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Title
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Applies to
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Last Updated
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Description
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Duplicate enemy names fix
(Version 1.2)
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FF3us: 1.0 and 1.1
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20 Jan 2004 (Removes potential bug introduced by first version of patch)
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Here's the brief description from the readme:
In FF3us, one function forgot to account for the change to 10 character enemy names from the 8 character names in FF6j. This means you'll get duplicate entries listed onscreen if you encounter a party with 2 different enemies of the same name (i.e. with the Mag Roaders; it *should* be condensed to one "Mag Roader"). The bug can also cause some enemy names to be OMITTED entirely, but that's not a risk unless you're using a ROM with custom enemies/formations and you're very unlucky or deliberate. The patch makes FF3us behave correctly, like FF6j (except there is still no display of enemy quantities).
Comes with one patch that works with both FF3us versions, and detailed disassemblies for the bad code Square wrote and my fixes.
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Genji Glove damage
reduction fix (Version 1.01)
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FF3us: 1.0 and 1.1 FF6j 1.0
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13 Nov 2005 (Corrected and slightly modernized documentation; patch is identical to version 1.0, released waay back on Mar 6, 2003)
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Repairs the 25% physical damage reduction caused by Genji Glove so that the cut happens just when you have two weapons. Normally, that penalty would occur only if you had the Genji Glove on and one or no weapons equipped; hence the need for the fix, since that obviously doesn't make any sense.
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fixes.
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Alphabetical Rage patch
(Beta 0.45)
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FF3us: 1.0 and 1.1
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01 Feb 2004
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Alphabetizes the enemy Rage listings -- under both the in-battle command and Skills menu -- to make life a little easier for ROM players. The game normally lists Rages in the order of their position in ROM, which is of no use to the player, and generally makes finding the Rage one wants rather annoying. This patch can be quite the timesaver, and may just convince players to hold back less on their Veldt learnings.
Comes with a patch that works with both FF3us versions, and two detailed disassemblies: one for the original Square code, one for my alphabetized revamp.
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Magic Damage Overflow fix
(Beta 0.30)
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FF3us: 1.0 and 1.1 FF6j 1.0
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04 April 2004 (Takes up 2 less bytes than the 01 Feb 2004 release)
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Repairs the main Magic Damage Calculation function to make sure damage stays within a 16-bit value. Previously, there was nothing preventing magical attacks from overflowing the damage counter, wrapping it to some paltry number; try a Level 99 character with 140+ Magic Power and Ultima to see the bug in action. Thankfully, Square did foolproof all (?) the other functions that can increase damage, minimizing my work.
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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Jump/Launcher and Jump/Super Ball fix
(Beta 0.20)
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FF3us: 1.0 and 1.1 FF6j 1.0
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09 June 2004 (No longer uses extra space)
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Normally, if an enemy uses Launcher when all the characters have jumped, or a character uses Super Ball when all the enemies have jumped, the battle will bug out. Targets will be invisible; actions will be prevented; it's a mess (though it's largely remedied if another Super Ball or Launcher is used with actual targets present). This fix prevents all the misbehavior by making sure the function that deals with Launcher and Super Ball always clears a counter variable, even when no targets are found.
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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Muddle/Mantra fix
(Beta 0.15)
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FF3us: 1.0 and 1.1 FF6j 1.0
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14 Feb 2004
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If Sabin or Gogo get Muddled or Charmed before using Mantra, it will heal enemies more than it should. In fact, Mantra cast on a lone enemy will always heal for 9999, regardless of Sabin's/Gogo's HP. The game wrongly assumes that the caster is always one of the original targets, using this formula for healing:
Healing per target = Caster's Current HP / (Number of targets - 1)
This patch fixes the oversight, so a misdirected Mantra will now abide by the same formula as a normal one:
Healing per target = Caster's Current HP / (Number of targets after excluding caster)
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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Muddle/Palidor fix
(Beta 0.15)
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FF3us: 1.0 and 1.1 FF6j 1.0
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09 March 2004
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If a character gets Muddled or Charmed right before casting Palidor, they'll attempt to use it on the enemy party. Because the spell and/or its animation aren't equipped to handle enemy jumpers, the caster will disappear indefinitely after getting whisked away by the giant bird, even though he or she didn't technically jump. Meanwhile, the enemies will be visible but unhittable until suddenly doing their jump attacks. This patch eliminates the bugginess by removing enemies (and characters acting as enemies, like Gau returning from a Veldt leap) from Palidor's targets.
