Parámetro | Info |
---|---|
Consola: | SNES |
Juego Original: | Final Fantasy III |
Tipo: | Improvement |
Género: | Role Playing |
Modificaciones: | GP |
Creador: | Madsiur |
Fecha de creación: | 04/15/2016 |
Última modificación: | 05/19/2016 |
Parámetro | Info |
---|---|
Nombre del archivo: | randomoffering.7z |
Téléchargements: | 3 |
Requisitos: | Header (SNES) |
Versión: | 1.2 |
Clasificación: |
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
Random Offering --------------- author: madsiur version: 1.2 date: 2016/04/28 Apply to FF3us 1.0 Files ----- randomofferingC2.asm: For implementation in bank $C2 randomofferingEE.asm: For implementation in bank $EE (or the bank of your choice) Apply with xkas 0.06 Command example: xkas randomofferingEE.asm romname.smc Space used ---------- randomofferingC2.asm: 30 bytes in bank $C2 randomofferingEE.asm: 30 bytes in bank $EE (or the bank of your choice) Bank $C2 and $EE implementations use by default respectively C2/6469 and $EE/AF01 as free space. Change the org offset (line 11) in the ASM file to move the code. Description ----------- This patch allows the Offering to strike between 1 and 4 hits. Because of the code structure, when paired to the Genji Glove, you will always make 2, 4, 6 or 8 strikes. You can change the percentages (CMP values in the code) for more balance if you want. Right now you got 75% of making 2 strike, 50% of making 3 and 25% of making 4. Example of custom odds (12.5%, 50%, 12.5% and 25%). Line 21 to 25 in ASM file: CMP #$20 ;12.5% will have branched at that point (32/256 = 12.5%) BCC exit CMP #$A0 ;62.5% will have branched at that point (0xA0 - 0x20 = 0x80 = 128/256 = 50%) BCC twoExtra CMP #$C0 ;75% will have branched at that point (0xC0 - 0xA0 = 0x20 = 32/256 = 12.5%) I also included an optional tweak that would disable half-damage from offering. This is an an attempt to make full damage compensate for the randomness of number of hits. I also included the code to re-enable half damage. See the end of the ASM file for details. If you got any question, you can send me a email at [email protected].