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Final Fantasy - Modding FF-Modding
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Final Fantasy - Modding FF-Modding
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All Discussions > Final Fantasy VI > Topic Details
madsiur 10 Jun, 2016 @ 8:48pm
Editing the OBB Japanese ROM
This info might be already know by some people. I started a FF6A (U) Editor in 2013. Right now I'm working on a new version with more editable data and I'll add support for the (J) ROM, the one used in the OBB.

In the meanwhile, you could use my editor FF6AE[madsiur.net] with a (U) ROM for character stats, item, magic and monster data and copy with a hex editor the data to the OBB ROM. The goal of this post is not to give a hex editor tutorial, there are plenty on the web. All four data are at the same place in the ROM, expect for monsters stats. You can forget the font edition obviously with the FF6AE editor.

Here's the comparison between both version:

(U) Data -------- 62ACAC-62B22A DATA Character Initial Statistics (22 bytes * 64 entries) 62BC34-62CC1D MAGIC Magic Data (14 bytes * 291 entries) 73798A-73AE6A MONST Monster Stats (32 bytes * 423 entries) 62CC64-62D6EF ITEM Weapon Data (30 bytes * 90 entries) 62D6F0-62D8B1 ITEM Shield Data (30 bytes * 15 entries) 62D8B2-62DBDB ITEM Helmet Data (30 bytes * 27 entries) 62DBDC-62DF7D ITEM Armor Data (30 bytes * 31 entries) 62DF7E-62E06D ITEM Tool Data (30 bytes * 8 entries) 62E06E-62E103 ITEM Skean Data (30 bytes * 5 entries) 62E104-62E775 ITEM Relic Data (30 bytes * 55 entries) 62E776-62EA45 ITEM Item Data (30 bytes * 24 entries) 62EA46-62EA63 ITEM "Empty" (30 bytes) 62EA64-62EC26 ITEM New Equipment (30 bytes * 15 entries) (J) Data -------- 62ACAC-62B22A T DAT Character Initial Statistics (22 bytes * 64 entries) 62BC34-62CC1D T DAT Magic Data (14 bytes each * 291 entries) 62CC64-62EC26 T DAT Item Data, regrouping weapon, armors, relic, etc.. 7379A6-73AE86 T DAT Monster stats (32 bytes each * 423 entries)

If you want to take it one step further, you could edit a SNES ROM with FF3usME[www.ff6hacking.com] and copy the hex block into the OBB ROM. Most formats, as far as what FF3usME cover are the same as the GBA versions. To know the location of the data in the SNES ROM, you can check this ROM map[www.ff6hacking.com] and cross reference with the OBB ROM[madsiur.net]. Stuff like formations, shops, esper data, colosseum and more can easily be edited this way. Note that FF3usME does not cover the GBA extra content (duh).

Thing that require pointer changes (variable length data such as monster AI will be more difficult to modify if you add more bytes to an entry than what it originally had, i.e. this would require changing all pointers starting at the entry index).

For more info on the GBA / SNES formats that are identical (mostly what FF3usME covers), you can check this page[www.ff6hacking.com].

For now, these are the easiest solutions. Once you get comfortable with an hex editor, transfering data is easy. For a decent free hex editor, you can look for HxD on the web. It has copy/paste features and you can have opened multiple files at once.

Once I get a 1.0 release of my new editor ready, things should be easier as you'll be able to edit directly the OBB ROM. I hope this post will be useful to some people.
All Discussions > Final Fantasy VI > Topic Details