CoN 25th Anniversary: 1997-2022
Sketch bug; now controllable!

Posted: 10th July 2004 15:37

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I think that we should continue this topic, and share the items that we stole from different monsters.

So, how wants to make a contribution?!

(btw, how likely is it that the usual sketch glitch create bad effects?)

This post has been edited by SuperManBoy on 10th July 2004 18:36

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Posted: 12th July 2004 17:23
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I'm thoroughly impressed by this. happy.gif Way to go!

I seem to recall that saving the game and then reloading keeps it from crashing. It's been several years, though. I didn't see anything about that above. Can you confirm?

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Posted: 12th July 2004 19:21
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Yes, Zone Eater seemed to do that for me, although that was for the world map. If you saved in a town/dungeon (or probably just entered a town/dungeon before saving, I suggest Phoenix Cave to see this), you would get permanent lead character palette errors that would require hacking to repair, otherwise saving/reloading seemed to fix everything Zone Eater did (save for inventory/equipment errors of course).

This post has been edited by Master ZED on 12th July 2004 19:22

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Posted: 13th July 2004 04:20
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Hello everyone!

Let me introduce: Franky Chang 69, former FF6 compulsive player who managed (after spending thousands of hours) to achieve his ultimate goal of collecting 99 of every single item in the game for which it's possible.

After countless hours of making use of Locke's skills and Nintendo Power's strategy guide (boy did my days only had 24 hours back then?), I began considering giving it up. But someday: dadam! While collecting magic points on triangle island I do the sketch command on some Intangir... And Wow! I suddenly find myself owning 3 times as much items as I had been collecting in the last few months. And it isn't all: in some cases I even have up to 256 of them!!!

Then the crafty-nerdy boy i was (hehem... That i still am, so to say) begins studying the thing in depth...

I remember having pointed out the following (a few haven't been mentionned in this topic yet) :

1-The bug's effect kinda depended who was on the first and second character slot (on that one you guys managed to find out more that I ever did)

2- The exact same bug occurs when sketching different ennemies, and there are about 20 different variations I analyzed (by that I mean enemies A, B, C does this, ennemies D, F, H, K, I does that, etc.).

3- Of those variations, about 5 or maybe lil more are such that escaping from battle is still possible after the bug took place. In a few cases, you'll have to leave the game on for so long before it "stabilizes" itself, or return to a state where you can espace (That is like 20 minutes - an hour if I can remember).

4- The best way to study the bug's effects on the item list is to sell all you've got, execute the fucking-up procedure, then have a look at your new inventory.

5- For the most affected item slots, both the name of the item and its number are affected. For a few
(and this you'll have to discover cause I don't have any FF6 game right now and the only forms of conciousness to which my ex-analysis-reports are right now avaialble are most likely to be of the rubbish-eating kind)
slots though, only the item name is changed (as in don't go putting Illumina on that one, unless you really haven't seen a dirk or Running Shoes in a while).
And hocus pocus everyone, every exploitable variations also have at least one spot where only the number changes. (as in put every so-said-unique-item there and you'll end up with even more that 99 of them within a few hours).

6- The bug might also be exploited to gather Lores, Rages and Magics in no time.

7- The bug never has any effect on your character's status (Vigor, Stamina, Magic Power, etch.

8- The bug CAN HAPPILY DELETE YOUR SAVE SLOTS. (circumstances be blessed for providing human kind with emulators).

9- What a relief it is to smash a hammer down that fu**ing thing.


So I guess that's it. The reason why i stumbled on your forum?
Me and a friend recently decided to go through that maxed-out-game thing all over again, and being on the eve of the bug's exploitation, I was searching the Net for my ancient found-and-lost knowledge.

In other words, it's possible that if you come back in a few days, I'll have posted further details on how to hassle-free exploite the bug

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Posted: 13th July 2004 14:05

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so did you bother reading the rest of the posts?
cause everything important that you said has been said before in greater detail and with explanations
nice first post

Moderator Edit
I'm sorry, I didn't realize that it was your job to harangue other members about their posts, ESPECIALLY making a post just to do so. Please do carry on.* - R51

*don't carry on.


takes a bow...thank you! thank you! I love you all!

