Newest Hacks

Coin Flip Fix Metroid: SR387 Good Ending Bug Fix Donkey Kong Redux

Newest Translations

Solomon no Kagi: Oujo Rihita no Namida Kaite Tsukutte Asoberu Dezaemon Ganbare Goemon Gaiden 2: Tenka no Zaihou Bikkuriman World

Newest Utilities

Griever's Pointer Searcher (English Translation) SPCTool PCSX 1.5 with Code Marker DWAeditor

Newest Documents

Documents

Newest Reviews

Mega Man X6 Tweaks Pepsiman (for NES) Rockman/Mega Man 2 - Slide and Charge Shot Castlevania: Dawn of Dignity (New Portraits Hack)

Newest Homebrew

Into the Blue RI Probe Star Evil Lunar Limit

Featured Hack Images

Rings of Power - The Hand of Nexus DOOM 32X 24 Level Expansion Luigi's Chronicles 2 Ayrton Senna's Super Monaco GP II '91 Season

Featured Translation Images

Fire Emblem: Shadow Dragon and the Blade of Light Dragon Ball Z: Super Butouden 2 Yo! Noid Battle Mania Daiginjou

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!