FINAL FANTASY III: ONCE AGAIN is a patch I've been working on for much of the year. Initially, my intentions for the patch were very humble and private, but the more I learned about the available tools, the broader my approach became, and the final result, I believe, is a more balanced game with an overall heightened challenge factor, and some more changes that fans should enjoy playing. I tried my best throughout the process to keep things close to the classic era Final Fantasy, so even though a lot is different, there's nothing here that is totally inconceivable or anachronistic to a Final Fantasy game of 1994.
I did not intend to alter the story, and no maps, sprite, or monster graphics were changed, CzarDragon and Colossus do not make an appearance, the eight dragons are not copies of the beefed up dragons from Final Fantasy VI Advance...the title screen even remains Final Fantasy III (something which is easily changeable).
You will need a headered version 1.1 ROM of the US Final Fantasy III, in order to use this patch. It will not work on other versions. I recommend using Lunar IPS to patch the file. Please note that I have only played and tested the game on ZSNES, and am not sure how it will work on other emulators, or on actual hardware, or if my changes would affect it in any way.
List of certain changes available in the readme.
Final Fantasy VI: Once Again Version: 1.1 01/01/11
FINAL FANTASY VI: ONCE AGAIN is a patch I've been working on for much of the year. Initially, my
intentions for the patch were very humble and private, but the more I learned about the
available tools, the broader my approach became, and the final result, I believe, is a more
balanced game with an overall heightened challenge factor, and some more changes that fans should enjoy
playing. I tried my best throughout the process to keep things close to the classic era Final Fantasy, so
even though a lot is different, there's nothing here that is totally inconceivable or anachronistic to a
Final Fantasy game of 1994.
I did not intend to alter the story, and no maps, sprite, or monster graphics were changed, CzarDragon
and Colossus do not make an appearance, the eight dragons are not copies of the beefed up dragons from
Final Fantasy VI Advance...the title screen even remains Final Fantasy III (something which is easily
changeable).
**You will need** a headered version 1.1 ROM of the US Final Fantasy III, in order to use this patch.
It will not work on other versions. I recommend using Lunar IPS to patch the file. Please note that I
have only played and tested the game on ZSNES, and am not sure how it will work on other emulators,
or on actual hardware, or if my changes would affect it in any way.
List of some changes...
- "B button dash" patch applied
- ""Evade / Magic Evade" bug fix patch applied
- Vanish+Doom/X-Zone Bug Fix patch applied
- Increases in battle difficulty, including: adjusted monster stats, altered battle scripts which
include stronger attacks and more counters, little to no dead time between rounds, and a few enemies
with HP exceeding the natural limit. Some enemies have been totally re-written, some formations have
been altered. The further the game progresses, the more noticable the changes become.
- Characters are lightly weakened and/or strengthened in different respects, in order to emphasise
their individual talents as much as reasonable, while maintaining their intended roles.
- Small changes in menu icon graphics.
- Changes to most of the 255 items, ranging from mere name changes, to boosts or blows in stats, to
price increases, to being reworked into brand new items with new effects, stats and graphics.
NOTE: A *full* list of item effects is included in this zip file.
- Numerous command, item type, and status effect names have been changed to reflect current English
translation FF lore.
- Chest contents and item drops, shop contents, steals and battle arena wins are changed,
to account for the altered items roster, and because I thought it was a good idea.
- Almost completely re-done Morph packs and success rates. Give Ragnarok a try now!
- A scant few name changes to monsters.
- Script altered *only* to reflect changes in items or Espers. Also: Biggs and Wedge.
- Most magic-heavy enemies now count as "magicians", including the eight dragons, and will take double
damage from certain weapons.
- Various changes to spells...
- Some names have been changed, though I avoided using -ra and -ga suffixes due to space
limitations, and erred on the side of naming cohesion ("Raise" and "Arise" are
in, but Ice 3 stays Ice 3).
- Setzer's slots powered up.
- Most Espers are stronger, and some teach different spells, or at a faster rate. New elemental
shields will help you learn some spells faster in the WoR.
- All Swordtechs (whose names have been changed to the FF6A titles) learned after Fang/Dispatch
are powered up, making Cyan still a risky choice, but a bit more plausible in battle.
- "Quasar" now removes the same status effects as Dispel (and on that note, Dispel no longer
removes Life 3), in addition to high damage.
- "Reflect???" now causes piercing damage, and now also causes Stop and Seizure.
- "Elf Fire" changed to "Elmo's Fire", made non-elemental. In Mog's dance routines, it changes its
place in Love Sonata with Plasma in the Water Rondo. "Absolute0" takes the place of Snowball in
Mog's Snowman Jazz.
- A new Blitz!
- Two new black magic spells!
- Color changes to some spells, for variety's sake
- Updated "natural magic" prowess for Celes and Terra, allowing them to learn some spells earlier
...and lots of other little adjustments you may or may not notice.
Some things I am NOT able to change, but wish to do in future if possible:
- Edit Shadow's leaving events, so he only leaves at certain points in the story, instead of when the RNG
says so. I wanted the option to take him with you onto the Vector continent, but have him leave after the
Magitek Factory raid. I'll need to learn how to edit events for that, or inquire to someone who does know.
- Natural magic prowess for Strago and Relm
- Adjustment of Cyan's Bushido bar, so it speeds up according to his agility.
- Font change.
Known BUGS
- Unusable options when riding Magitek Armor are now listed as ??????????, and are usable options which do
nothing and miss (personally, I think its a nice touch, but if possible, I'll remove it in future
versions).
- The game only displays two digits for magic spells' MP requirement. Therefore Quick is displayed as having 00
MP, instead of 200, and Ultima as 50, instead of 150. These new MP totals are listed in their description,
however.
- The Dried Meat restores 10 MP. However, it can't be used out of battle unless the target's HP have been
depleted.
Credit goes to...
* Lord J, for his excellent utility FF3usME, with which I did 95% of the work put into this patch.
* Drakkhen, with whose utility, FF6MDE, I editted the in-battle weapon graphics and chest contents in the game.
* Master Zed, whose B-button Dash patch I implemented.
* Whoever it was who developed the bug fixes!
* My personal friends Crono, Leann and Malfurion, for testing with me.
If you would like to contact me, please do so at
[email protected]
Final Fantasy III (USA) (Rev 1).sfc - NOINTRO
CRC32: C0FA0464
MD5: 544311E104805E926083ACF29EC664DA
SHA-1: 057ADA1C641E3E0B3CA34E6E4F4EB1B05A87143A
SHA-256: 10ECCC5D2FAB81346DD759F6BE478DCB682EEF981E8D3D662DA176E1F9A996BC