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
NOTE: This patch uses free space that was consumed by older versions of Terii Senshi's Rippler patch. Thus, I recommend downloading the MUCH improved newest version of his fix from http://www.rpglegion.com
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Master ZED's Allo Ver fix
(Version 1.0)
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FF3us: 1.0 and 1.1 FF6j 1.0
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25 March 2004
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Allo Ver belongs to two different enemy formations: 126 and 515. Only formations 0-511 can be encountered on the Veldt (or give Magic Points). Because Square blundered and linked #515 instead of #126 to the treasure chest in the Veldt Cave, you'll never see Allo Ver on the Veldt. Master ZED figured this out a long time ago, and has provided a couple elusive fixes over the years. But my thieving self takes the honor for creating an accessible standalone patch.
Comes with one patch that works with either version of FF3us and with FF6j.
Game Genie codes are also provided for cartridge players within the Readme.
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Jewel Ring description fix
(Version 0.61)
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FF3us: 1.0 and 1.1
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07 May 2004 (Just a small update to Readme; patch is identical to version 0.60)
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The game wrongly gives this description for Jewel Ring:
Protects against "Dark", "Petrify"
In reality, the relic only protects against Petrify. One immediate clue to players that
something is amiss is that Goggles, which protect against Dark status, and Jewel Ring are
both first sold in South Figaro. This would make Goggles (even more) pointless from the get-go.
This fix changes Jewel Ring's description to:
Protects against "Petrify"
Comes with one patch that works with either version of FF3us.
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Deceptive Tapir fix
(Version 0.40)
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FF3us: 1.0 and 1.1 FF6j 1.0
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22 April 2004
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Tapir, summoned by Mog's Dance, heals any ailment besides Freeze or those that can't be healed normally (such as Charm). On top of that, its special effect will fully restore the HP and MP of sleeping targets. When the special effect detects that a target isn't sleeping, it will trigger a "Miss" message, which is misleading because the status ailments are still removed from the target.
This fix causes the Tapir special effect function to essentially do nothing for awake targets. No "Miss" message appears; their ailments are simply cured. This does NOT influence the unnamed tapir that appears automatically to wake up snoozers, as that's not even the same spell.
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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1-way status immunity fix
(Beta 0.25)
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FF3us: 1.0 and 1.1 FF6j 1.0
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24 May 2004
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Status immunities in this game are two-way: if a target is immune to a status but doesn't have it, it can't be given to it; if a target is immune to a status but already has it, it can't be removed from it. However, a couple special cases break the rules: Zombie (through Overcast) and Near Fatal (through HP <= 1/8 of its maximum). With these two cases, it's possible to enter those statuses while already immune to them, which in turn causes the statuses to be impossible to remove. This patch will prevent the former from happening, thus preserving 2-way immunity.
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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Stackable immunities and permanent statuses fix
(Beta 0.22)
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FF3us: 1.0 and 1.1 FF6j 1.0
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05 May 2005 (Just another small documentation correction; patch is identical to versions 0.20 and 0.21)
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When you change a piece of equipment or exit a Rage (i.e. croak or get petrified) mid-battle, the game forgets to clear some of the status immunities (and thus, permanent statuses, too) that were provided by that Rage or shield. Fun ways to abuse this are switching between multiple shields (e.g. Force ==> Cursed ==> one with good Defense), or by Raging a resilient beast like Intangir, killing and reviving Gau, then Raging something else. You'll be able to "stack" all sorts of permanent boosts and immunities you shouldn't have.
This patch prevents such stacking. It does so by clearing or replacing ALL immunities when equipment is changed mid-battle or a Rage is exited; now, the only immunities a character will possess at those points are the ones provided by their current equipment.
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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Pincer + Row fix
(Beta 0.15)
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FF3us: 1.0 and 1.1 FF6j 1.0
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2 July 2004
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From Master ZED's Bugs and Glitches Guide:
Normally, when you begin a fight in a Pincer attack, all characters are in the front row. You can use the Row command to [randomly] turn around, but oddly it also switches rows. This isn't a visible change, but something you'll notice in damage dealt and received. Since there should be no rows for characters in a Pincer (and for enemies, no rows in a Side attack, but they don't change rows mid-battle anyway), the effect on damage becomes a very sneaky bug.
This patch stops the Row command and the R.Polarity spell from switching a character's row when they are caught in a Pincer, unless all the enemies on one side are gone.
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's lacking code and my fix.
