Newest Translations

Gu Mu Li Ying Ni no Kuni: Shikkoku no Madoushi Kidou Senshi Gundam F91: Formula Senki 0122 Majin Tensei II: Spiral Nemesis

Newest Utilities

FE9 Message Tool Command-Line Pack v1.03 Dino archiver DKC Randomizer

Newest Documents

Documents

Newest Reviews

F-Zero Nebula Highway Shin Kidou Senki Gundam W: Endless Duel Noobow Lufia II: Rise of the Sinistrals EasyType

Newest Homebrew

Block Dude Into the Blue RI Probe Star Evil

Featured Hack Images

Pac-Man Saw Rockman 2 SP Super Mario Universe Zelda3 God Mode

Featured Translation Images

Final Fantasy: Mystic Quest Hydlide Dragon Ball Z: Hyper Dimension Excitebike

Recent Updates

Overkill 32,000

Hack of Final Fantasy III

Description:

This hack enables 5-digit, 10,000+ damage/healing. It’s capped at 32000 because the total is stored in a 16-bit, signed integer, creating a possible range of -32768 to 32767. I rounded it off to (-)32000 for aesthetic reasons.

Click to view demo video (YouTube)

This is an updated bugfix and improvement of the previously-titled hack “Displayable 32766 damage/healing”. It includes headered & unheadered patches for the Final Fantasy III (U) (V1.0 & V1.1) [!] ROM.

It squeezes 5 digits into 4 tiles, hence the custom font (the original font would have created digit overlap in this case). It’s done this way because there is not enough room in the VRAM or OAM for a 5th tile. The tiles are stored in 4bpp, and the digits are squeezed into 4 tiles. This makes the process of assembly-coding somewhat tricky.

I had to revise the custom assembly code twice because it wasn’t efficient enough, causing interrupts (NMI) and invisible digits. Furthermore, spells that hit multiple targets (e.g. Quake, WWind, Merton) use different routines for simultaneous display and trigger the interrupt bug more frequently. First, I tried a WAI (wait for interrupt) instruction, which only worked in Snes9x, not ZSNES. I finally managed to fix the issue in both emulators by disabling non-maskable interrupts entirely (STZ $4200). If you experience graphical glitches or invisible digits during simultaneous digit display, it’s most likely an interrupt problem. As far as I can tell, this has been fixed.

Special thanks

  • Imzogelmo (feedback and beta testing)
  • assassin17 (damage truncation offsets)
  • Terii Senshi (compressed digits offset)
  • Novalia Spirit (found bugs in draining spells, recovery items, and battle submenus)
  • v1.5 UPDATE (08/20/11): fixed horizontal alignment for 1 to 4 digit display

    ROM / ISO Information:

    • Final Fantasy III (USA).sfc - NOINTRO
    • CRC32: A27F1C7A
    • MD5: E986575B98300F721CE27C180264D890
    • SHA-1: 4F37E4274AC3B2EA1BEDB08AA149D8FC5BB676E7
    • SHA-256: 0F51B4FCA41B7FD509E4B8F9D543151F68EFA5E97B08493E4B2A0C06F5D8D5E2

    Links:

    Screenshots:


    Credits:

    Credits
    ContributorType of contributionListed credit
    giangurgoloHacking

    User Review Information

    No User Reviews!