This post has been edited by notsolildrumrboy on 13th July 2004 17:11

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Posted: 13th July 2004 15:10
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Actually did, and haven't seen anything such as number 5 (clearly the most relevant).


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Posted: 13th July 2004 17:12

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so why not just state number 5?

Moderator Edit
If you actually care, take it to PMs. Until then, have a bit of warning for being snide about the previous post. -R51


This post has been edited by Rangers51 on 13th July 2004 18:30

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Posted: 14th July 2004 17:41

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I tried to collect 99 of every item, though it wa in C.

This post has been edited by Merlyn on 14th July 2004 17:46

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Posted: 17th July 2004 03:38

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So can anyone actually tell me how likely it is glitching the game normally with Relm will erase my game data? I would really like to try.

Or confirm any items that they have glitched using the new method?

This post has been edited by SuperManBoy on 18th July 2004 12:09

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Posted: 19th July 2004 06:19
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Well, well, well...

did a lil glitching tonight, and here are my discoveries; But before going on with 'em, I must specially thank Master ZED for the clear indications he gave on how to unveil the bug, and also for specifying that making the First chatacter's spell on slot 28 unusable (by lack of MP or turning him/her to IMP) makes the bugs effects somewhat different.

First fact to point out: The effect of the bug does not depend on what enemy is targeted. Apparently, the composition of the enemy group would be in direct relation with what effect the bug will have.

Now instead of extrapolating on theoritical stuff, I'd rather carry on with some bare facts, because THIS IS ALL YOU NEED TO KNOW IN ORDER TO GATHER 99 OF ANY ITEM YOU LIKE (or actually 188...)...

1- In WOB, go near Albrook.

2- Place a character that knows all spells (or maybe only MUTE should do, not sure though) in the first character slot, and make sure Relm also is in your party.

3- Go in status and set the Magic Order to 3.

4- Cast IMP on your first character to disable his/her use of spells.

5- Make sure the following item slots are not home to anything precious:
46, 51 to 57, 96 to 101, 115 to 121, 186 to 191, 205 to 210.
(Quickest way to know which slot has which rank : Go on top of the item list, use the R button to scroll down by 10 items each time. The first item displayed is rank #(number of times you pressed * 10) + 1)

5-PLACE WHATEVER YOU WANT 188 OF ON SLOT 95.

6- Manage to ENCOUNTER 2 MESOSAURS. (any other enemy combination might be risky)

7- While in battle, make sure your first character does not do anything. You may cast STOP on your targeted mesosaur to make sure he won't suddenly feel like having a pizza and run away, then VANISH, and then perform the SKETCH command.

The game might seem to slow down a bit for a short time, the characters will switch shape a few times, and your HP will display non-alpha-numeric values, then the game will stabilize and your second character's sprite will have changed into Leo. Run away from the battle (cause the cursor won't appear if you try to attack, hence the ennemies will be out of reach).

Have a look at item slut #95: you now have 188 of the item that was placed there! (it will write 88).

Repeat steps 5 through 7 for any other item you which to have maxed out.



OTHER SIDE EFFECTS AND FACTS:

A-The screen scrolling won't work while in towns and dungeons, until you reset your game (please save before doing so)

B-The second character's weapon slot will contain a gravity rod, whatever was there before glitching

C-An invisible item slot (logically slot #256) will contain 256 Atma Weapons! To make that lot accessible, simply use the ARRANGE command in the item menu.

D-A few other intresting items: 172 Tortoise shields on slot 52, 255 Economizers on slot 96.

E- Doing the same without your first character IMPED will affect the same item slots, but with different denominations. Use this alternative to collect 256 Gem Boxes for example.

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Posted: 19th July 2004 06:26
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Ho and I forgot, if anyone feels like I've repeated something that already have been stated in this post without a good reason, copy paste it and we'll see.

