This is my modest site of many patches (or mods) for the SNES game known as Final Fantasy 6 (or Final Fantasy 3 in the U.S.). You won't find any ROMs here, but you will find snippets of custom-made code to supplement the existing program. Enjoy!
NEWS (9/13/08): Updated the event dump again, thanks to Novalia for feedback and help with those really hard to decode bits. Please continue to report errors if any are noted. Thanks!
NEWS (8/27/08): Updated the Cure-Castin' Kid patch to version 0.91. No changes to the patch, but the readme is updated to correct inaccurate statements. Thanks go out to Novalia Spirit again on catching my mistakes.
NEWS (8/23/08): Updated the event dump, again, thanks go to Novalia Spirit, who provided most, if not all, the info used for this update. It's been a long time in the making, long thought lost due to a hard drive crash. Thankfully, I found an old backup disk, and was able to get this back on track.
NEWS (8/21/08): Huge thanks to Novalia, a.k.a. Novalia Spirit, for the cleaned up code and revamped style of the NEPROMR. If you like it, drop me a line; better yet, tell Novalia how awesome it is.
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Patches of My Own Design |
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one and only version |
Yes, I know this is not a command script patch. This is a text patch to make the characters names default to initial caps instead of ALL CAPS. I mean, how many times have I had to put in "Terra" for "TERRA"? Yes, it does work, and it's great for people who're lazy like me. For the curious, I spelled "KUKU" as "KuKu" because I thought that was a cool way to do it. |
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version 2.3 updated 8/7/04 |
Here it is! This is the long-awaited separation of powers patch, which allows you to consider each element of a multi-elemental attack as separate components for things like absorb, nullify, resistance, and weakness! This could be good or bad, depending on how you play, but it cuts both ways, for characters and monsters! Check out the text document to get all the info you need to know how it works. What's new: (Version 2.3): Apparently there was a not-often-jumped-to place that caused a stack mismatch, which, as you may not know, will crash the game terribly. I expect this to fix it. (Future): I may release a slightly different algorithm which would have less roundoff error. NOTE: If you plan to use my "Carve Stone" patch along with this one, apply this one FIRST. Otherwise, you will merely overwrite the Carve Stone patch and add that bug back into the game. |
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updated 3/29/06 |
This patch corrects a very minor but still faulty bug in the code which allows a petrified player to incur damage due to an attack with the Atma Weapon. EDIT: The new version (unnumbered) adds a patch for the Japanese version, cleverly named CarveStone-J.ips. |
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formerly Klepto, version 1.01, updated 10/25/05 |
There are two errors associated with multiple steal attempts in this game. First, the stolen items are not all added to your inventory (only the last successful steal is actually added). Second, the message display window does not clear in between steal animations, meaning that the first item name is the one that is displayed for all subsequent successful steals. This patch now corrects both. As of the 1.0 release, this patch may be used with either version of FF3us, as well as FF6j and FF6j with RPGOne 1.2. Enjoy. EDIT: Version 1.01 has the same patches, but corrected some errors/typos in the documentation files. |
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Grand Stairway (and other items) text and event correction released 8/18/04 |
This patch fixes the various errors with (event-based) treasures in this game. Basically, I made the item added to your inventory be the same as the item reported to be added to your inventory. The same goes for GP (all reports of 2000 GP were actually 293 GP, but now, you will get 2000 GP). Also, I fixed the reported "Water Skean" into a "Water Edge." I finally got around to playing the game again, and this works, so I no longer need a disclaimer about it not being tested. :) FYI, this fix is not limited to the Grand Stairway items; it also fixes the incorrect item bestowal in Owzer's basement. |
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released 8/21/04 |
I hope no one see this! I'm so embarrassed to even make such a puny patch... but on the other hand, it's definitely not a bandwidth-hog. I won't even worry you with the details of what this does... Look at the title, then look at your game, and all will be clear to you. |
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Gogo and the Cursed Shield Fix version 0.60, released 9/12/07 |
Gogo can't uncurse the cursed shield, but why? If the shield is equippable, the curse should be liftable! I don't know about you, but I find this situation to be unfair. So, I made a patch. Now, Gogo can dispel the curse just like everyone else. The zip file includes two versions, one for FF3us (both versions) and one for FF6j. EDIT: This patch has recently been re-released, due to a bug in the previous edition. Get this right away if you fell prey. Both US and Japanese versions have the new correction. |
