Difference between revisions of "Final Fantasy VI"

From Data Crystal
Jump to navigation Jump to search
m (Reverted edit of 71.239.132.37, changed back to last version by 24.13.205.99)
Line 1: Line 1:
With regard to periodic seasonal movements, or migration, our birds can be classified as belonging to one of four groups:
+
{{title|Final Fantasy III}}
 +
{{SNES| title = Final Fantasy III
 +
|image = [[Image:Final_Fantasy_VI.png|center]]
 +
|name = FINAL FANTASY 3
 +
|bank = HiROM
 +
|sram = 64 Kb
 +
|type = Normal + Batt
 +
|rom = 24 Mb
 +
|interleaved = No
 +
|country = USA
 +
|romspeed = 120ns (FastROM)
 +
|video = NTSC
 +
|checksum = Good 0x5F32 (version 1.0)<br>Good 0x8A60 (version 1.1)
 +
|crc32 = A27F1C7A (version 1.0)<br>C0FA0464 (version 1.1)
 +
|game = Final Fantasy VI
 +
|header = SWC
 +
|company = Square
 +
}}
  
      Whooping Crane #DAR 28-05: "Poe" in Wisconsin
+
{{Extensively Hacked|name=Final Fantasy III (US)}}
      © photo by Greg Scott, made in Wisconsin
 
  
      In our backyards, most of us won't see anything like the migrating Whooping Crane shown above, but there's a tiny possibility we might in certain neighborhood wildlife refuges and parks. Notice that the above crane is wearing radio transmitters with wire antennae hanging from them. These transmitters enable us to know exactly which of the very few Whooping Cranes the above bird is. She is  "Poe," officially known as DAR 28-05, and she was hatched in 2005. Poe has her own Web Page where you can read all about her migratory journeys and see her when she was just a chick. And if you live between the Whooping Cranes' summer home and their winter home, someday you may see her at your place! You may want to check out the Operation Migration Web Page describing an effort to bring back the almost-extinct Whooping Crane by teaching young cranes to migrate between Wisconsin and Florida.
+
==Utilities==
    * Permanent residents, or just "residents," are non-migrating birds such as House Sparrows who remain in their home area all year round.
+
* [http://www.angelfire.com/pq/jumparound/ Final Fantasy 3 us Multi Editor] The most advanced Final Fantasy VI editor
 +
FF3usME menu:
 +
* FF3usSpriteEd, a character sprite editor
 +
* EventDump extraction/insertion utility, a DOS script modifier
 +
* FF3h, an advanced SRAM editor
 +
* [http://www.rpglegion.com/ff6/hack/ff3edit.zip Final Fantasy 3 Edit], is another powerful editor for Final Fantasy III (U) (v1.0) only, created by Yousei, continued by Eizneckam
 +
* Final Fantasy VI Sprite Editor, an advanced sprite editor
 +
* Final Fantasy VI Veldt Monster Finder, used to find any monster you want on the Veldt
 +
* Final Fantasy VI Doom Gaze Finder, used to find where Doom Gaze is hiding
 +
* FF3us/6 Shop Editor, this program edits the shop data from the ROMs
  
