Parameter | Info |
---|---|
Console: | SNES |
Original Game: | Final Fantasy II |
Type: | Improvement |
Genre: | Role Playing |
Modifications: | Other |
Creator: | Grimoire LD |
Date Created: | 04/06/2020 |
Last Modified: | 04/06/2020 |
Parameter | Info |
---|---|
File Name: | SNES FFII Extra Summon Slots.zip |
Downloads: | 9 |
Requirements: | No-Header (SNES) |
Version: | 1.0 |
Rating: |
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.
This hack will allow you to use spells 31-3F (15 slots) for anything you want, while moving the Summons to 4D-5D (17 slot), which is where their actual effects are. It is generally believed that the game did this to make Asura's effect random, but... adding up to an actual command was never a requirement for that. The spell effect for the Summons (the magic orbs) is what makes the party disappear and properly loads the palette for the Summons. This mod makes it so that Spells in that 4D-5D will use the Summon Effect. (below and above this, they will use the Black Magic effect) $03/E050 C9 5A CMP #$5A A:004F X:0000 Y:0000 P:eNvMxdizc - Is it Asura? $03/E052 D0 1A BNE $1A [$E06E] A:004F X:0000 Y:0000 P:envMxdizC - If less than Asura branch. ----------------------------------------------------------------------------------------------------------------------- $03/E054 C9 5D CMP #$5D A:004F X:0000 Y:0000 P:envMxdizC - Is it Bahamut? $03/E056 D0 04 BNE $04 [$E05C] A:004F X:0000 Y:0000 P:envMxdizC - If not Bahamut, branch. ------------ -------------- $03/E06C 69 5A ADC #$5A A:0001 X:0000 Y:0000 P:envMxdizc - Add 5A onto A (5A-5C) $03/E06E 38 SEC A:003F X:0000 Y:0000 P:envMxdizc - Set Carry Flag $03/E06F E9 00 SBC #$00 A:003F X:0000 Y:0000 P:envMxdizC - Subtract 00 from A. $03/E071 18 CLC A:000E X:0000 Y:0000 P:envMxdizC - Clear Carry Flag. $03/E072 69 00 ADC #$00 A:000E X:0000 Y:0000 P:envMxdizc - Add 00 onto A. You might then be thinking... "But what about the Summon Orbs?" That has been addressed as well. 01A891 - SBC #$B6 - Subtract B6 from the Item value of E7, that gets you 31, AKA, Imp. Change that to 9A -------------------------- 01A891 - SBC #$9A - Subtract 9A from the Item value of E7, that gets you 4D, AKA the new Imp. And that should do it! Now you have 15 more slots to do as you please. (Own notes! - The item byte is stored in 7E1B3B)