This does not save the changes in the ROM but only temporary. In the fonts editors, you need to save the changes to a letter before switching to another one by saving changes locally. Saving with a negative amount of bytes will result in overwriting the data that is located after the font data. The number of bytes left is displayed in the top right corner. In the large font it's easy, you can just make some room by decreasing the width of the kanji symbols if you want. This is because of the maximum size of the data. In the fonts editors, if you make the width of the letter bigger by increasing the columns property, you need to reduce the width of another letter.This is because the advance version has more items but the data is still on 1 byte so it's impossible to go higher than FF. In the actor editor, if you select a piece of equipment higher than 0xFF (256), "unarmed" (0xFF) will be selected.Plus the data is still on 1 byte so it's impossible to go higher than FF. This is because the advance version has more items but I highly doubt that the extra items have their own graphics. In the monster editor, if you select a normal attack looks higher than 0xFF (256), "unarmed" (0xFF) will be selected.So if by any change you change that data manually, changes will not be reflected in the editor. In the monster editor, the only hardcoded data are the items names (4) of the morph patters.If you find any bug please report it in this thread or send me a pm. I'll also add more features as I am locating the data in the ROM. It is only working with the US version (U) for now but I plan to make it compatible with the European (E) version soon. It is inspired by FF3usME so you'll see resemblances between the two. Right now it can edit fonts, monster data, item data, spell data and characters base stats and equipment. I started doing a Final Fantasy VI Advance editor.
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