    * Summer residents are migratory birds such as Purple Martins who arrive in our Northern backyards in the spring, nest during the summer, and return south to wintering grounds in the fall.
+
==Hacks==
 +
* [http://www.rpglegion.com/ff6/hack/evade.htm Evade Bug Fix]. The way the game is supposed to work is that evade increases your chance of dodging physical attacks, and mblock increases you chance of dodging magical attacks. Due to a bug, mblock helps increase the chance to dodge both physical and magical attacks, and evade has no use. The same bug also disables other features that were meant to be in the game, such as the blind status and the bead relics, which due to this bug also have no effect.
 +
* [http://www.rpglegion.com/ff6/hack/vanish.htm Vanish/Doom Fix]. For those who dont know, if you cast Doom or any other instant death spell on a vanished enemy it automatically kills them, even monsters who are supposed to be immune to instant death (including most bosses). This means that you can kill almost every enemy simply by casting Vanish on them followed by Doom. The only enemies you can't kill with this are enemies that are immune to Vanish. This patch will fix the the bug that causes this and make the spells hit normally.
 +
* [http://www.rpglegion.com/ff6/hack/rippler.htm Rippler Bug Fix]. Rippler is a lore that swaps the statuses of the target and the attacker. It's only supposed to swap the following statuses: Blind, Zombie, Poison, Invisible, Imp, Count, Image, Mute, Berserk, Confuse, Seizure, Sleep, Regen, Slow, Haste, Stop, Shell, Safe, Wall, Life 3, Float. Due to a bug, it swaps all statuses, including strange statuses like Shadow's Dog Block, Terra's Morph, and Gau's Rage, among others. If Interceptor will no longer block for Shadow in your game, you've most likely fell prey to this bug. This patch fixes Rippler so that it only swaps the statuses that it's supposed to.
 +
* [http://www14.brinkster.com/assassin17/patches.htm#anchor2 Genji Glove damage reduction fix]. Repairs the 25% physical damage reduction caused by Genji Glove so that the cut happens just when you have two weapons.  Normally, that penalty would occur only if you had the Genji Glove on and one or no weapons equipped; hence the need for the fix, since that obviously doesn't make any sense.
 +
* [http://www14.brinkster.com/assassin17/patches.htm#anchor4 Magic Damage Overflow fix]. Repairs the main Magic Damage Calculation function to make sure damage stays within a 16-bit value.  Previously, there was nothing preventing magical attacks from overflowing the damage counter, wrapping it to some paltry number; try a Level 99 character with 140+ Magic Power and Ultima to see the bug in action.  Thankfully, Square did foolproof all (?) the other functions that can increase damage, minimizing my work.
 +
* [http://www14.brinkster.com/assassin17/patches.htm#anchor24 Jump Megafix]. There are five bugs involving Jump here, a couple specific to Ogre Nix. This patch fixes all those bugs.  If you're interested in how it does that or more info on the bugs themselves, consult the Readme, particularly Sections 0 and 6.
 +
* [http://www14.brinkster.com/assassin17/patches.htm#anchor21 That Damn Yellow Streak fix]. Repairs a minor graphical bug in Gogo's skill menu.
 +
* [http://masterzed.cavesofnarshe.com/ff3.html Invert damage if Undead fix]. Fixes this attack property to work correctly. In doing so, Acid Rain and Virite no longer heal the Undead (like Runic for example), and Seizure now heals the Undead as it should. Seizure is the most noticable effect of the patch since things such as Whispers on the Phantom Train no longer degenerate (along with Gau if he uses the Rage, so now it has a profitable effect).
 +
* [http://masterzed.cavesofnarshe.com/ff3.html FC 05 enemy command bugfix]. This patch fixes the behavior of the FC 05 enemy script conditional command. In the normal game, FC 05 counterattacks the first damaging blow dealt (HP or MP), and after that it counterattacks anything. The bugfix makes it so that FC 05 only counterattacks HP or MP damaging attacks. This should, at the same time, fix a targeting bug in which FC 05 doesn't change targets if the last attacker didn't do damage, since now it only counters HP or MP damaging attacks.
 +
* [http://www.angelfire.com/al2/imzogelmo/patches.html Multi-Steal fix]. There are two errors associated with multiple steal attempts in this game. First, the stolen items are not all added to your inventory (only the last successful steal is actually added). Second, the message display window does not clear in between steal animations, meaning that the first item name is the one that is displayed for all subsequent successful steals. This patch now corrects both.
 +
* [http://www.blitzkrieg.finalconquest.net/ff3usht.html Final Fantasy III (US) HardType v1.2].  This makes the game MUCH harder and adds more flavor than the original.  It changes so much to the game that there isn't enough room here to explain it all...so check the site for a load of screens to help explain some things.  Enjoy!
 +
* [http://www.rpglegion.com/ff6/hack/graphics.htm Original Graphics Patch]. When Final Fantasy VI was translated some of the graphics for the monsters were censored. This patch restores those graphics to the original. The following monster graphics are affected: Dahling, Madam, Critic, Barb-e, Chadarnook(Goddess form), Goddess, L. 80 Magic. The Siren esper is also restored to its original graphics.
 +
* [http://www.rpglegion.com/ff6/hack/rage.htm Rage Patch]. This patch allows you to get the 3 rages you can't normally obtain (Allo Ver, Chupon, and Siegfried). It does not, however, let you use the Pugs rage. After beating Allo Ver in the cave on the Veldt, it will appear on the Veldt normally. If you fight Chupon or Siegfried in the Coliseum (win or lose), they will also appear on the Veldt.
 +
* [http://www.tales-cless.org/?page=romhack Final Fantasy VI title screen mod]. This patch was created by Yazoo for his French translation of FFVI. It changes the FFIII title screen back into the original Final Fantasy VI. Also removes the black and white title screen.
 +
* [http://www.tales-cless.org/?page=romhack Enemy AI data mover]. If custom monster making is your thing, you might want this. I noticed a lot of custom monster hacks overwrote existing enemy scripts, and this will give you enough space to write your custom monsters without doing so. This patch is a very simple ASM hack that moves the enemy attack pattern data to the end of the ROM. This will give you plenty of space for you to create complex custom monsters without overwriting the scripts of the existing ones. Also great for if you are doing a detailed hack that requires the rewriting of many, if not all the monsters. Note that you are still limited to 65535 bytes of data, though. Note: This is strictly meant for people who hack monsters using hex editing programs only. Editors will not recognize the fact that the data was moved.
 +
* [http://masterzed.cavesofnarshe.com/ff3.html Slot derigging hack]. This branches past the code that rigs Setzer's Slot command against you when trying to get attacks such as Bahamut, and leaves it to your own timing to get the right combination. At least with this, you can't blame the game when you miss the last 7.
  
