| Parameter | Info |
|---|---|
| Console: | SNES |
| Original Game: | Final Fantasy III |
| Type: | Improvement |
| Genre: | Role Playing |
| Modifications: | GP |
| Creator: | Lenophis |
| Date Created: | 10/30/2008 |
| Last Modified: | 01/29/2016 |
| Parameter | Info |
|---|---|
| File Name: | Tweak - Holy Randomness Batman.rar |
| Downloads: | 8 |
| Requirements: | No-Header (SNES) |
| Version: | 1.6a |
| Rating: |
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.
Title: Holy Randomness Batman!
Author: Lenophis
Version: v1.6
Applies to: FF3us v1.0
Tested on: FF3us v1.0
Contents: Tweak - Holy Randomness Batman! - No header.ips
Tweak - Holy Randomness Batman! - header.ips
Anti random - header.ips
Anti random - no header.ips
readme.txt
random - New C0.txt
random - New C1.txt
random - New C2.txt
random - New C3.txt
ROM addresses: C0/0636 - C0/0639*
C0/4012 - C0/4015**
C0/6879 - C0/687B*
C0/C48C - C0/C48F**
C0/C4A9 - C0/C4AC**
C0/BB32 - C0/BB35*
C0/C17A - C0/C17C*
C0/C331 - C0/C334*
C0/C48C - C0/C48F**
C0/C4A9 - C0/C4AC**
C0/D6B0 - C0/D705
C1/1861 - C1/1864**
C1/CD53 - C1/CD56**
C1/CECF - C1/CED2**
C2/4B5F - C2/4B62**
C2/4B6F - C2/4B72**
C2/BBEC - C2/BBEF**
C2/BC9B - C2/BC9E**
C3/A445 - C3/A448*
C3/F0FC - C3/F16B
EE/149D - EE/14A0**
EE/150D - EE/1510**
EE/2515 - EE/2718**
EE/2523 - EE/2527**
EE/3281 - EE/3284**
EE/32CF - EE/32D2**
EE/5071 - EE/5074**
EE/5081 - EE/5084**
EE/5092 - EE/5096**
EE/54C6 - EE/54C9**
EE/54D6 - EE/54D9**
EE/54E7 - EE/54EA**
EE/56BF - EE/56C2**
EE/56CF - EE/56D2**
EE/56E0 - EE/56E3**
EE/86A6 - EE/86A9**
EE/86B4 - EE/86B7**
*: I replaced a 3-byte instruction with JSR $xxxx to increment the frame counter
then did the instruction I had delayed.
**: These are LDA $C0FD00,X calls that were replaced with JSL $C0D6B0 calls.
Urgency: Medium to annoyingly high
It depends on if you really believe that FF6 uses a random number generator. ;)
--------------------------------------------------------------------------------
Description:
Final Fantasy 6 uses a table of 256 values that it "randomly" loads from, which
then returns the psuedo-random-but-predictable-number.
--------------------------------------------------------------------------------
What this patch does:
Eliminates the old random number generator, of course. It is replaced with
something that I at least hope is better in the long run.
Note: The anti patches will remove the patch.
--------------------------------------------------------------------------------
Version history:
v1.6a - October 30, 2008
I've righted a wrong, and finally added BMF54123 to the credits section.
No changes made to patch.
v1.6 - January 18, 2008
Removed the two last calls in bank C1, as they were causing massive
spell animation slowdown. Added a ton of calls in bank EE.
v1.5 - There were more LDA $C0FD00,X calls than I thought.
WARNING: This patch is no longer compatible with v1.1 of the rom!
The code at C1/CD53 and C1/CECF has been shifted left three bytes. So,
v1.6 of this patch will include a patch for v1.1 :)
v1.0a - Minor changes made in readme and in Random - new C3.txt
While the branches were correct, where the text file said they were
going was not correct.
No changes made to patch.
v1.0 - Initial release
--------------------------------------------------------------------------------
Credits:
Imzogelmo - For writing the C0, C1, and C3 disassemblies. He also pointed out
that I had missed a few LDA's.
Terii Senshi & assassin - For writing the C2 bank disassembly.
assassin - Double notice for looking at my code and making sure that I can
indeed program with this insane assembly. :P
BMF54123 - For originally helping me with the idea.