By repeating I mean like same meaning same context

Moderator Edit
You should have edited this into your last post instead of making a new post. That's something we have to repeat all too often. sad.gif -Tiddles


This post has been edited by Tiddles on 19th July 2004 11:38

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Posted: 8th August 2004 08:15

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Cool stuff FC69. Good job MasterZED, I'm looking forward to anything else you might discover about the glitch.

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Posted: 8th August 2004 10:19
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No really good discoveries made since, but the Sketch bug guide is up at the Sheet now. Not everything submitted made it in yet, but there will of course be updates. smile.gif

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Posted: 17th September 2004 18:47

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I just posted my sad story about something like this over here - http://www.cavesofnarshe.com/forums/ipb/in...?showtopic=4821 - and Mr. Thou pointed me at this topic.

I see definate similarities, but I dont remember my characters changing shapes, alphanumeric health bars, or anything like that, and I very rarely ran from battle... I think it happened after a fight in the desert with the Hoovers... I may have been using Relm at the time... *Shrug* It's been so very long.

Thanks for clearing that up for me though. It's been one of the strangest thing to ever happen to me.
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Posted: 28th February 2005 18:09

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Unbelievable!! You must be the smartest person that walks the face of the planet!! Half of it I have no clue what you're saying, but I am definatly goign to try it (for the fun of it) So when my glitches are different, is it because i have a different spell in slot 28? Sometimes my glitches are different....i never knew why, but if that's the case, then I know why! Thanks to you! tongue.gif

YOU ROCK!!! wub.gif

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Posted: 1st March 2005 00:55
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First, it's always nice to see someone who appreciates my work. cool.gif I take it the half you didn't get was the technical explanation. Don't worry a bit about that if you don't get it, it's not necessary to understand how to use the bug, just if you want to know *exactly* where the bug originates from and what the ultimate cause is. The short on the origin is this; the game tries to load up a monster sprite even when Sketch misses, and when it misses, it gets the image location from the first character's spell 28 data (this, of course, shouldn't happen, that's the Sketch bug). This happens every time Sketch misses, but for the most part, it doesn't do anything. If that data is set up just right however, you'll get... well, you know. wink.gif

Second, that post of mine was when I first cracked the bug and wasn't entirely accurate. happy.gif I suggest the Sketch bug guide to clarify further since, well, it's already written; http://masterzed.cavesofnarshe.com/GameDocs/ff3sktch.txt

In short, the spell's unknown byte can provide variations, but doesn't control what you get for the most part. The majority of the bug's effects comes from what enemy group you use it on. Whether you can get a "safe" bug almost always depends on who you use it on, not what's in the unknown byte. I specify that byte because for right now, you're always going to want Mute's aiming scheme (any spell sharing the same aiming, such as Drain, would work, Mute is just an easy example).

Also, there's a short, good description in the Glitches and Bugs guide now in case you prefer it. If you still have problems understanding, don't hesitate to post/PM/e-mail, though you can expect snail mail-type speed if you try e-mail, I haven't been very good about checking it lately. sleep.gif

This post has been edited by Master ZED on 1st March 2005 00:58

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Posted: 1st March 2005 01:22

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Hmm, out of curiousity, has anyone tried to have a look at the code to see why this bug occures? Forgive me if it's been done already; I must admit I've only skimmed through the thread. But wouldn't figuring out why the bug occures exactly help understand why it causes the weird screw-ups it does?

We could easily come up with an algorithmic chart of what affects what, then, and just mix and match situations to our advantages. smile.gif

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Posted: 1st March 2005 02:33

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I'd really advise you to read the Sketch bug guide on ZED's page, but in a nutshell:

When Sketch misses for some reason, the game loads bad sprite data from a random hellhole. The location of the data loaded depends on what the initial jump fetches: the spell's aiming byte at the 28th spell of your lead character (it's actually still more complicated then that, but whatever) and another byte of which the function isn't as obvious at the moment.

Since there's no telling where eventually the bug will land and what data it will use, there's no way to determine what's going to happen; same situations get the same results apparantly, but other then that it's anyone's guess. The fix was pretty easy (hell, even Square itself managed it smile.gif ), but the effects are still quirky and unpredictable.