    * Winter residents are migratory birds who have "come south" for the winter to our backyards. White-throated Sparrows, who are summer residents in much of Canada, are winter residents in much of the U.S.
+
===Translations===
 +
* [http://www.rpgone.net RPGOne] -- has retranslated the game from the original Japanese. Their translation is "much more faithful to the original Japanese game with regards to the translation, the extras, and the graphics." Additionaly, they provide optional patch fixes for glitches overlooked in the original release.
  
    * Transients are migratory species who nest farther north than our neighborhoods, but who winter farther south; thus we see them only during migration, when they are "just passing through."
+
==Miscellaneous==
 +
* This game was released in the United States as Final Fantasy III.
 +
* There are two versions of the U.S. release.  The only known bug version 1.1 fixes is the Sketch bug, which 1.0 brought out in force due to some data shifts that occurred in the translation.
  
Sometimes a bird species that's present in our neighborhood the whole year can also be migratory. The American Robin migrates, though in most of the U.S. it can be seen year round. If you live in Missouri, for instance, the robins you've seen all summer may, during fall migration, head south to Texas, while the robins you see during the winter may have nested in Canada.
+
==Known Dumps==
 +
* Final Fantasy VI (J)
 +
* Final Fantasy III (U) (V1.0) [!]
 +
* Final Fantasy III (U) (V1.1) [!]
  
