STEAM GROUP
Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
290
IN-GAME
2,381
ONLINE
Founded
26 July, 2015
Language
English
Location
United States 
Showing 1-10 of 27 entries
5
Steam ROM editor (FF6Tools)
Hi,

One of our fellow community member at ff6hacking[www.ff6hacking.com] has added support for the Japanese GBA ROM to his online editor FF6Tools available here[everything8215.github.io], meaning it is possible to load the Steam ROM and edit stuff!

He also has a OSX version that can edit more things for now and he plan to support the Japanese version in this version as well. I plan to come up with a guide to set up a OSX Virtual Machine and list the things that are possible to edit with both versions of the editor. However I'm quite busy with university so I plan to have the guide ready later this Fall. For now you can go to thew URL above, try to edit the Steam ROM and test your edits in the game!

Note that not everything you'll edit will work in-game. The game does not use all the ROM data for running. I listed in 2016 some things that were working after a single or two test(s) edited manually in a hex editor. Lines with a T means the test was succesfull while lines with a U means that data is either untested or changing that data result in no change in-game.

Here's the list:
https://www.ff6hacking.com/misc/rom_bin_map_V3.zip

047524-047723 U MAP World of Balance Tile Properties 047724-047923 U MAP World of Ruin Tile Properties 520000-53B3E7 U MAP Location Tile Assembly (Variable * 76 entries) 53B3E8-53B4CB U PTR Pointers to Location Tile Assembly (3 bytes each * 76 entries) 548446-58B274* U MAP Location Map Data (Variable * 351 entries*) *SNES data, probably different considering Dragon'S Den map(s) 5F589A-5F58EF U MAP Pointers to Location Tile Properties (2 bytes * 43 entries) 5F5EF0-5F6231 U PTR Map event triggers pointers (2 bytes each * 417 entries) point to a map? 5F6232-5F78ED* T DAT Event triggers (5 bytes each) *Potential Ending of data according to data format 5F78EE-5F7C3B U DAT Monster Sketch Commands (2 bytes * 423 entries) 5FCE18-5FD017 T DAT Monster Rage Commands (2 bytes * 384 entries) 5FD9D4-5FDDFD* T DAT Exit / Entrances type 2 (7 bytes each) *SNES data, probably more in GBA version. 605014-608D2E U MAP WOB Map data 60FF44-613204 U MAP WOR Map data 61B928-61C33B U DAT Monster Formation Auxiliary Data (4 bytes each * 645 entries) 61C33C-61E906 U DAT Monster Formation Data (15 bytes each * 645 entries) 62A000-62A47F T DAT Shop Data (9 bytes each * 128 entries) 62A480-62A5D4 T DAT Esper Data (11 bytes each * 31 entries) 62A618-62AA53 U DAT Colosseum Battle Data (4 bytes * 271 entries) 62AA54-62AAB5 T DAT MP modification constants by level (98 elements) 62AAFC-62AB1B U DAT Terra Natural magic list (32 byte, 16 * level-magic word) 62AB1C-62AB3B U DAT Celes Natural magic list (32 byte, 16 * level-magic word) 62ABB8-62ABC7 U DAT Blitz and SwdTech skills learned by level (1 byte each) 62AC8C-62ACAB U DAT Starting Rages (1 byte each * 32 entries) 62ACAC-62B22A T DAT Character Initial Statistics (22 bytes * 64 entries) 62B23C-62B2BB U DAT Ragnarok Metamorphosis Packages (4 bytres each * 26 entries) 62B61C-62BC33 T DAT Chest data (5 bytes each * 312 entries) 62BC34-62CC1D T DAT Magic Data (14 bytes each * 291 entries) 62CC64-62EC27 T DAT Item Data, regrouping weapon, armors, relic, etc.. (30 bytes each * 271 entries) 62EC28-62EC89 T DAT HP modification constants by level (1 byte each * 98 entries) 679800-679873 U PTR Pointers to Battle Event Scripts (2 bytes each * 58 entries) 679874-679CFF* U DAT Battle events scripts (*approximate ending according to last pointer and following data in SNES ROM). 6E1880- T MAP Location Properties (417+ elements, 33 bytes each) 711190-71198F U DAT Assigment of monsters formations (8 byes each * 256 entries) 71BB9C-71C237 T DAT Monster item stolen / dropped (4 bytes each * 423 entries) 71D34C-71D68D U PTR NPC data pointers (2 bytes each * 417 entries) -> point to a map? 71D68E-7223A7* T DAT NPC data (2193+ entries) -> *Ending offset of SNES data, probably higher because of extra GBA NPCs. 726B86-727221 U DAT Monster control commands (4 bytes each * 423 entries) 727FD8-728325 U PTR AI Script Pointers (2 bytes * 423 entries) 735A82-735E9F U PTR Pointers to Entrance Triggers (2 bytes * 527 entries?) -> some unused ones at end of data? 735EA0-737915* T DAT Entrance Triggers (6 bytes each) *End of SNES data, data after doesn't seems to be extra GBA entrance trigger data... 728326-72C9E7 T DAT Monster AI (423 entries) 7379A6-73AE86 T DAT Monster stats (32 bytes each * 423 entries) 75BDFC-75E247 U MAP Location Tile Properties (Variable * 43 entries) 79F400-79F5FF T DAT Magic Points Earned per Monster Formation (1 byte * 512 entries) 7A0000-7E90FA U DAT Events 7FF88E-7FFBF1 U DAT Monster Event Formation Packs (4 bytes * 217 entries)

6
Side Battle Character portraits mod
7
Disappointment about mods
0
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.
22
MOD - Final Fantasy VI Caldara Font Replacement
289
Final Fantasy VI Modding
Showing 1-10 of 27 entries