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Auto Swordless Runic fix
(Beta 0.15)
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FF3us: 1.0 and 1.1 FF6j 1.0
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11 July 2004
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From Master ZED's Bugs and Glitches Guide:
Runic and SwdTech share a trait in that they both require weapons to make them available for use in battle. SwdTech works properly; no/improper weapon, no SwdTech. Runic is faulty however, in that if a character is acting automatically (Colosseum, Muddled, Charm), that character can use Runic regardless of equipment.
This patch adds a check so that Runic won't be chosen for a character who's acting automatically unless he or she holds at least one weapon that supports the command. As a bonus on top of the fix, I've also given hackers more flexibility to change the commands available for Berserk and Zombie (see the Readme for more on that).
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's lacking code and my fix.
NOTE: This fix conflicts with any version of my Alphabetical Rage patch before 0.45. If you want the two to coexist, make sure you get a copy of that patch dated Feb 1, 2004 or later.
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Disrespectful Zombie fix
(Beta 0.20)
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FF3us: 1.0 and 1.1 FF6j 1.0
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15 Aug 2004
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Status immunities in this game are two-way: if a target is immune to a status but doesn't have it, it can't be given to it; if a target is immune to a status but already has it, it can't be removed from it. A permanent status means the target gets both the status and immunity to it. However, if a target is turned into a Zombie, it'll always lose certain statuses (Dark, Poison, Near Fatal, Berserk, Muddled, and Sleep), even if they were supposed to be permanent (e.g. from the Cursed Shield or clever Rage use). You won't be able to re-inflict such a status on the target, as it's still immune to it.
This patch preserves 2-way immunity by fixing Zombie to not eliminate statuses to which a target is immune. It also removes a minor flaw where True Knight wearers could momentarily protect Petrified characters.
Comes with two patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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Step Mine's missing digit fix
(Beta 0.22)
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FF3us: 1.0 and 1.1
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05 May 2005 (Just a small Readme correction; patch is identical to versions 0.20 and 0.21)
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Slightly modified from Master ZED's Bugs and Glitches Guide:
Whenever the MP cost of Step Mine is at 100 or up to 109, the in-battle MP cost display for the Lore menu will glitch and not display the middle digit. The formula for a character's Step Mine MP cost is playtime in minutes DIV 30, so you can only see this bug at or between 50:00 and 54:59, in which range the middle digit of Step Mine's MP cost will be a 0.
This patch makes it so the tens digit will only be blanked if it AND the hundreds digit are both zero. Thus, no more gaps in the displayed MP cost.
Comes with one patch that works with both FF3us versions, and detailed disassemblies for the bad code Square wrote and my fix.
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Brushless Sketch patch
(Beta 0.16)
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FF3us: 1.0 and 1.1 FF6j 1.0 RPGOne 1.1
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20 Oct 2004 (Just a small update to Readme; patch is identical to version 0.15)
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Relm and Gogo can sketch without a brush. While not a bug, that's still bunk. Common sense forced me to intervene with a giant patch; it makes three changes as long as a character doesn't hold a brush:
- The Sketch command is grayed (and therefore unavailable) on his or her in-battle menu.
- The character won't choose Sketch when acting automatically (in the Colosseum, or when
Muddled or Charmed).
- His or her Sketch command is grayed on the Status screen and where you arrange the "Short" layout under the Config menu. This measure is just for information and consistency.
Comes with three pairs of patches and anti-patches: one for FF3us (either version), one for FF6j, and one for RPGOne's FF6 translation. Also includes detailed disassemblies of Square's original code and my changes.
NOTE: This patch REQUIRES my "Auto Swordless Runic" fix; you must apply that patch before this one. See the Readme for more info.
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Recapture the Glory fix
(Beta 0.225)
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FF3us: 1.0 and 1.1 FF6j 1.0
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09 Nov 2005 (0.22 and up: Uses a different RAM byte to avoid animation conflicts) (0.225: Minor documentation fix; patch is identical to version 0.22)
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From Master ZED's Bugs and Glitches Guide:
Some weapons, such as Atma Weapon, Drainer, and Fixed Dice, have special effects that tell
the game to treat them differently and to what extent (drain HP/MP, new damage formulas,
etc.). Capture negates a weapon's special effect to replace it with a steal attempt. This results in some weapons not functioning correctly.
See the Readme for a list of the weapons that lose functionality (there are 21 in all) and how they are affected.
With this patch, the Capture command marks its steal attempt in a new variable rather than
overwriting the original special effect variable. Thus, weapons will retain their special
functionality when used with Capture.