In general, in the Northern Hemisphere, the farther north you go and the more severe the winters become, the greater is the percentage of birds migrating south to warmer climes during the northern winter. It's been estimated that of the 215 or so species of bird nesting in Michigan, about 90 percent migrate to some extent. More than 100 species who spend summer in the U.S. completely leave the country to winter in the West Indies and/or Latin America.
+
==External Links==
WHY MIGRATE?
+
* [http://www.angelfire.com/pq/jumparound/ Lord J's web site]
 +
* [http://www.rpglegion.com/ff6/index.htm Terii Senshi's Final Fantasy VI Encyclopedia]
 +
* [http://masterzed.cavesofnarshe.com/ Master ZED's Unoriginal White Sheet]
 +
* [http://www14.brinkster.com/assassin17/ assassin17's Barren webpage]
 +
* [http://www.tales-cless.org/?page=romhack Phantasian Productions' ROM hack page]
 +
* [http://www.blitzkrieg.finalconquest.net/ BlitzKrieg Innovations]
 +
* [http://www.tales-cless.org/docs/ff6hack.htm Cless' ROM Hacking Guide]
 +
* [http://www.angelfire.com/pq/jumparound/ff3romOffsets.html Lord J FF3us / FF6j offsets compendium]
 +
* [http://www.rpglegion.com/ff6/hack/code2.txt Terii ASM Dump of Bank 2]
 +
* [http://members.aol.com/cklein0001/ CKlein's (aka ValiantKnife's) website, including ROM map]
  
The main advantage of migration is easy enough to guess. During northern winters there's little food, and cold temperatures make life hard. Farther south, there's more food and less cold.
+
[[Category:Super Nintendo games]][[Category:Final Fantasy VI]]
 
+
{{final fantasy}}
Birds do not migrate because they figure out that they need to. It's been shown that, at least in some birds, changes in day length cause glands in the birds' bodies to produce hormones that produce profound changes inside the birds, changes that prepare them for the flight south. In the fall, as days grow shorter, fat accumulates under the skin. This fat contains energy needed for those coming days when the birds will be spending more energy flying than they'll be eating during their occasional rests. Weather changes sometimes trigger a migration's start, but by then the birds are already prepared. If The urge to migrate must be very powerful. Starlings caged as their migration time approaches become extremely fidgety and point their bodies in the direction they want to fly toward.
 
 
 
Watching bird migration take place is one of the most exciting and interesting things a birder can do, and it's something you can see in your own backyard. Especially in the spring when birds are in their bright courtship plumage and males are lustily singing, it's a pure joy to walk around taking note of which species have arrived. In the fall, as Northern-Hemisphere migrants head back south, they're much quieter and their plumage is more drab. They're harder to identify, too. Nonetheless, their passage is still a majestic event to behold.
 
MIGRATORY FLYWAYS
 
 
 
Major flyways of North American migrating birds
 
 
 
When migrants start moving, they form broad, diffuse waves that merge into great "rivers" of birds, and the four main North American "rivers," or "flyways," are shown above. The bird species in these great bird-rivers in the sky pass specific spots on the map at more or less predictable times. For instance, when spring's first Yellow Warblers, which winter from southern Mexico south to Peru and Brazil, return northward each year they reach southern California and southern Florida around April 1. By May 1, their "northern front" lies along a line running between Washington State and New York State. By June 1, they've reached the Arctic region of northern Canada.
 
BIRD BANDING
 
 
 
Banding a duck, photo by Rex Gary Schmidt, courtesy of US Fish & Wildlife ServiceMany ornithologists, or biologists who study birds, capture birds in filmy, almost invisible "mist nets," take notes on them, place small, number-bearing, aluminum-alloy bands on the birds' legs, and then release the birds. A small percentage of these banded birds is caught a second time, sometimes far from the first capture point. Birders send information the bird-banding information they gather to the Bird Banding Laboratory at Laurel, Maryland. Anyone supplying information on a banded bird caught or found receives information describing where and when the bird was banded. The picture at the right shows a duck being banded.
 
 
 
Through bird banding, it's been discovered that many individual birds migrate back and forth to the very same wintering and nesting spots, often thousands of miles apart.
 
