CoN 25th Anniversary: 1997-2022
My Expert Rendition of FFVI

Posted: 16th November 2003 06:21

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Black Waltz
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i meant to say "dark" stats >_>

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Posted: 16th November 2003 21:20

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Chimera
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Just to let everyone know, the rom file was named "i90east's FFVI Hard Version 1.0.smc.smc". Some emulators have problems with this, so you can fix it by renaming the file to "i90east's FFVI Hard Version 1.0.smc". If you download the file anytime after this post then it's already fixed.

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Posted: 17th November 2003 05:12

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Chocobo Knight
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I must say, Kudo to you i90east .. I recently started playing this and the change can be noted in the very first battles of the game .. Heck, I lost three in a row to the Marshal! LOL, I like the added dialogue, and I plan on playing into the game to see the secrets you added and what not ..

What program did you use to do all these switches in the game and change things around? I've heard of something called SNESTool but have too much of a life with School and Work and all to download and learn something that sounds complicated. It might be simple .. is that what you used or something else?
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Posted: 17th November 2003 22:48

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Chimera
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I actually used 4 different programs. They're all dedicated to FFVI.

FF3usME
This is the best program. It allows you to edit monster stats, monster battle scripts, character stats, colloseum battles, spell stats, monster formations, locations of formations and item stats.

FF3Edit
Edit the world maps and character dialogue. You're also supposed to be able to edit monster stats and formations, but the changes never seem to take affect.

FF3usSpriteEd
This program allows you to edit character sprites.

FF3SE
OMG, the new v2.1 looks much better than the v1.0 I used. This program allows you to edit monster sprites, esper sprites, and it looks like menu portraits too! :edit: I checked it out... it's a character sprite editor too, and it looks to be better than the above FF3usSpriteEd.

This post has been edited by i90east on 17th November 2003 22:55

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Posted: 17th November 2003 23:19

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Thank you for posting those resources! I plan to add all of them as well as an IPS patch for your hack to CoN, with your permission (at least for the patch).

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Posted: 18th November 2003 03:57

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Chimera
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Sure you can do that. I edited v1.0 of the game since that's the only version FF3Edit supports. I think that you would need to have v1.0 in order for the patch to work (as opposed to v1.1). Is this right?

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Posted: 18th November 2003 04:13

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Well, I'm trying it out now, and the battle system is harder as you warned. I was hoping that that would mean I'd get more experience, but then, that would just make me level up faster and not make it hard.

I'll let you know how it is further on, too.

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Posted: 18th November 2003 08:22

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Maniacal Clown
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Quote (i90east @ 12th November 2003 20:46)
The battle song options are:

Battle
Boss
AtmaWpn
Returners
Factory Train
Final Part 1 (tier-1)
Final Part 2 (tier-2)
Final Part 3 (tier-3)

Are these the only options available in your program? That's a shame on its part. I at least also remember "The Unforgiven", "Catastrophe", and "Dancing Mad Part 4" used as battle themes. And hey--FFIV can play a nice chocobo theme when you fight pinkpuffs. Is there a way for you to choose what tracks are used when and where? (I admit, most of the music is already extraordinarily great as is, but I'd just like to tinker with a few things.)

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Posted: 18th November 2003 18:01

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Chimera
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"The Unforgiven" and "Catastrophe" are field songs I believe. When you go into battles with these songs playing, the formations are programmed not to play any song. That way the field song keeps playing. For "Dancing Mad Part 4", Kefka's battle script starts that song, not the formation he's in. I made Kefka a random battle on the field so that I could easily test him, and that song plays after he comes down from the sky.

Quote
Is there a way for you to choose what tracks are used when and where?


Not with the current programs. Only in the battle formations can you change the music.

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Posted: 18th November 2003 19:05

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Cetra
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Here are those hacks I promised.

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Posted: 18th November 2003 19:24
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Dancing Mad 4 is a result of Kefka's introduction, nothing in his script IIRC.