Comes with two pairs of patches and anti-patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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Mute steals Rage statuses fix
(Beta 0.21)
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FF3us: 1.0 and 1.1 FF6j 1.0
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25 Dec 2004 (Just a Readme update; patch is identical to version 0.20)
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When a spell of nonzero original MP cost is attempted by a Muted character via the Rage command, the character wrongly won't gain statuses of the Raged monster. These monster statuses are of two types: removable (e.g. Dark, Poison, Clear) and permanent (e.g. Safe, Haste, Reflect). Application of the removable statuses is delayed until some entity next makes a working move (i.e. one that doesn't abort from Mute or Imp). An aborted spell thwarts the would-be permanent statuses, but only if it happens as the first turn of the Rage. In that case, the Rager is also locked out of those statuses for the remainder of the Rage because the game still gave him/her immunity to them in an attempt to make them unremovable.
A prime victim of the bug is a deliberately Muted Intangir Rager.
This fix separates the giving of the Raged monster's statuses from the actual Rage attack. Now you'll inherit them regardless of whether the attack aborts, just as already happens with the monster's other acquirable properties (such as elemental tolerances and status immunities). In the process, the patch also fixes some other Rage and status bugs, which are mainly just an issue with monster hacks (see the Readme for more info). This just in: On top of that, it fixes a bug where a Battle strike used as the first turn of a Brawler Rage won't get the Berserk damage boost (and a couple other similar problems; see the Readme for more info.)
Comes with two pairs of patches and anti-patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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Control attacks ignore MP cost fix
(Beta 0.19)
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FF3us: 1.0 and 1.1 FF6j 1.0
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24 Sep 2007 (Fixes a bug present in version 0.17. Get this right away!)
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Straight from Master ZED's Bugs and Glitches Guide:
Control attacks ignore MP cost in use -
Whenever you use an attack with a MP cost via a Controlled monster, the game will ignore the
cost entirely, not taking it from the Controller or the monster. The menu doesn't do the
same, however, though it's kinda slow at actually noticing a change in MP under certain
circumstances (see Control menu responds poorly to MP change under 2. In battle -
Miscellaneous).
The Control menu already disables access to any attacks which cost more than the monster's
remaining MP. That's a strong sign Square didn't want Control to render spells free.
This fix bills controlled monsters for the MP costs of spells they cast, since there's no
good reason hypnosis should provide infinite resources.
Comes with two pairs of patches and anti-patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's bad code and my fix.
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That Damn Yellow Streak fix
(Beta 0.25)
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FF3us: 1.0 and 1.1
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26 Dec 2004
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Straight from Master ZED's Bugs and Glitches Guide:
The red/yellow streak in Gogo's command options window -
There's a red/yellow streak in Gogo's command options window that shouldn't be
there. About the only thing I can elaborate on is the cause, which is that the
line comes from the very last line in Gogo's subscreen portrait. This portrait
is mysteriously reprinted behind the window, and the last line comes out from
behind the window due to a sprite priority bug.
Square put code in FF6j to deliberately give Background 2 tiles priority over the sprite in
the Status screen's right-hand command list, which is why you don't see any of the portrait
in that version, nor most of it in FF3us. The reason FF3us has a problem is that the
portrait was shifted down from FF6j; its bottom line entered another row of tiles, but the
code that modifies the tiles' priorities was never updated.
This fix makes the necessary adjustment to that code. Tada; no more accursed streak!
Comes with a patch and an anti-patch for FF3us (either version). Also includes detailed disassemblies of Square's bad code and my fix.
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Auto-expiring statuses don't reset their timers with manual removal fix
(Beta 0.20)
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FF3us: 1.0 and 1.1 FF6j 1.0
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19 Feb 2005
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Partial excerpt from Master ZED's Bugs and Glitches Guide:
Statuses such as Stop, Reflect, Sleep, and Freeze eventually wear off after
awhile unless, in the case of Reflect, they can become permanent. The game
does this through the use of individual timers for each status, for each
target. Stop makes all other timers, along with Regen, Poison, and Seizure,
halt execution for its duration since it is supposed to be a time freeze. The
bug here, however, is that if you remove the timed statuses with a spell such
as Dispel, the timers will not be reset and will still count down on their own,
not even checking to see if their respective status still exists. While this
doesn't affect anything with most of the statuses, Stop's superceding of Regen,
etc. and other timed status can cause problems such as prolonging timed status
and [temporarily] keeping Regen and co. from doing any HP healing/damage.
[Proper behavior doesn't resume until Stop's timer expires.]
This fix zeroes a status' auto-expiration timer *whenever* it's removed, meaning the timer
for any entity who doesn't have the status will now correctly be zero. As a result, the
game won't trick itself into partially thinking an absent status is still present.