MORE INFORMATION
 
 
 
On the web there's much more information on bird banding at the Patuxent's Bird Banding Laboratory
 
 
 
One of the most beautiful and inspirational bird-oriented films ever made is the documentary Winged Migration. For that film they raised ducks, geese and other birds from the egg and trained them to allow themselves to be filmed from very close, as the birds were flying in a variety of beautiful locations.At the right you review and buy the film, and farther to the right, the book.
 

Revision as of 22:03, 26 November 2007

Template:Title


Final Fantasy III
Final Fantasy VI.png
Name FINAL FANTASY 3
Company Square
Header SWC
Bank HiROM
Interleaved No
SRAM 64 Kb
Type Normal + Batt
ROM 24 Mb
Country USA
Video NTSC
ROM Speed 120ns (FastROM)
Revision {{{revision}}}
Checksum Good 0x5F32 (version 1.0)
Good 0x8A60 (version 1.1)
CRC32 A27F1C7A (version 1.0)
C0FA0464 (version 1.1)
ROM map | RAM map | Text table | Notes | Tutorials

Template:Extensively Hacked

Utilities

FF3usME menu:

  • FF3usSpriteEd, a character sprite editor
  • EventDump extraction/insertion utility, a DOS script modifier
  • FF3h, an advanced SRAM editor
  • Final Fantasy 3 Edit, is another powerful editor for Final Fantasy III (U) (v1.0) only, created by Yousei, continued by Eizneckam
  • Final Fantasy VI Sprite Editor, an advanced sprite editor
  • Final Fantasy VI Veldt Monster Finder, used to find any monster you want on the Veldt
  • Final Fantasy VI Doom Gaze Finder, used to find where Doom Gaze is hiding
  • FF3us/6 Shop Editor, this program edits the shop data from the ROMs

