Final Fantasy III: Shadow's Shadow Fix is a patch for the Super Nintendo version of Final Fantasy III that addresses a bug involving the character Shadow in South Figaro. Released on March 18, 2017, this patch ensures that Shadow properly appears in the cafe after the defeat of Vargas. It modifies game events to prevent Shadow from being absent under specific conditions, thereby enhancing the game's narrative continuity.
This patch correct the bug where Shadow could be seen in South Figaro but not in the pub after you have beat Vargas. There is an additional check for the "Vargas is beaten" bit made in South Figaro entrance event. See readme for more details.
Shadow's shadow Fix
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version: 1.0
released on 03/18/2017
Apply to FF3us 1.0, 1.1, FF6A (JUE)
Patches
-------
h: Patch for headered SNES ROM
nh: Patch for headerless SNES ROM
GBA: Patch for the GBA version (JUE), if no mention the patch is for FF3us 1.0 and 1.1
ANTI: Reverse patch
Description
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Quoting Novalia Spirit:
"As everybody knows, the first time you step foot into South Figaro,
you normally see Shadow walk towards the Cafe. As expected, in the
case you follow him into the building, he'll be there. It is once
Vargas is killed that Shadow disappears from the Cafe.
Now here's the bug: ignore South Figaro till you beat Vargas.
Retrace your steps to South Figaro, and you will, here again,
see Shadow walk towards the Cafe. BUT, he won't be in it.
And there's even worse: if you ignore the scene until you play Locke's
scenario, Shadow'll be stuck behind the guard and the M-TekArmor
sprites by the town's entrance. Note that going into a building
will destroy your chances of seeing the bug occur, so you MUST
beat the HeavyArmor as you make your way to Shadow."
To fix the bug, an additional check is made in South Figaro entrance
event. If Vargas is beaten or you saw Shadow walk in town, Shadow NPC
is not created and its movement queue not executed.
Code Changes (SNES)
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CA/EBA1: C0 If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EBA7: C1 If ($1E80($00A) [$1E81, bit 2] is set or $1E80($010) [$1E82, bit 0] is set), branch to $CAEBC1
CA/ECAF: B2 Call subroutine $D1F9F8
CA/EBB3: 45 Refresh objects
CA/EBB4: 15 Begin action queue for character $15 (NPC $15), 11 bytes long
CA/EBB6: 8E Move vehicle/entity down 4 tiles
CA/EBB7: 99 Move vehicle/entity right 7 tiles
CA/EBB8: A1 Move vehicle/entity right/down 1x1 tiles
CA/EBB9: A1 Move vehicle/entity right/down 1x1 tiles
CA/EBBA: 86 Move vehicle/entity down 2 tiles
CA/EBBB: 95 Move vehicle/entity right 6 tiles
CA/EBBC: 92 Move vehicle/entity down 5 tiles
CA/EBBD: 89 Move vehicle/entity right 3 tiles
CA/EBBE: 80 Move vehicle/entity up 1 tile
CA/EBBF: D1 Make vehicle/entity disappear
CA/EBC0: FF End queue
D1/F9F8: D0 Set event bit $1E80($00A) [$1E81, bit 2]
D1/F9FA: 3D Create object $15
D1/F9FC: 41 Show object $15
D1/F9FE: FE Return
GBA code equivalent is at $7AEA53 and extra 7 bytes at $7FFBF2.
Version History
---------------
1.0 03/18/2017 Initial release
File: Final Fantasy III (U) (V1.0) [!].smc
CRC32: D184D919
MD5: 4CDFC79B44CD6D532DC6631A5C762094
SHA1: 258BCBC5B7BCC25098BF598C4FF2AA6AC00FDE16
File: Final Fantasy III (U) (V1.1) [!].smc
CRC32: E71362B7
MD5: EF1DE04CA2F61E88B77FA0F101C914DA
SHA1: 8B114342C844255C59B4345A30E0A34E784680EA
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