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** FF3usME Version 6.6 Log ** BETA 1: 2010-01-07 * General: now using MFC 7.

0 * New: Town Dialog Editor * Monster Ed: Big Quotes Editor now available BETA 2: 2010-01-19 * General: Fixed some of the previous issues from Beta 1 * Monster Editor: Small Quotes Editor redone * Dialog Editor: new Location Names Editor * Dialog Editor: new DTE/MTE Table Editor * Dialog Editor->Town Dialog: new "Optimize All" to recompress all captions * All text editors: corrected erroneous script importation * All text editors: changed some of the keyboard bindings for special opcodes * All text editors: now CTRL+S does the same thing as "Apply" * Dialog Editor: used to remove extra ENDL after <EOP> when pressing "Apply" or when importing script, which undid vertically aligned caption #310 * Dialog Editor: fixed a small bug when re-DTEalyzing ("Apply" or import script) where opcodes could get in the DTE table look-up process, only happened when multiple blank space present. Again, this didn't make anyth ing go wrong but gave inconsistent DTE compression ratio when using <Sx> versus x blank space early in the caption. * Formation Editor: corrected some of the special event descriptions (thanks Len ophis) BETA 3: 2010-03-19 * Exp. ROM Manager: changed the interface a bit, added FF3Edit Town Dialog patch and anti-patch * Exp. ROM Manager: fixed a bug with Battle Script edition (since 6.41) when... 1) expanding the ROM 2) moving the Battle Script near the end of the ROM 3) optionally view/edit the Battle Script 4) saving the ROM All this would result in erroneous Battle Script patch detection next time you open FF3usME * Town Dialog Edition: corrected a bug where captions would get mangled when end ing one with 1) 17, 20, 22, 28, 29, 30 or 31 consecutive space 2) <E$11>, <E$14>, <E$16>, <E$1C>, <E$1D>, <E$1E>, <E$1F> opcode 3) any <BK*$xx> opcode with the $11, $14, $16, $1C, $1D, $1E, $1F parameter VER6.60 RELEASE: 2010-04-12 * Town Dialog: expanded dialog script data does not corrupt FF3Edit modified map s anymore (since 6.6b3) * Fixed "About" button that would show halfway * Dialog Editor -> Location Names Editor: added (DTE) "Optimize all" and "Add ne w caption" button * File parsing: fixed header-less ROMs support (since 1.0) * General: fixed a bunch of user-interface glitches as per mentionned on the GAm eFaqs Board (thanks Novalia Spirit) * General: spell check (thanks Novalia Spirit, thanks Deathlike2) * Formation Editor: Can't run away with l/R but Smoke/Warp works (thanks Novalia Spirit) * All text editors: new "Delete all" button that can be used before importing sc ripts * New: Shop Editor

. the A9 CF needs to be changed to A9 xx. Change those bytes to 0A 0 A 0A 0A EA EA EA EA EA EA EA EA.: Leno gave me the info for this 2/17/2008 on GameFaqs : v1. Pack Editor and Zoning Edit or seems to make sense (since 6.5) Annoyances: * Esper Editor: when having less than 5 spells to learn. the A9 CF needs to be A9 xx (where xx is the new bank..Known issues with this version: * Big Battle Quotes Editor: text not shown in red when using the <F> opcode (sin ce 6. the spell name is "???" and the rate is 0 * Renamer: when invoking renamer. so hitti ng OK by mistake will make you loose the string * General: when dealing with big strings and the Classic Renamer dialog. (13 bytes instead of 5 though). else pricing error will occu r. the string is automatically scrapped.6) * Big Battle Quotes Editor: item/battle-command/spell opcode not displayed (sinc e 6. After that. That's all there is to expanding the special names (13 bytes instead of 5 though). progress bar f or graphics rebuilt will not show * Can't edit Monster Quotes beyond index 141 (ROM hacks and such). Four fewer bytes. guestimated) TODO: * Monster ed: Attack Script: Need counter attack hack when dealing with moved sc ripts (Imzogelmo gave me the info for this) (since 6.) . merging Formation Editor. the bytes need to be changed to 0A 0A 0A 0A EA EA EA EA EA EA EA EA. thanks to an easier original multi plier. Make the following change s: 0A 0A 0A 0A EA EA EA EA. I can't do anything about that). there are ple nty of dummy string before #141 that can be used for now (since 6. it is embedded in m y code but I don't think I'm actually doing something with it * Monster name length exp. v1.0: At C1/973B. FF6j: It starts at C1/96EE.1 Go left three bytes.6) Known issues from previous versions: * General: after renaming some data (monsters name. when I'll get around to replace the Classic Renamer with the new one. Again. rename button is grayed if so * Toolbar getting crowded. much like the Battle Script Editor * Monster ed: import battle scripts * Incorporate Celes natural magic bug fix * Monster sp. * Town Dialog Editor: word wrap captions may not be 100% pixel accurate (current ly wraps after 226 pixels. attack length: Leno gave me the info for this. the multplier starts at C1/9743. This changes the multiplier from 0x0A to 0x10. spells.). Again. to C1/9738.. the multiplier starts at C1/96F9. I'll dea l with this (thanks Lenophis) * Interoperability with FF3Edit is limited (there is a bug with the way FF3Edit interprets the last caption. Movi ng it to the expanded space would put it at bank Fx.4) * Font/pixel Editor * Review Zeemis thread and emails * Make a Spell Animation Struct/Script Editor * Make an Event Editor. the A9 CF needs to be changed to A9 xx. After that.6b1) * Morph Pack Editor tiny next to crowded Item Editor (since ???) * Item Description: must not be more than 31 chars. resulting in text overlapping controls (eg item edit or) * Monster Ed: expanded Special Attack names patches are detected but not display ed properly. (9 bytes instead of 5. multili ne is not taken in account.) At C1/9746.

then you'll need to change the last three bytes of what I mentioned above. instead of EA EA EA. Hope this is all clear. =\ Lord J . Change it to 69 xx xx (add $xxxx to the multiplier). since the ASL's ($0A) will take care of carry for you. if the names don't start at the beginning of a bank (Fx/000 0). You won't need to use CL C ($18).As an added note. you would want to do the following : 69 00 22 as the last three bytes. Example: Say you put the names at F1/2200.