** 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

Change those bytes to 0A 0 A 0A 0A EA EA EA EA EA EA EA EA. the A9 CF needs to be A9 xx (where xx is the new bank. the string is automatically scrapped.6) * Big Battle Quotes Editor: item/battle-command/spell opcode not displayed (sinc e 6. spells.4) * Font/pixel Editor * Review Zeemis thread and emails * Make a Spell Animation Struct/Script Editor * Make an Event Editor. much like the Battle Script Editor * Monster ed: import battle scripts * Incorporate Celes natural magic bug fix * Monster sp. the multplier starts at C1/9743. Pack Editor and Zoning Edit or seems to make sense (since 6. guestimated) TODO: * Monster ed: Attack Script: Need counter attack hack when dealing with moved sc ripts (Imzogelmo gave me the info for this) (since 6.0: At C1/973B. multili ne is not taken in account. 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). v1.. FF6j: It starts at C1/96EE.) At C1/9746. This changes the multiplier from 0x0A to 0x10.6b1) * Morph Pack Editor tiny next to crowded Item Editor (since ???) * Item Description: must not be more than 31 chars.Known issues with this version: * Big Battle Quotes Editor: text not shown in red when using the <F> opcode (sin ce 6. the bytes need to be changed to 0A 0A 0A 0A EA EA EA EA EA EA EA EA. to C1/9738. Movi ng it to the expanded space would put it at bank Fx. . I can't do anything about that). else pricing error will occu r. * Town Dialog Editor: word wrap captions may not be 100% pixel accurate (current ly wraps after 226 pixels. After that.). the multiplier starts at C1/96F9. Four fewer bytes. rename button is grayed if so * Toolbar getting crowded. there are ple nty of dummy string before #141 that can be used for now (since 6.5) Annoyances: * Esper Editor: when having less than 5 spells to learn. the spell name is "???" and the rate is 0 * Renamer: when invoking renamer. After that. 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. Again.6) Known issues from previous versions: * General: after renaming some data (monsters name. progress bar f or graphics rebuilt will not show * Can't edit Monster Quotes beyond index 141 (ROM hacks and such).1 Go left three bytes. thanks to an easier original multi plier. Again. attack length: Leno gave me the info for this. (9 bytes instead of 5. That's all there is to expanding the special names (13 bytes instead of 5 though)..) . it is embedded in m y code but I don't think I'm actually doing something with it * Monster name length exp. the A9 CF needs to be changed to A9 xx. resulting in text overlapping controls (eg item edit or) * Monster Ed: expanded Special Attack names patches are detected but not display ed properly.: Leno gave me the info for this 2/17/2008 on GameFaqs : v1. merging Formation Editor. the A9 CF needs to be changed to A9 xx. when I'll get around to replace the Classic Renamer with the new one. Make the following change s: 0A 0A 0A 0A EA EA EA EA.

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