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Posts posted by GLH

  1. 15 hours ago, MCP said:
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    Elixir heals all HP/MP to 9999, so rasp doesn't work. Elixir wasn't showing any MP healing on Magi Master after rasp or bushido 2 so I didn't notice until later.
    FYI my Morphed Terra rasp was doing 1.9k and usually hit around 2/3rds of the time.

    I'm not sure about your strategy. Every thing I tried except for Raid and Slow would cause him to auto cast elixir which heals 9999. So unless a character does more than 9999 per attack, it's not worth it.
    Are you saying, if Magi master casts fire, and I cast Ice, he won't Overkill with auto elixir?

    The only thing I could think of was Cyan bushido 7 tempest with nirvana ring and power gloves for about 3k x 4 with refract to avoid overkill, so overall, doing about 2k damage per round minus some regen which magimaster has. And keep slow applied.

    Eventually that kills the Magi Master...

    FYI, that was Cyan, Strago, and Terra party so I have regenx, regen, and slow.
    Umaro took a "nap".

    BNw 1.9.0



    15 hours ago, A Dummy said:

    He doesn't use Elixirs when you play to his elemental gimmick, or at least he's not supposed to at any rate.
    If you're not sure about what his current weakness is when he does a barrier change you can always just use Scan to check it, but even if you do throw a "wrong" spell at him the worst that should happen is it just does no damage. (Or does it absorb? I don't quite remember at the moment.)
    I could be wrong on this, but I think you can also technically use non-elemental magic without him using an Elixir, but he does counter stuff like that with a strong attack (Overkill I think?) since it's circumventing his gimmick, so don't use stuff like that too much or you'll die from all the counters. (Though maybe he does still use an Elixir? I don't quite remember in this case.)

    Magimaster, if he casts Ice for example (meaning he's weak to Fire at that point), and one of your characters casts Wind, will take no damage (he will not absorb the damage). The big thing is avoiding having Shell on a character though, as he throws out Quasar whenever a character with Shell is in play, as well as having your characters trying to do the opposite elemental damage to whatever it is he is using.

    As for my reasoning for the characters I suggested is those characters will be able to do Fire, Ice, Bolt, Water, Wind, and potentially even Holy damage, which covers most of the elemental weaknesses that will appear during the fight, along with the fact that Relm and Celes will have access to the Rerise spell.

    Trying to Rasp him to death, or using other things usually results in Overkills and Elixers, but I'm glad you were able to get around that particular boss. I hoped this info helped somewhat though, and if you have issues, feel free to ask.

    Amusingly I have a level 50 Umaro I use in some of the more annoying battles, and it's amusing how damned useful the 'useless' character can be.


  2. 50 minutes ago, MCP said:

    Please make sure to use spoiler tags in case someone accidentally sees it.

    And thank you.

    Deciding if Rasp strategy is worth it.

    He has Tree Fiddy.:P


    More seriously, 40,000 MP. Rasp usually only does a couple hundred MP damage, while elemental weaknesses can do thousands. Given that, spells are the better choices. The way to beat Magimaster is to use the 'opposite' element of whathever he casts. If he casts Fire for example, you will want to use Ice spells.

    The best characters for this fight, due to spell variety, is Terra, Celes, Strago, Shadow, and Relm. That said, you will need at least one character for healing duties, which Relm is pretty good for. I usually use Terra, Celes, Relm and Strago, as they can cover most issues that will pop up and usually be able to do damage.


  3. Huh, oh, I've seen that hack before. Someone posted a youtube link showing what can be done with it. Ahh, found it.




    Here's a link to the github url for this snes audio hack if you want it as well.

    Also, here's the page for the individual doing this audio hack and what it allows modders to do with it should they so choose.


  4. 3. Would it be possible to have a unique relic or weapon for Gogo that gives him the ability to change his mimic slot into another ability?

    3. Possible? Probably. This isn't a question anyone has ever asked before, and I really don't have an opinion on it.

    The answer to this question is Yes and No. See, the vanilla game has five inbuilt triggers that change one set of commands to another in both battles and in the character status screen. Those triggers are attached to relics (though they could be attached to armors and weapons as well), those being the "Thief Glove" (changing Steal to Mug), "Coin Toss" (changing Slot to GP Toss), "Fake Moustache" (changing Sketch to Command), "Gem Box" (changing Magic to X-Magic), and "Dragoonboots" (changing Fight to Jump). It does this via in-game battle-commands and Status Screen tweaks. The issue is the "Battle Commands" portion of this, as messing with the Battle Commands portion of this is going to be extremely problematic. I can't go fully into why because spoilers, but yeah, that would not be fun or easy to do.

    That's not to say it can't be done, just that it isn't going to be easy. If you wish for spoilers as to why, well...