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Posted: 1st March 2005 15:50

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I've just recently tested a glitch. WoR triangle island against zone eater, after having done dusk requiem with mog to change the background, then sketch. seemed to get no adverse effects besides slight graphical twiches on impact (although I've yet to test that fact). got lots of stuff including paladin shields, illuminas, gemboxes (in 2 seperate slots), megalixers (in 2 seperate slots) and dirks (in about 50 slots!). things I noticed I didn't get were merit awards and economizers, but that's somewhat moot. I'm not sure whether doing dusk requiem counts for anything, so anything like that is appreciated.

good guide by the way biggrin.gif

Edit
just tested it now, found that the music is scratchy.


Edit
it is now I realise that all my tools have been nuked, in their place are 44 air anchors, the only tool I never got!


This post has been edited by alphasmart on 1st March 2005 16:15

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Posted: 1st March 2005 16:42
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As far as I can tell, changing the background has no effect on items won. On another note, my listing for Zone Eater says Magus Rod, but I keep getting Fire Rod. Huh. That needs changing.

Also, you didn't tell us your first character couldn't cast spells (it's the only thing we know for sure on the unknown byte, and yes, that's an important detail because of the variations it can cause), but I figured it out anyway. The 41FF value (enter battle as an Imp) seems to be responsible for this, though I got no Air Anchors myself (I'm bound to get some differing results using an empty inventory at times *coughMesosaurcough*). Perhaps the 41BF value will give me what you're talking about?

Edit
No, it didn't, and it was also the lamest catch, only the Illuminas were truly noteworthy. 41FF seems to be the best value. As a preview to the future guide listing, notable items I'm getting include Illumina, Flame Shld, Muscle Belt, Ether (256!), Nutkin Suit, Graedus, Assassin, ValiantKnife (only 5), Atma Weapon (only 7), Rising Sun, Megalixir (256!), Regal Crown, Paladin Shld, Marvel Shoes, Red Cap, Gem Box, Coronet, and Magicite (also 256).

That's the kind of haul that makes the Sketch bug famous, people. biggrin.gif

Alpha, you will be credited for this (I really should get off my butt and look at this more).


This post has been edited by Master ZED on 1st March 2005 16:59

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Posted: 1st March 2005 18:08

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ZED, might as well ask it here:

There's something that's not completely clear to me. If you's just follow the guide, you'd think that the effects depend on the aiming byte of your 28th spell and 7E20FF. However, the guide doesn't give an indication as to why and how exactly the targetted monster factors in, and it does. And even if the game simply increments by a certain value corresponding by the monster location in the data, why would monster formation matter?

If I'm not clear, I can expand.

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Posted: 1st March 2005 22:01
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Quote (Djibriel @ 1st March 2005 12:08)
If you's just follow the guide, you'd think that the effects depend on the aiming byte of your 28th spell and 7E20FF.

It partially does. 417F, 41FF, and 41BF (regular, start as an Imp/spell is unavailable, transformed into an Imp during battle (all assuming no further manipulation)) all give different effects.

Quote (Djibriel @ 1st March 2005 12:08)
However, the guide doesn't give an indication as to why and how exactly the targetted monster factors in, and it does.

Because I only studied how to get the bug and how/why it occurs/why it doesn't occur in v1.1, not how the bug actually works, as in why it does what it does. If you've seen a trace of it, it goes all over the place; I think it's a miracle the game recovers at all.

I'll be honest though, I was never interested in the why behind what it did, all I wanted to know was what started it and how to use it. Now that I think about it though, a few enemies did seem to give the same items... in fact, I just tried it against Hoover and got the same results as against Zone Eater. I'm going to look into this, 'cause now I'm curious.

In fact, I'll be honest again; I'm thinking mould is somehow a factor.

