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Messages - Kea

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ROM Hacking Discussion / Re: Final Fantasy III Maeson Mix (Famicom)
« on: May 19, 2015, 02:21:15 pm »
Hello! I was the one who put up the FF3 Data Crystal page; at the time, it represented the sum total of my knowledge of the ROM (sans doc on individual items/weapons). I'd been working on a balance mod of my own and had gotten pretty far, but real life intervened and I never managed to finish it. I'm stoked to see such an complete hack of FF3 out here - great stuff! I haven't been active recently or else I would have been able to offer help when you were starting out, but it looks like you managed pretty well as it is. I'll definitely try this mod out when I have some free time.

One thing I should point out: you don't necessarily have to work with the existing class usability groups. There's a few unused groups you can edit, plus there's enough empty space to add 14 totally new groups without running up against other data.

Something I did with my unreleased hack was to add new books, lances and bows by replacing weapons that weren't really necessary (Wooden Arrows, Rune Staff, one of the claws, the Hammer, etc), just to give more variety to those classes' weapon selection. It's something to consider.

Wow, I like the look of this! I'm glad to see that my work on FF3's Data Crystal page was helpful to somebody, and that they managed to figure out how the Steal/Drop tables work.

Personal Projects / Re: Final Fantasy II Renovated
« on: November 27, 2014, 01:13:34 pm »
Yeah, for FF3j, the byte at $7CDE0 determines your walking speed in towns and dungeons.

The ad0220 translation of 3j added a B-button dash even, though the download link seems broken.

For the GBA, I would recommend No$GBA's debugger; it was recently released as freeware, so now anybody can use it. It's the best GBA debugger commonly available as far as I know.

Personal Projects / Final Fantasy IIIj Rebalanced
« on: March 17, 2012, 01:46:08 pm »
This is a little hack I've been working on for the Famicom FFIII. There's nothing groundbreaking in here, but it hopefully improves class balance and makes the game have a smoother difficulty curve. All of the weaker classes and weapon types have been improved, while everything from the Forbidden Land Eureka has been toned down so that they fit in better. Enemies have also been altered to make them more vulnerable to Black Magic yet more threatening overall.

So far I've altered:
-Class statistics
-Weapon and Armor statistics
-Magic, Summon and Terrain attacks
-Enemy Magic
-Basic enemy statistics
-Shop selection

The mechanics of the hack are essentially done, but I'd like feedback on my rebalancing efforts; I'm not sure I didn't make the Ninja underpowered, and I'd appreciate what people think of how weapons work now.
You can find it here:

The patch comes in both .ips and .ups formats, and has a list of the stuff sold by equipment shops.


Edit, March 23: Updated patch and readme for various alterations.

Newcomer's Board / Re: Changing class equipment selection in FF3j
« on: March 14, 2012, 02:18:26 pm »
Thanks for the explanation - that's actually very simple.

I asked about higher values because the data from $9D0 to $A0F is simply a series of zeroes - if that data is free, it gives me 21 new configurations to use. If not, I suppose I could make use of the duplicates and unused indices within the table, but that might limit my options. Do you know if that spot is used by the game for anything?

I went ahead and wrote for $9D0 to $9F0, and everything seemed okay through the Altar Cave...of course, I don't know what that data at $A10 does, so I can't say that things remain un-broken. Maybe it's map data? Or something to do with the translation?

Newcomer's Board / Re: Changing class equipment selection in FF3j
« on: March 14, 2012, 10:35:53 am »
So while there is a limited (256) number of class combinations, what those combinations are can be changed freely, correct? That's practically what I had hoped all along.

I see that your chart stops at 3F, but of course the 'who can equip' byte accepts higher values than that. A byte with value 40-54 produces no classes, but you start getting classes beyond that. Also, what do you mean when you say that armor has the 0x80 bit set? I'm afraid I don't understand what you're saying.