Comes with two pairs of patches and anti-patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's lacking code and my fix.
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Control menu responds poorly to MP change fix
(Beta 0.10)
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FF3us: 1.0 and 1.1 FF6j 1.0
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18 March 2005
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Straight from Master ZED's Bugs and Glitches Guide:
Control menu responds poorly to MP change -
This bug deals with the fact that Control takes a turn, two at most, to notice a change in a monster's MP rating. Once you have Controlled a monster, wait for the Controller's gauge to fill up, then try something like zeroing the monster's MP. Take a look at the menu, and you'll see that all MP-dependent attacks are still available. Not only that, you can still use them for one turn since attacks initiated from the Control menu ignore MP cost in practice. This also works in reverse; for example, Control a Sprinter after you have zeroed its MP. Now use its Special (Drainbeak) to replenish 20+ MP. On the Controller's next turn, Cyclonic, the only MP-dependent attack in Sprinter's Control menu, will still not be available even though it gained sufficent MP from the previous turn.
With this fix, Control menus are updated more often, and will correctly reflect their
associated monsters' current MP. To be specific, the same types of cases that make the game re-determine availability of spells on Esper, Magic, and Lore menus for a character will now make the Control menu regenerate for a monster.
Comes with two pairs of patches and anti-patches: one for FF3us (either version) and one for FF6j. Also includes detailed disassemblies of Square's lacking code and my fix.
NOTE: Help wanted. See the Readme for a chance at a staggering reward!
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Jump Megafix
(Beta 0.15)
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FF3us: 1.0 and 1.1 FF6j 1.0
RPGOne 1.2
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05 Sep 2005
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There are five bugs involving Jump here, a couple specific to Ogre Nix (italicized portions courtesy of Master ZED's Bugs and Glitches Guide):
BUG #1:
Jump doesn't reload command, attack, or weapon data -
Palidor-induced jumps and Jump itself have a tendency to not reload any
command, attack, or weapon data between Dragon Horn combination strikes,
causing all of the strikes to, if they have special effects that are supposed
to randomly kick in, be the same once that effect is loaded. ThiefKnife,
Ogre Nix, Tempest, and (in FF6j/FFA only) the X-type/Dice-up instant death
weapons are all affected. Some even experience disappearance bugs. I've
used enough space here, so see this bug in Section 0 of the Readme for how
the weapons are affected.
------------------------------------
BUG #2 and 3, respectively:
Jump only uses one weapon of a dual weapon wielder... or so it seems! -
If you use Jump with two weapons, the command will pick one of the two weapons
and use it. However, no matter which hand it picks, it always uses the right
hand weapon graphic. Also, if either weapon is a spear, it will give a 2X
damage multiplier disregarding which weapon is actually used.
------------------------------------
BUG #4:
Prophetic Jump predicts broken Ogre Nix -
Normally, when Ogre Nix breaks, you still get a sword strike, then see the
message "Ogre Nix was broken!" afterward. With Jump and Palidor attacks,
however, the character will come down weaponless, then you will get the message
that the sword was broken. This is weird since it appears as though the weapon
shattered before it ever hit anything.
------------------------------------
BUG #5:
Riskless Ogre Nix - If the Ogre Nix special effect decides to break the weapon, it only follows through with the breakage if it finds Ogre Nix in the attacking hand. Unfortunately, it uses the number of strikes remaining in the turn to detect which hand that is. This method works just fine for Fight and Capture (for reasons I won't get into here), but does not for Jump. An easy way to see the effects: put Ogre Nix in a character's right hand, give him/her DragoonBoots but no Dragon Horn, and Jump as much as you'd like. The thing will never break because the Ogre Nix code wrongly checks the *left* hand with this setup.
------------------------------------
This patch fixes all those bugs. If you're interested in how it does that or more info on the bugs themselves, consult the Readme, particularly Sections 0 and 6 (and Sections 1-5 if you crave uber detail).
There are two types of the patch: one randomizes the attacking hand once per pounce, and the other randomizes it once per Jump turn. For each type, there are four pairs (!!) of patches and anti-patches enclosed: one for FF3us 1.0, one for FF3us 1.1, one for FF6j, and one for RPGOne's FF6 translation. Also includes detailed disassemblies of Square's bad code and my fixes.
NOTE: This patch uses free space that was consumed by older versions of Drakkhen's Ignore Defense patch. Thus, I recommend using at least v1.10 of his patch: http://www.angelfire.com/un/drakkhen/index.html
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