If you want to change the music, grab Yousei's FF3info.txt (it comes with FF3Edit, but a newer version can be found in this thread, which might have more info, I dunno, I didn't use it for this purpose). You can change the music at the location properties, along with the level's palette, the mapping, that damn Ebot's Rock spotlight, etc. My Golbeze hack is a good example of what you can do with a little tinkering. smile.gif

Also, event editing can get you some new tunes, though you'll want to get an event code disassembly first to get a feel for how the code works and a nice list of where the events actually are. An event disassembly program comes with FF3Edit, but it's a DOS command line program. I think the format is eventdisasm.exe (ROM image), but don't hold me to it. I had to guess at it when I used it too, I never found any documentation on it.

But if anyone wants my event disassembly file, I could just link up the file from Web1000 later.

This post has been edited by Master ZED on 18th November 2003 19:25

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Posted: 20th November 2003 06:34

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Black Waltz
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Quote (i90east @ 17th November 2003 17:48)
I actually used 4 different programs. They're all dedicated to FFVI.

FF3usME
This is the best program. It allows you to edit monster stats, monster battle scripts, character stats, colloseum battles, spell stats, monster formations, locations of formations and item stats.

FF3Edit
Edit the world maps and character dialogue. You're also supposed to be able to edit monster stats and formations, but the changes never seem to take affect.

FF3usSpriteEd
This program allows you to edit character sprites.

FF3SE
OMG, the new v2.1 looks much better than the v1.0 I used. This program allows you to edit monster sprites, esper sprites, and it looks like menu portraits too! :edit: I checked it out... it's a character sprite editor too, and it looks to be better than the above FF3usSpriteEd.

Mind if i make a link to this page from KR forum?
http://www.kr0.thebmp.org/kr0bo/index.php ?

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Posted: 20th November 2003 06:41

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Maniacal Clown
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i90east--if you can specify that a battle theme not play, can you do that for the Leo-Kefka battle? I think Kefka's theme plays around it, but it would be quite dramatic without any music too (in the case that there isn't any music before the battle).

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Check the "What games are you playing at the moment?" thread for updates on what I've been playing.

You can find me on the Fediverse! I use Mastodon, where I am @[email protected] ( https://sakurajima.moe/@glennmagusharvey )
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Posted: 20th November 2003 21:33

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Chimera
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No problem Bismark. Thanks.

Glenn, yes that can be done. Are you suggesting that I do that? It sounds good to me.

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Posted: 11th December 2003 19:33

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Onion Knight
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i just started playing this and i must say its very challenging (i love it:D). i also gave it to my friend but hes so much farther than me cause he got a glitch in the programing using sketch. he got like 4000 dirks, 300 revivifys, a bunch of swordbreakers and 50 gem boxes:P needless to say it became pretty easy for him (till he hit the WoR:P)



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Posted: 14th December 2003 03:51

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Onion Knight
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00000000

This post has been edited by Guy on 16th July 2012 05:13
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Posted: 15th January 2004 01:15

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Chimera
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I'm currently making plans for expert version 2. This will take another 3 months to make as I will be playing through the game again. The main features currently planned (added to the original expert version):
  1. A reduced damage scale
  2. Upgraded random monster AI
  3. Fix some character balance issues
  4. Change espers and improve spells

1.) I've figured out how to reduce the damage scale of the whole game by nearly 50%. I used the FFVI damage equations to figure this out. The scale change includes character HP, monster HP, character attack and monster attack. The advantages of this include reducing the significance of the 9999HP damage cap that plagues the WoR, and allows late bosses to take more hits before dying.

2.) I want all monsters to use their rage attacks and possibly their sketch attacks too.

3.) This will require a lot of testing and I don't know what exactly will be done yet. The weaker characters might get boosts of some kind. Strong characters may get weakened but I doubt it.

4.) I'd like to improve some of the mostly useless spells in the game. I may change what spells are learned from espers along with their stat bonuses if it brings improvement to the game. I'll think more about this later.

Like the first project I'll probably find many things to change that arn't currently planned. What you see above is just the base idea of where I want to go with this. I would appreciate any ideas and comments that you may have. I've been collecting input from people for a while now.

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Posted: 24th January 2004 01:32

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Returner
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ummmm i90east i downloaded the rom from your site and it opens but on my zsnes it the screen just stays black, same with rubicants hack, so got any advice?
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