Edit
Indeed, I may be right about this. Mesosaur x2 uses mould 1 (Mould as in under general in the Formations editor of FF3usME). I tested against Deep Eye x6, Bloompire x2, and Gilomantis/Mesosaur, which all use mould 1. All gave the same glitches (second character becoming Leo, etc.), all gave the same items with the first character as an Imp/first character's spell unavailable, like my Mesosaur x2 listing in the Sketch bug guide. IF my suspicions are correct, that means what you get is entirely dependent on the mould used and the value of 7E:20FF. Anything using mould 1 will be able to customize slot 95's item stock to 188, anything with mould 3 will destroy your game, and anything with mould 7 will rain Illuminas on your wee head, for some examples.

I will test this further, and pray I am correct. If I am, it could lead to a thorough, nearly complete Sketch bug guide.

And good questions, Dji. Best way to get something solved in this game is to get me to actually think about it. biggrin.gif


This post has been edited by Master ZED on 1st March 2005 22:45

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Posted: 5th March 2005 02:14
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Yeah, double post, blah blah blah. It's been three days and there's no way of knowing when a post has been edited just by looking at the topic list, and I want people to see this.

So after a little more testing on various groups, it seems the mould theory holds well despite the discrepancy the NeckHunter, Cruller, Humpty x2 group created. In turn, I'll be writing the guide around it. The guide probably won't be pinpoint accurate, but it will be enough for a majority of situations, exceptions noted as found.

This is a sample of what you'll be seeing in the next Sketch bug guide, use of code tags because this needs Courier to look right:
Code
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Mould 7
--------------------

------
417Fh: Escapable, use only on overworld map, save and reload after use.
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Visual description - Slight palette disturbances, cursor visually disappears.

Item list (78 "different" Items total)

/--------------------------------------------------------------------------\
| Slot |Item             | Slot |Item             | Slot |Item             |
|------|-----------------|------|-----------------|------|-----------------|
|  45  |MithrilKnife x(0)| 190  |Dirk         x(0)| 217  |Dirk         x 80|
|  46  |Dirk         x(0)| 191  |Dirk         x128| 218  |Imp Halberd  x 27|
|  47  |Dirk         x127| 193  |Dirk         x(0)| 219  |Dirk         x 19|
|  48  |Rainbow Brsh x(0)| 194  |Dirk         x(0)| 220  |Sky Render   x(0)|
|  49  |Dirk         x128| 195  |Dirk         x(0)| 221  |Dirk         x(0)|
|  90  |Marvel Shoes x(0)| 196  |Dirk         x(0)| 222  |DaVinci Brsh x(0)|
|  91  |Zephyr Cape  x(0)| 197  |Dirk         x(0)| 223  |Dirk         x  4|
|  92  |Dirk         x(0)| 198  |Guardian     x  1| 224  |Flail        x128|
|  93  |Dirk         x(0)| 199  |MithrilKnife x(0)| 225  |Dirk         x 14|
|  94  |Dirk         x(0)| 200  |Dirk         x(0)| 226  |MithrilBlade x 32|
|  95  |Dirk         x(0)| 201  |Dirk         x  1| 227  |Dirk         x 64|
| 115  |Dirk         x255| 202  |Dirk         x(0)| 228  |Dirk         x(0)|
| 117  |Dirk         x(0)| 203  |Dirk         x(0)| 229  |Dirk         x(0)|
| 118  |Dirk         x(0)| 204  |Dirk         x(0)| 230  |Marvel Shoes x 32|
| 119  |Dirk         x(0)| 205  |Dirk         x(0)| 231  |Aura         x 84|
| 120  |Dirk         x(0)| 206  |Guardian     x  1| 232  |Tack Star    x 40|
| 121  |Dirk         x(0)| 207  |Graedus      x(0)| 233  |Dirk         x 24|
| 122  |Dirk         x(0)| 208  |Dirk         x(0)| 234  |Fire Rod     x(0)|
| 123  |Guardian     x(0)| 209  |Dirk         x(0)| 235  |Dirk         x 40|
| 124  |Fenix Down   x(0)| 210  |Green Cherry x(0)| 236  |Epee         x  1|
| 125  |Dirk         x(0)| 211  |Illumina     x(0)| 237  |Excalibur    x 16|
| 127  |Dirk         x(0)| 212  |Dirk         x(0)| 238  |Graedus      x  9|
| 186  |Dirk         x(0)| 213  |Dirk         x(0)| 239  |MithrilKnife x 13|
| 187  |Dirk         x(0)| 214  |Dirk         x(0)| 240  |Epee         x(0)|
| 188  |Dirk         x(0)| 215  |Dirk         x 18| 241  |Dirk         x 78|
| 189  |Dirk         x(0)| 216  |MithrilKnife x(0)| 242  |Green Beret  x(0)|
\--------------------------------------------------------------------------/