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released 10/30/04 |
I thought I'd celebrate the end of my hiatus with a little patch to fix some text errors in the game. There is no documentation, so you need to read it here... This started out as an effort to fix the L.4 Flare description (you know, the WRONG one that says it hits level 2, 4, 6 enemies). I did that, completely in the hex editor, so I thought I'd tackle some other errors. So, I also fixed the misspelling of "members" in the True Knight relic. Then, to bring it up to a nice number of 3, I fixed the word "bonus" in that one Esper bonus description (I forget which one). I *think* that's all I did, but I don't really remember, 'cause I did this a long time ago. What I *do* know is that this patch DOES NOT affect any dialogue, just menu stuff. Enjoy. |
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Vector's Cure-Castin' Kid no longer heals the dead bugfix version 0.91, updated 8/27/08 |
The title is misleading; actually this prevents all event based damage AND healing from having effect on dead, zombified, or petrified characters (as it should). See Master ZED's Glitches and Bugs guide for a complete description. As for the reason, see the included commented code. The only thing I can add is that users should note that there *could* be events that I haven't "fixed" (this patch requires some event commands to be reordered), so there could be cases where an event used to maximize a dead character's HP/MP/Status but no longer does. If such an event is found, please report it to me so that I can track it down and fix it. ;) This comes with two versions, but it currently only works on FF3 US. The new version corrects an event error, Thanks Hollywood Narrator! EDIT: Apparently this fixes another bug as well, albeit a heretofore unreported bug. Spikes (like in the Phoenix Cave), or any event-based damager for that matter (if there are any others), can harm a character regardless of their status. The only thing that this would effect are Petrified characters as far as I can tell, but anyway... The root cause is the same for this and the CCK bugs, so this patch fixes 'em both (and provides a better reason for this patch to exist). EDIT 2: The original did not fix all events, therefore it was buggy. Get the new edition now! Thanks to Lenophis for pointing this out! EDIT 3: Thanks to Novalia Spirit, who pointed out an error with my readme. Apparently, the add 1 MP function is used, once, in the game. Since the original game had all 0's for the value, even this wlll no work. |
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updated 4/07/05 |
This one makes the two NPC versions of Gogo in Cyan's Soul have the correct palette. Or, if you prefer, it fixes the bug stated in ZED's Glitches and Bugs Guide as: Pink Gogo in Cyan's soul - When you first enter Cyan's soul, your now-three-man group is separated with you in control of the last character and the other two captured by a Dream Stooge. If Gogo is one of those captured, it will appear with a pink palette until you rescue it. This is because the game mistakenly gives it the Moogle/Umaro palette for this particular scenario (as long as it is an NPC). |
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M-Tek Vehicle in Cyan's Soul event bugfix released 1/03/05 |
This patch fixes the bug caused by switching lead characters during the M-Tek portion of Cyan's Soul. Basically, it calls another function to clear all the characters' "vehicles." Amazingly, this event code patch was possible without invading other events or free space. I may write up a readme for this at a later time, but for now, just know that this has only been tested on version 1.0 (I'm not certain if the event code is the same for both versions). |
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Shadow Leaves One-Man Party event bugfix released 2/02/05 |
This one fixes the bug in which Shadow can leave a party consisting of just Shadow, thereby freezing the game. To experience this (not that you'd want to!), here's what you do. After the Narshe battle (where Kefka raids Narshe and you have to fight them on the snowfield), make a party of just Gau, then go to hire Shadow's help at Kohlingen and trek back to the Veldt and ditch Gau (have him leap but then don't let him come back). Then, if you take Shadow past the gate of Narshe (or try to enter the secret passage), he will leave (as he would if you had other party members). This patch corrects that behavior by blocking Shadow's entry as usual, but you still retain control of him. |
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released 6/02/06 |
This little number makes it so you can finally tell MP-damage from HP-damage with no effort (unless you're colorblind, sorry). Of course, generally that is not hard in the normal game... just check for the usual suspects: Osmose, Rasp, Tincture, Ether, X-Ether... However, if you make a hack and have other MP-affecting attacks, this could be more useful. Pink is MP-damage, blue is MP-healing. Yes, I know it screws up the Reflect-barrier colors...but if I didn't re-color them, MP-healing would cause seizures. Really. <_< P.S.: This has not been tested extensively, and it probably won't be, so if it's buggy, just let me know (tell me what spell/attack bugged it out), and I'll fix it ASAP. Below is a little pic of it in action, just after casting Osmose on an undead monster.