Finally, since there are three individual Summon attacks, the actual Summon item you equip on your unit is located in a different place than black and white spells, right? How does the game determine whether a class gets the Conjurer attacks or the Summoner one?

Anyway, thanks a lot for your help. I've got a good portion of the ROM mapped out now.

Newcomer's Board / Re: Changing class equipment selection in FF3j
« on: March 13, 2012, 05:17:38 pm »
That makes sense, and it'd be great if that were true, but the game has 22 classes. I don't see how a 8-digit bitfield can account for all possible combinations without some additional math being done. The seventh byte of a weapon string seems to be reserved solely for stat boosts from equipment, and the sixth byte only appears on three types of weapons: the Onion Sword (exclusive to OnionKids), the Shuriken (consumable throwing weapon exclusive to Ninjas), and all types of arrows (which do nothing without a bow).

I'm pretty certain of the uses of the other five bytes, too. I honestly don't know what's going on with this, and I'd hate to find out that there's a limited combination of classes. Using the eighth byte as a bitfield has worked in some cases, but in others the number of 1s doesn't match up with the number of classes that can equip the item. As you said, '38' turns into 00111000, but only two classes can use the corresponding weapon.

I'll try messing around with this byte and see if I can find something out, because right now I'm stumped.

Newcomer's Board / Re: Help with creating table
« on: March 12, 2012, 09:43:05 pm »
Well, line breaks are easy. They're basically the enter key, so they appear before the start of a new line. "Open a text box" appears when the game creates a fresh box before putting text on it, and the characters that end strings (they're usually called 'NULL') are placed at the end of a chunk of text to tell the game to stop printing text entirely.

When you think you've found one of these special characters, test it out in the middle of other chunks of text to confirm how it acts. Obviously, make a backup before you do this if you're using a standalone hex editor, or don't save your changes when using a debugging emulator. Just experiment! You'll learn faster and better than from me telling you this stuff.

Newcomer's Board / Re: Help with creating table
« on: March 12, 2012, 02:33:48 pm »
Letters and numbers aren't the only thing that are used for displaying text; you'll have to find the symbols that correspond to (for instance) line breaks, opening a dialogue box, and ending the text string. That's probably what accounts for some of those blank spaces. When you find the symbol for a line break, you could add it into your .tbl file as
F0 = [Line Break]
 as an example.

Also, the same byte can represent multiple things in different contexts, especially for bytes that tell the game, "Okay, display the player/enemy/spell name here", like the above poster said.

Newcomer's Board / Changing class equipment selection in FF3j
« on: March 10, 2012, 07:11:09 pm »
I've been fiddling with Final Fantasy 3 (with A.W. Jackson et al patch) in a hex editor, but I'm having trouble figuring out how a weapon or armour determines which classes can equip it.

Each piece of equipment has a byte which tells the game which classes can equip it. Fists have a value of 00, but a Claw-type weapon has a value of 38. It can be wielded by the Karateka (who can only use claws) and Ninjas (who can equip almost anything). I thought that it may have something to do with the first byte of the classes' base stat data (at$7201), but the Karateka has 28, and the Ninja, FF in these bytes - I don't see how those combine to get 38.

As another example, the Headband (9E) can be equipped by those two classes plus the Monk, who has an "ID value" of 77. All equipment is grouped by the slot that you equip it with (hands, head, etc), so I don't think where you can equip something affects its class byte. I'll continue to experiment with this, but in the meantime I'd appreciate it there was somebody who could enlighten me on this.

Edit: Well, I've made lots of progress in other areas, such as filling out the addresses for the stat growth of all classes. Each class has two bytes for every level: one for primary stats, and another for spell charges. There's actually 2156 bytes devoted just to stat growths, making it a very flexible system. I've also discovered that spells have a class equip byte, just like weapons and armor. I still haven't understood this byte, though, so I may have to bite the bullet and start experimenting with it.

Maybe I could upload my notes on addresses and what they do to the site. I have a decent list of the things.

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