Parâmetro | Informações |
---|---|
Console: | SNES |
Jogo Original: | Final Fantasy III |
Tipo: | Improvement |
Gênero: | Role Playing |
Modificações: | S,GP |
Criador: | Madsiur |
Data da Criação: | 04/28/2016 |
Última Modificação: | 05/19/2016 |
Parâmetro | Informações |
---|---|
Nome do arquivo: | randomsongs.7z |
Downloads: | 2 |
Requisitos: | No-Header (SNES) |
Versão: | 1.1 |
Avaliação: |
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.
Battle and boss songs randomizer -------------------------------- author: madsiur version: 1.1 date: 2016/04/28 Apply to FF3us 1.0 Files ----- randomsongsC2.asm: For implementation in bank $C2 randomsongsEE.asm: For implementation in bank $EE (or the bank of your choice) Apply with xkas 0.06 Command example: xkas randomsongsEE.asm romname.smc Space used ---------- randomsongsC2.asm: 64 bytes in bank $C2 randomsongsEE.asm: 76 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 25) in the ASM file to move the code. Description ----------- Randomize the battle theme and default boss song. By default the max number of song for the battle theme is 8 and 4 for the boss theme. By default, battleTable and bossTable have their entries nullified with only the default song as entry. Replace the !noSong in a table to add a song choice. You can also reduce or expand the tables. If your table has 50% or more of null values (!nosong) it is more efficient to reduce it in half (e.g. remove 4 lines for a 8 song table) than nullifying most of the entries. You'll also need to change the !numSongBattle and/or !numSongBoss value(s). What the code does is if he picks a null value it will choose a new random number and repick from the table. If tables are modified properly, the repick probability will always be less than 50%, e.g. 44% maximum for a 16 songs table. The probability of a total of 3 picks before getting a song is 19% maximum and for 4 picks or more is 8,5%. So basically there can be relooping and cycles wasted but I don't consider it significant taking in account it was the easiest solution code-wise. To recap, if you want 12 possible songs for the battle theme, add 8 lines to the table and nullifie 4 entries (!noSong). Then you need to change the !numSongBattle variable to $0F. If you got any question, you can send me a email at [email protected].