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released 3/01/05 |
Now here's a fun patch. This is not a bugfix, mind you. This patch is one of my oldest projects, but only recently did I have the ability to track down all the information needed to complete this patch. You can thank T. Geiger for his wonderful SNES9x debugger, which allowed me to track down the needed data. Oh yeah, you want to know what it does, right? This patch creates a new variable (located at 7E:2D09) which keeps up with which characters have been hit (in the high nibble) and damaged (low nibble). Characters who have not taken any damage throughout the battle will laugh instead of dance at the end of battle (they may dance very briefly...e-mail me if you need a detailed reason). If NO characters are hit OR damaged throughout the battle, a special message will appear at the end of battle (assuming it's a regular battle end): "Flawless victory"; or, if Mog is in the party "Not scary enough... NEXT!" For the uninitiated, that line comes from the old TV commercial, and it lends itself to the name of this little patch. |
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only version |
This is supposed to fix the Mag Roaders to make the formation random like other ones in the game. It has only been studied briefly. Comments welcome. |
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- This one needs to happen, because it just isn't as perfect as it should be.
- I barely started it; however, ask me and I can usually help you.
- This is coming along nicely. You'd be surprised how much untapped potential this game has.
- Actually, RuneLancer figured this one out, and ArmorVil made a patch. Check it out here.
- I have a good list started, thanks to a program written by RuneLancer. However, the manpower needed to get a full list is just beyond my free time right now.
- Hey, it's coming along... It's a "live" page, believe it or not.
- This is already in my hack, but I could easily convert it into a standalone patch. It's so simple, but really cool. What is it? Well, figure it out yourself!

Hint: It's not the alphabetizaton of the Rage List - that was done by Assassin.
This bank contains code to handle event code commands, among other things. Now I can claim to have "discovered" a bit of this information, but mostly I just repackaged it and made it nice and clean, and now I put it out there for all the world to see. Version 1.0, of course.
Just in case you want to see my disassembly of bank C1, with many references so you can trace backwards. This is for version 1.0 (version 1.1 is very similar to this, but shifted by varying amounts). Just so you know. This shows the exact differences.
Welcome to bank 3, home of menus... and... lots of other stuff, but generally out-of-battle, non-map related stuff. This update is at Lenophis's behest, since, as I said, this was sorely out of date. The comments are still few and far between, but a pattern of code is starting to emerge for several things.
Another improvement, thanks to using some ugly hacks to ensure that it uses the right script in places where it branches into non-event-script code. Also thanks go out to Lenophis and Novalia Spirit, who contributed new commands for this edition. Unlike last time, this only includes the script itself, not the program.
These four data files are generated from the ROM, nicely and neatly. NPC Data Text updated 8/11/06.
NPCDataTxt.txt EventTriggerTxt.txt ChestDataTxt.txt MapEventPointer.txt
Title says it all. Check it here.
See what faulty code looks like! Gaze at its incredible errorfulness! Behold, the truth about the Grand Stairway!
This is just a listing for anyone interested in what free space is used by certain patches. This knowledge could be useful if using multiple patches, as you don't want to have conflicting byte-usage. Also, anyone hacking the code can use this to avoid patch conflicts.
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Quick List O' Links |
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Assassin has lots of bugfix patches, and he's adding more all the time. And not just FF6, he's got patches for other games as well. He also has some documents and an updated C2 bank. Here is a mirror for his site. |
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Lots of good info, including a listing of the treasure chests for Final Fantasy VI. Also in the works is the world's first(?) Final Fantasy VI editor program for the Mac. |
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Drakkhen has some feature patches, as well as some custom editors for animation structures, treasure chests, etc. Also his site has some good documents. Check it out. |
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What else can I say that hasn't been said? ZED's got patches, hacking docs, custom monsters, links to other sites... Be sure to check out the Glitches and Bugs Guide, the Attack Guide, and the Slot Guide. |
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Has some well-done hacking documents, the Excel Damage calculator, and the internet's largest archive of Final Fantasy III (US) savestates. It also has some great links and even a custom monster hack. And don't forget to check out the forum, it's a treasure trove of info. |
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Novalia has bug fix patches, as well as table files and documentation files. Look for this one to increase in content in the near future. |
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Great archive of NES music, as well as patches, documents, editors, etc. Also, make sure to check out the forum. You can often find me there if you need to ask me anything. |
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This is one case where the label "encyclopedia" is not an exaggeration. Terii Senshi has tons of information on FFVI. Also has some good hacking documents and bugfix patches. |
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Once the greatest romhacking related site, but now it's not necessarily, but it still has a lot of great info and resources. Check it out. |
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Questions? Comments? Requests? Bug reports? Contact me Imzogelmo "at" gmail "dot" com.