Parameter | Informationen |
---|---|
Konsole: | SNES |
Original Spiel: | Final Fantasy III |
Typ: | Bug Fix |
Genre: | Role Playing |
Veränderungen: | Other |
Ersteller: | Leet Sketcher |
Erstellungsdatum: | 08/18/2015 |
Letzte Änderung: | 12/01/2015 |
Parameter | Informationen |
---|---|
Dateiname: | Game_Over.zip |
Downloads: | 2 |
Anforderungen: | Header (SNES) |
Version: | 1.0 |
Bewertung: |
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
Final Fantasy 3 (US/SNES), Final Fantasy 6 (JP/SFC) Game Over Glitch Fix patch CONTENTS: FF3-GameOver-H.ips: The fix patch for a headered SNES ROM file. Apply to fix the Game Over Glitch. FF3-GameOver-HR.ips: The reverse patch for a headered SNES ROM file. Apply to reverse all changes made by the previous patch. FF3-GameOver-N.ips: The fix patch for a non-headered SNES ROM file. Apply to fix the Game Over Glitch. FF3-GameOver-NR.ips: The reverse patch for a non-headered SNES ROM file. Apply to reverse all changes made by the previous patch. FF6-GameOver-H.ips: The fix patch for a headered SFC ROM file. Apply to fix the Game Over Glitch. FF6-GameOver-HR.ips: The reverse patch for a headered SFC ROM file. Apply to reverse all changes made by the previous patch. FF6-GameOver-N.ips: The fix patch for a non-headered SFC ROM file. Apply to fix the Game Over Glitch. FF6-GameOver-NR.ips: The reverse patch for a non-headered SFC ROM file. Apply to reverse all changes made by the previous patch. readme.txt: This file. Game Over.asm: An assembly format index of the code changes. Game Over.txt: A text format index of the code changes. ALL PATCHES WORK ON VERSION 1.0 OR 1.1. PURPOSE: There is a flaw in the code for one of the event scripts used in this game, namely the script that handles a Game Over. The faulty event is used to exit the player out of the "Game Over" screen so the game can continue from the last Save Point. However, a consequence of the event is that the next event, a return statement, is skipped. The return event ends all event scripts because the scripts are called as subroutines and the event pointer stack gets filled. When the return event is called, values are pulled from the event pointer stack to make room. However, because the return event is skipped at the end of the Game Over event script, more values are pushed to the event pointer stack than pulled, meaning if enough Game Overs happen, a conflict occurs in the RAM that can lead to a crash or worse. This only applies to the world map because in locations such as Cyan's Dream World, the stack is regulated. Since the exit location event is only ever used in the Game Over script, the easiest solution was to modify that particular event to also reduce the size of the event pointer stack. This fixes its behaviour on the world map without interfering with its behaviour in dungeons.