Final Fantasy III (SNES) — Final Fantasy VI Hardtype
The first ever serious attempt to make to make the ever popular Final Fantasy VI a more difficult game.
The first version probably looks amateurish by today’s standards, but remember that it was created -before-
highly detailed documents of data and editors even existed.
Nowadays there’s an abundance of information available on the game, and many hacks of this game have been
produced to date.
Regardless, a new 2.0 version of my FFVI Hardtype is in the works, using the all new info known today. It
promises to be different and introduce new ideas over the original version. It aims to be a polished work
that will not detract from the original story or gameplay. In fact, it will bring the gameplay to a whole
new level of depth and strategy.
I don’t know when 2.0 will ever get done. I have a lot of other projects and giant backlog of games of
higher priority these days.
If custom monster making is your thing, you might want this. I noticed a lot of custom monster hacks overwrote
existing enemy scripts, and this will give you enough space to write your custom monsters without doing so.
This patch is a very simple ASM hack that moves the enemy attack pattern data to the end of the ROM. This will
give you plenty of space for you to create complex custom monsters without overwriting the scripts of the
existing ones. Also great for if you are doing a detailed hack that requires the rewriting of many, if not all
the monsters. Note that you are still limited to 65535 bytes of data, though.
Note: This is strictly meant for people who hack monsters using hex editing programs only. Editors will not
recognize the fact that the data was moved.
Many have asked me for the patch that changes the FFIII title screen back into the original Final Fantasy VI.
Here you go. Also removes the black and white title screen that takes forever to load.
This patch was created by Yazoo for his French translation of FFVI. So if you leave credit for it, give it to
him.
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