Item totals:

Dirk         = Approx. 10452 (I may or may not have added this correctly)
MithrilKnife = Approx. 781
Guardian     = Approx. 258
Graedus      = Approx. 265
MithrilBlade = 32
Epee         = Approx. 257
Excalibur    = 16
Illumina     = Approx. 256
Imp Halberd  = 27
Aura         = 84
Sky Render   = Approx. 256
Fire Rod     = Approx. 256
DaVinci Brsh = Approx. 256
Rainbow Brsh = Approx. 256
Tack Star    = 40
Flail        = 128
Green Beret  = Approx. 256
Zephyr Cape  = Approx. 256
Marvel Shoes = Approx. 288
Fenix Down   = Approx. 256
Green Cherry = Approx. 256

Other effects -

Item slot 50 is emptied.

Note that (0) means that 0 is what you see in the game, but it really means 256. To be usable though, you'll have to sell one (so practically it's 255, but I went and used 256 in the item totals). This also explains the use of Approx. in the totals.

Questions? Comments? Think I should just go with two columns instead?
Edit
If you still don't like how it looks here, copy it somewhere else and format it to Courier, size 10.


This post has been edited by Master ZED on 5th March 2005 02:16

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Post #75137
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Posted: 5th March 2005 12:06

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Lunarian
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I think the lay-out is plenty fine, I wouldn't have it any other way. I also like how you've now listed the useless items...besides, isn't there a max. amount of Dirks to be obtained in the first place? Lowest Bat. Pwr and no fringe benefits aside, 10452 of an exclusive item, as the kids would say, be da filthy smile.gif

You forced me to Google discrepancy there. I understand it gives different result? You said mould, but what mould are you talking about? The mould for the 1st monster? The monster formation you listed has, I *think* different moulds for Humpty and NeckHunter which might explain it's oddly discrepant behavior.

I don't have access to FF3USME at the moment, btw, which would explain the clueless nature my post might possess.

This post has been edited by Djibriel on 5th March 2005 12:18

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Posted: 5th March 2005 22:14
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The mould I'm talking about is the formation's mould, i.e. what determines what monster sprites you can use. Mould 1 is six average/small monsters, Mould 6 is only used for Kefka, the Goddesses, and the Atma monsters, mould 7 is long monsters like Zone Eater and Hoover, etc. The Neckhunter, etc. group is the only exception so far, and only for the 417F bug, the others are normal. I'm concentrating on the item listings for now, I'll find out later what the difference is with that group.
Edit
Neckhunter, Cruller, Humpty x2 isn't the only crash group in mould 1, Kiwok, Poppers x3 can also crash the game, but it seems less reliable in this regard. I've yet to find anything in common tied to the cause.


This post has been edited by Master ZED on 6th March 2005 01:08

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Post #75194
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Posted: 11th March 2005 21:05

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So, ZED, how goes the update?

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Posted: 11th March 2005 22:27
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2 down, 5 to go. I went after the mould 7 ones first because they were clearly the biggest Item givers, so once I'm back on it, it shouldn't take too long. I'm doing this all by hand though, just like the Attack guide, so my laziness is slightly understandable. smile.gif

I'd still love to know what's up with those two mould 1 groups I mentioned. Once you kill one of the enemies, the crash doesn't occur anymore, so the whole group is what's responsible. I don't see any reliable connection between the two, so I'd love some ideas on the matter.

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Posted: 15th March 2005 00:31
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The guide has been updated! It's not finished yet, but this should do for now.

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