Parámetro | Info |
---|---|
Consola: | SNES |
Juego Original: | Final Fantasy III |
Tipo: | Bug Fix |
Género: | Role Playing |
Modificaciones: | GP |
Creador: | Madsiur |
Fecha de creación: | 03/21/2017 |
Última modificación: | 03/21/2017 |
Parámetro | Info |
---|---|
Nombre del archivo: | shadow_fix_SNES.zip |
Téléchargements: | 6 |
Requisitos: | No-Header (SNES) |
Versión: | 1.0 |
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.
Shadow's shadow Fix ------------------- version: 1.0 released on 03/18/2017 Apply to FF3us 1.0, 1.1, FF6A (JUE) Patches ------- h: Patch for headered SNES ROM nh: Patch for headerless SNES ROM GBA: Patch for the GBA version (JUE), if no mention the patch is for FF3us 1.0 and 1.1 ANTI: Reverse patch Description ----------- Quoting Novalia Spirit: "As everybody knows, the first time you step foot into South Figaro, you normally see Shadow walk towards the Cafe. As expected, in the case you follow him into the building, he'll be there. It is once Vargas is killed that Shadow disappears from the Cafe. Now here's the bug: ignore South Figaro till you beat Vargas. Retrace your steps to South Figaro, and you will, here again, see Shadow walk towards the Cafe. BUT, he won't be in it. And there's even worse: if you ignore the scene until you play Locke's scenario, Shadow'll be stuck behind the guard and the M-TekArmor sprites by the town's entrance. Note that going into a building will destroy your chances of seeing the bug occur, so you MUST beat the HeavyArmor as you make your way to Shadow." To fix the bug, an additional check is made in South Figaro entrance event. If Vargas is beaten or you saw Shadow walk in town, Shadow NPC is not created and its movement queue not executed. Code Changes (SNES) ------------------- CA/EBA1: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns) CA/EBA7: C1 If ($1E80($00A) [$1E81, bit 2] is set or $1E80($010) [$1E82, bit 0] is set), branch to $CAEBC1 CA/ECAF: B2 Call subroutine $D1F9F8 CA/EBB3: 45 Refresh objects CA/EBB4: 15 Begin action queue for character $15 (NPC $15), 11 bytes long CA/EBB6: 8E Move vehicle/entity down 4 tiles CA/EBB7: 99 Move vehicle/entity right 7 tiles CA/EBB8: A1 Move vehicle/entity right/down 1x1 tiles CA/EBB9: A1 Move vehicle/entity right/down 1x1 tiles CA/EBBA: 86 Move vehicle/entity down 2 tiles CA/EBBB: 95 Move vehicle/entity right 6 tiles CA/EBBC: 92 Move vehicle/entity down 5 tiles CA/EBBD: 89 Move vehicle/entity right 3 tiles CA/EBBE: 80 Move vehicle/entity up 1 tile CA/EBBF: D1 Make vehicle/entity disappear CA/EBC0: FF End queue D1/F9F8: D0 Set event bit $1E80($00A) [$1E81, bit 2] D1/F9FA: 3D Create object $15 D1/F9FC: 41 Show object $15 D1/F9FE: FE Return GBA code equivalent is at $7AEA53 and extra 7 bytes at $7FFBF2. Version History --------------- 1.0 03/18/2017 Initial release