FF3US 1.0 ROM with a header to 32Mbits using FF3usME and applied my patch. After that I opened the modified editor and everything was there with the extra free space. I also tried the patch on a copy of my hack an everything in the editor was fine. I tried with an 32Mbit header-less ROM and I got that generic error saying it's not a valid ROM. Maybe the ROM you tried to load had no header?
The editor provided in the download cannot manage a regular ROM as the values of numerous offsets has been changed in the editor to make it usable with a ROM patched with relocalization.ips. The values changed in the editor also take in account the header (+200 bytes).
Edit: Using a FF3US V1.1 ROM won't work either as there is some glitches in the graphics in the editor after sprite #8 and the composition data of the subsequent sprites are all off .
Yeah, I made sure to carefully follow the directions of what kind of ROM to use, it's an expanded 32 Mbit ROM with a header. I suppose it must be my computer, as it seems to be a Windows error, not a wrong ROM error, but it's still strange that it won't work for me as all the other editors work fine, I'll have to try it on my other computer and see.
We are born, live, die and then do the same thing over again.
11-10-2011, 02:08 AM
(11-10-2011, 01:08 AM)Gi Nattak Wrote: I suppose it must be my computer, as it seems to be a Windows error, not a wrong ROM error, but it's still strange that it won't work for me as all the other editors work fine, I'll have to try it on my other computer and see.
That is strange..I wonder if anyone else will get that windows error...I suppose the original FF3se works on your computer. I only hex edited some variables and I didn't made any change to the core of the program. I didn't compiled a new .exe from a modified source either. I have no clue...
11-10-2011, 02:39 AM
amazing patch
thanks for making this
thanks for making this
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"
-HNIC
10-08-2012, 10:44 AM
Great! Now I get 8000 extra bytes to play with.
However, my rom is 1.1 version ... will this still work? What kind of risk will I be facing using a 1.1 version rom with this?
However, my rom is 1.1 version ... will this still work? What kind of risk will I be facing using a 1.1 version rom with this?
10-08-2012, 10:53 AM
Oh look... yic, disregard my post in the hacking discussion thread about this.
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
10-08-2012, 11:22 AM
(10-08-2012, 10:44 AM)yic17 Wrote: However, my rom is 1.1 version ... will this still work? What kind of risk will I be facing using a 1.1 version rom with this?
I don't think there would be any problem but I would use a 1.0 ROM to be sure. Someday I will recompile the editor to make this really work with 60000 bytes of free space.
10-08-2012, 01:11 PM
Why are you using 1.1? lol
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