Hacks

  • Evade Bug Fix. The way the game is supposed to work is that evade increases your chance of dodging physical attacks, and mblock increases you chance of dodging magical attacks. Due to a bug, mblock helps increase the chance to dodge both physical and magical attacks, and evade has no use. The same bug also disables other features that were meant to be in the game, such as the blind status and the bead relics, which due to this bug also have no effect.
  • Vanish/Doom Fix. For those who dont know, if you cast Doom or any other instant death spell on a vanished enemy it automatically kills them, even monsters who are supposed to be immune to instant death (including most bosses). This means that you can kill almost every enemy simply by casting Vanish on them followed by Doom. The only enemies you can't kill with this are enemies that are immune to Vanish. This patch will fix the the bug that causes this and make the spells hit normally.
  • Rippler Bug Fix. Rippler is a lore that swaps the statuses of the target and the attacker. It's only supposed to swap the following statuses: Blind, Zombie, Poison, Invisible, Imp, Count, Image, Mute, Berserk, Confuse, Seizure, Sleep, Regen, Slow, Haste, Stop, Shell, Safe, Wall, Life 3, Float. Due to a bug, it swaps all statuses, including strange statuses like Shadow's Dog Block, Terra's Morph, and Gau's Rage, among others. If Interceptor will no longer block for Shadow in your game, you've most likely fell prey to this bug. This patch fixes Rippler so that it only swaps the statuses that it's supposed to.
  • Genji Glove damage reduction fix. Repairs the 25% physical damage reduction caused by Genji Glove so that the cut happens just when you have two weapons. Normally, that penalty would occur only if you had the Genji Glove on and one or no weapons equipped; hence the need for the fix, since that obviously doesn't make any sense.
  • Magic Damage Overflow fix. Repairs the main Magic Damage Calculation function to make sure damage stays within a 16-bit value. Previously, there was nothing preventing magical attacks from overflowing the damage counter, wrapping it to some paltry number; try a Level 99 character with 140+ Magic Power and Ultima to see the bug in action. Thankfully, Square did foolproof all (?) the other functions that can increase damage, minimizing my work.
  • Jump Megafix. There are five bugs involving Jump here, a couple specific to Ogre Nix. This patch fixes all those bugs. If you're interested in how it does that or more info on the bugs themselves, consult the Readme, particularly Sections 0 and 6.
  • That Damn Yellow Streak fix. Repairs a minor graphical bug in Gogo's skill menu.
  • Invert damage if Undead fix. Fixes this attack property to work correctly. In doing so, Acid Rain and Virite no longer heal the Undead (like Runic for example), and Seizure now heals the Undead as it should. Seizure is the most noticable effect of the patch since things such as Whispers on the Phantom Train no longer degenerate (along with Gau if he uses the Rage, so now it has a profitable effect).
  • FC 05 enemy command bugfix. This patch fixes the behavior of the FC 05 enemy script conditional command. In the normal game, FC 05 counterattacks the first damaging blow dealt (HP or MP), and after that it counterattacks anything. The bugfix makes it so that FC 05 only counterattacks HP or MP damaging attacks. This should, at the same time, fix a targeting bug in which FC 05 doesn't change targets if the last attacker didn't do damage, since now it only counters HP or MP damaging attacks.
  • Multi-Steal fix. There are two errors associated with multiple steal attempts in this game. First, the stolen items are not all added to your inventory (only the last successful steal is actually added). Second, the message display window does not clear in between steal animations, meaning that the first item name is the one that is displayed for all subsequent successful steals. This patch now corrects both.
  • Final Fantasy III (US) HardType v1.2. This makes the game MUCH harder and adds more flavor than the original. It changes so much to the game that there isn't enough room here to explain it all...so check the site for a load of screens to help explain some things. Enjoy!
  • Original Graphics Patch. When Final Fantasy VI was translated some of the graphics for the monsters were censored. This patch restores those graphics to the original. The following monster graphics are affected: Dahling, Madam, Critic, Barb-e, Chadarnook(Goddess form), Goddess, L. 80 Magic. The Siren esper is also restored to its original graphics.
  • Rage Patch. This patch allows you to get the 3 rages you can't normally obtain (Allo Ver, Chupon, and Siegfried). It does not, however, let you use the Pugs rage. After beating Allo Ver in the cave on the Veldt, it will appear on the Veldt normally. If you fight Chupon or Siegfried in the Coliseum (win or lose), they will also appear on the Veldt.
  • Final Fantasy VI title screen mod. This patch was created by Yazoo for his French translation of FFVI. It changes the FFIII title screen back into the original Final Fantasy VI. Also removes the black and white title screen.
  • Enemy AI data mover. If custom monster making is your thing, you might want this. I noticed a lot of custom monster hacks overwrote existing enemy scripts, and this will give you enough space to write your custom monsters without doing so. This patch is a very simple ASM hack that moves the enemy attack pattern data to the end of the ROM. This will give you plenty of space for you to create complex custom monsters without overwriting the scripts of the existing ones. Also great for if you are doing a detailed hack that requires the rewriting of many, if not all the monsters. Note that you are still limited to 65535 bytes of data, though. Note: This is strictly meant for people who hack monsters using hex editing programs only. Editors will not recognize the fact that the data was moved.
  • Slot derigging hack. This branches past the code that rigs Setzer's Slot command against you when trying to get attacks such as Bahamut, and leaves it to your own timing to get the right combination. At least with this, you can't blame the game when you miss the last 7.

Translations

  • RPGOne -- has retranslated the game from the original Japanese. Their translation is "much more faithful to the original Japanese game with regards to the translation, the extras, and the graphics." Additionaly, they provide optional patch fixes for glitches overlooked in the original release.

Miscellaneous

  • This game was released in the United States as Final Fantasy III.
  • There are two versions of the U.S. release. The only known bug version 1.1 fixes is the Sketch bug, which 1.0 brought out in force due to some data shifts that occurred in the translation.

Known Dumps

  • Final Fantasy VI (J)
  • Final Fantasy III (U) (V1.0) [!]
  • Final Fantasy III (U) (V1.1) [!]

External Links

Template:Final fantasy