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FF3SE-M
02-28-2015, 03:41 PM
Well I got a bad news and a good news. The bad news is that I was able to recompile FF3SE with Visual Studio 2010 but I get an error when I execute the new built. So at that point my project of fixing the loading bug Edrin ponted out in this video was lost. Also, I wanted to add expanded space management tab to relocate the graphics where you want in the ROM.
The good news is today I managed to fix the bug by hex editing FF3SE executable. I was able to insert 8 or 9 Atma Weapon sprite at the beginning/end of monsters/espers and they all showed correctly when I loaded the ROM for the second time, which was not the case in Edrin's video. At that point I had used ~20000 of the 62200 free bytes.
I updated the original post with a new zip file to download. I would like to thank Edrin for pointing me in the right direction. That been said, I might code a formation editor like FF3usME to be able to see the monster in the editor. Right now you can edit formation but FF3usME load garbage graphics which makes it a bit hard to see where are the monsters on the battle screen.
The good news is today I managed to fix the bug by hex editing FF3SE executable. I was able to insert 8 or 9 Atma Weapon sprite at the beginning/end of monsters/espers and they all showed correctly when I loaded the ROM for the second time, which was not the case in Edrin's video. At that point I had used ~20000 of the 62200 free bytes.
I updated the original post with a new zip file to download. I would like to thank Edrin for pointing me in the right direction. That been said, I might code a formation editor like FF3usME to be able to see the monster in the editor. Right now you can edit formation but FF3usME load garbage graphics which makes it a bit hard to see where are the monsters on the battle screen.
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