Tonight version 5 of the randomizer was released! Mostly been bug-fixes and other minor tweaks, but there are some really good changes coming up in the near future!
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Im fairly new to hacking but I was wondering if ff3usme has a way of changing classes.FF6 doesn't have any assigned classes, just a set of skills to kind of determine how they will develop.
I managed to get him to use swords and all of the armor but his battlepower never increasesBattle power never increases naturally, it only goes up with different equipment. If you're using a hack as a base, chances are the hack may have left all weapons with the same battle power, or at least very similar.
I think this is due to some class hard coding. He is weak as balls without a staff...Final Fantasy 6 uses the entity level as the primary stat to determine how much damage is done physically. Magic uses level, but it isn't as much of a factor, although it is a large role. If the damage formula wasn't changed, level will still be the primary factor in damage.
I'd go with Terii Senshi's Evade BugfixSadly, unless you are hacking the game to accommodate, evade will still be useless. Almost every weapon has a hit rate of 180% (or higher), making the meager 10% evade you'll occasionally see rather pointless.
and the Rippler BugfixUnfortunately, this is just a situational thing to prevent Shadow from getting his dog killed. Although it's not like that can't happen anyway.
I went and checked RHDN's database and there are 69! Which ones are the most useful and more gameplay/graphics/sound-orientedIf you're looking for bug fixes, assassin, Novalia Spirit, Master ZED, and myself have a fair amount of fixes to choose from.
-PSXThese two systems aren't even emulated that well on desktops yet (and at this point in time, there's no reason to expect they ever will be, sadly), and they've had the most time put into them. I seriously doubt you'll find a halfways-decent emulator for these two consoles on any other platform.
Move inventory to backup ram for now
C3/26B8: 7B TDC (Put 0 in A)
C3/26B9: AA TAX (Transfer A = 0 to X)
C3/26BA: BD6918 LDA $1869,X (Load inventory item at position X)
C3/26BD: 9F8DAA7E STA $7EAA8D,X (Store in RAM location)
C3/26C1: A9FF LDA #$FF (Load an "empty" value)
C3/26C3: 9D6918 STA $1869,X (Put it in inventory location X)
C3/26C6: E8 INX (Increment X)
C3/26C7: E00001 CPX #$0100 (Is X over 256?)
C3/26CA: D0EE BNE $26BA (If not, branch -> Load inventory item X)
C3/26CC: 7B TDC (Otherwise, put a 0 in A)
C3/26CD: AA TAX (Transfer A = 0 to X)
C3/26CE: BD6919 LDA $1969,X (Get quantity of item X)
C3/26D1: 9F8DAB7E STA $7EAB8D,X (Store the quantity in a RAM location)
C3/26D5: 7B TDC (Put 0 in A)
C3/26D6: 9D6919 STA $1969,X (Put it in for quantity of item X)
C3/26D9: E8 INX (Increment X)
C3/26DA: E00001 CPX #$0100 (Is X 256 yet?)
C3/26DD: D0EF BNE $26CE (If not, branch -> Get quantity of item X)
C3/26DF: 60 RTS (Exit)
C3/26E0: 7B TDC
C3/26E1: A8 TAY
C3/26E2: AA TAX
C3/26E3: BFF526C3 LDA $C326F5,X (get current icon)
C3/26E7: DA PHX (save position in icon list)
C3/26E8: 85E0 STA $E0 (save current icon)
C3/26EA: 200627 JSR $2706 (output any items whose icon matches the one
in $E0 to our new item list.)
C3/26ED: FA PLX (restore position in icon list)
C3/26EE: E8 INX (move to next icon)
C3/26EF: E01100 CPX #$0011 (loop for all 17 icons or item types)
C3/26F2: D0EF BNE $26E3
C3/26F4: 60 RTS
; move entire inventory to backup ram for now
C326BA: LDA $1869,X ; load this item
C326BD: STA $7EAA8D,X ; move it
C326C1: LDA #$FF ; no item
C326C3: STA $1869,X ; save in this inventory slot
LDA $1969,X ; load this quantity
STA $7EAB8D,X ; move it
STZ $1969,X ; zero current quantity
C326C7: CPX #$0100
C326CA: BNE C326BA
C326E3: LDA C0DEA0,X ; new location of the icons
C326E8: STA $E0 ; save this icon for now
C326EA: ; JSR C32706
C32709: LDA $7EAA8D,X ; get item in backup inventory
C3270D: CMP #$FF ; no item?
C3270F: BEQ C32739 ; branch if so
C32711: STA $4202 ; save item ID
C32714: LDA #$10 ; multiply by 16
C32716: STA $4203
C3271F: LDA $F63200,X
C32723: CMP $E0 ; do these icons match?
C32725: BNE C32739 ; branch if not
C32728: LDA $7EAA8D,X
C3272C: STA $1869,Y ; save in this inventory slot
C3272F: LDA $7EAB8D,X
C32733: STA $1969,Y ; save quantity
C32737: BRA C3273A
C3273B: CPX #$0100 ; have we checked the entire inventory yet?
C3273E: BNE C32708 ; branch if not
C326EF: CPX #$0023 ; have we checked all icons yet?
C326F2: BNE C326E3 ; branch if not
Edit: You'll need to modify the first parameter byte of the 4D command, which is: formation number - 256 (meaning your boss formation must be between #256 and #512 if my memory is good...). What I find odd is that here the formation is $8B while the actual formation is 523... It doesn't match 523 - 256...It loads the 2-pack formation, which for FF3usME is 512-256. $8B is 2-pack 139, which is number 395 in the "Packs" tab of the formations editor.