STEAM GROUP
Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
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Showing 11-20 of 27 entries
289
Final Fantasy VI Modding
36
MOD - Uncensored Celes torture scene
289
Final Fantasy VI Modding
13
[Release] Design Reverter
289
Final Fantasy VI Modding
It's a great era to be alive!

Events can be modified:

http://imgur.com/wnzyFUa (dialogue entry change)
http://imgur.com/KjWaGDp (Battle invoke pack change)

Enemy AI can be modified:

http://imgur.com/3BVPOVC (guard casting stop)
http://imgur.com/RLcZnJH (guard casting life 3 on self)

Enemy stats can be modified:
http://imgur.com/dkWT7Jy (enemy EXP change)

I'll say mostly what Krisan stated: a lot seems to be fetched from the ROM. I still want to make tests with the following:

  • magic/espers/blitz/swtech/etc.. data (255 entries considered as "spell" data)
  • Chest data (already confirmed by Krisan?)
  • Item/weapons/armor/relic/etc... data (255 entries) +14 new weapons
  • Formations data / Pack data (a pack is a group of 4 formations maximum used for random encounters)
  • Shop data
  • Esper data (which spell learned at which rate)
  • Weapon / Spell animation strings (I suspect changing these will have no effect)
  • Colosseum Battle Data
  • Characters initial data
  • Item stolen/dropped table
  • sketch / control tables
  • Entrance / Exits points
  • Event triggers
  • NPC data
  • Map data (already confirmed by Krisan?)


There's also other known data from the SNES version that hasn't been found in the GBA version (most likely because of format differences). I started the project of identifying as much as possible two years ago but dropped shortly the project after beginning something else. I think it's time to get back on that.

All this can easily be modified with a hex editor once you know what to modify and where. I'll stat putting up a hex modding document tomorrow with the rest of the tests mentionned above.


Showing 11-20 of 27 entries