    The issue is BNW does use all five of the in-game battle/status-screen command changes (though I'm not saying how, though anyone willing to use some of the modding tools for FF6 could spot what I'm talking about quite quickly), meaning that there is no space to change the "Mimic" command into some other ability, and adding more than the vanilla limit of five with the in-battle portion of the game engine is going to cause 'major' issues, delays, and break things before it's at anything resembling a 'usable' state.

    BlackLiquidSrw, if you're messing around with a vanilla FF6 game to make your own mod, you will find you're kind of limited to only 'five' command-changing triggers for relics/armor/weapons. If you wish to find more details about 'how' you can alter those five triggers (which you can, you're just limited to only five unfortunately), go to the "" site or "" and look around, as some users have put up detailed notes on how to do what you want to do.


  5. Quick question. Ultros is there late-game to give players a chance to redo things if they find that some builds work better for them than they first thought or realized. So what's the deal with the-

    ability to trade the Gem Box for the Soul Box, but the inability to trade the Soul Box for the Gem Box


    It seems like something you have to plan for pretty much from the moment you get them and with no way to redo anything after the fact if you wish to see how the other character builds goes. As items go, they're kind of incredibly useful for some character builds, so doesn't the inability to trade that item back kind of make some character build resets harder to do as a consequence of that?o.O

    I'm not hating or anything, it's just that that was kind of weird to me with character respec'ing being a thing and seemingly this bit with the item bet in the colleseum making it harder to do that for two character builds, and was wondering what was up with that.


  6. On 2/25/2018 at 6:55 AM, SpoonyBard said:

    Suggestion: Make Primordite (south figaro cave, locke's scenario) weak to ice or lower their HP to roughly 100

    Reasons: Counters physicals with nasty megavolt, formation with 2x Primordite is very common, and all you can do is use up 2 turns with Celes because MT ice doesn't oneshot them.

    Not only it drags the fight unnecessarily, but more importantly 12 MP in a fight at that point will make you run out very quickly, so you risk being forced to use physicals against them which means nasty counters.

    I think it's a much more tedious fight than it's intended IMO.

    Currently they got 200 HP and are weak to fire/bolt like their cousins, weaknesses you cannot exploit at that point.

    I'm quoting this post over in this thread as I have to second the request by Spoony here. Primordites are absolute unneeded pains to deal with so early in the game.


  7. So, it seems I kind of messed up with the first sprite (pixels were not aligned in a few places, the legs most notably), and it was not as well done as it could have been. I had some time, and have corrected that and put the corrected version in a (headered) patch.

    Here is the corrected image sprite for those who want to mess with things themselves, though the patch deals with sprites 000, 148, and 163 (the first half of which can be found in one of my posts above) without all the hassle.




  8. 24 minutes ago, noah.linden1 said:


    Where are the locations of the missable rages?  I'm especially wondering if Allosaurus is missable...I completed Cyan's Dream without fighting that enemy, IIRC.

    It's not missable, it's just elsewhere.

    Near the forests around Thamasa I think.


  9. 1 hour ago, F-Bomb said:

    This may be getting a little off topic now.

      Hide contents

    But it would be cool if after Shadow has had his 5 dreams, and if Relm has been found that they have a little cut scene where shadow reveals himself as Relms father and gives her the memento ring then identifies himself as Clyde, and from then on you play as Clyde.


    Dont know how hard that would be to program. But it would be pretty sweet.

    The answer;

    Shadow's/Relm's dream in the WoR uses an event check, and they are NOT compatable given in-game events and the checks each of them uses. Now that said, it IS possible to change Shadow's name at the ending credits to "Clyde Arrowny", as THIS patch over on FF6 Hacking shows. It is also possible to use another event check to see if all of Shadow's dreams have been played and then change his name at the ending credits to "Clyde Arrowny" as well, but this is really something I'm unsure if BTB and Synchysi are interested in doing.


  10. 3 hours ago, seibaby said:

    Field palettes are set via event upon character creation or other events (merchant/soldier Locke, Gerad, etc). So yeah, you need to hex edit the event(s) that set Shadow's palette. He's first seen in South Figaro, but is not a guarantee that you first run into Shadow there. In fact is possible to skip ever seeing him until he joins you in Albrook.

    Have a perusal of the event script available at the FF6h wiki.


    Huh, that I did not know. I assumed that it was the character data. I knew that the moogles at the start of the game used an event to change sprites to the moogle-set for the parties in question, but I did not realize that the character color index chosen went by event triggers rather than inate character data. Still, thank you, that is informative and damned useful.

    Anyways, Hapa, I found a more 'complete' version of the Clyde sprite-sheet. Pocoloco is awesome for having made it.


    If you still wish to use Clyde's sheet though without hex editing, you're going to end up having to recolor things. The basic steps for that are to take a vanilla rom and open it up with FF3usME (LINK).

    Go to "Gfx" (the tile editor) and go to the "Sprites" sub-box. You will see an "Index" in the upper left-hand corner of the program, and it should be on "0" (Terra). You need to start going through sprites #9 (Setzer), #25 (Interceptor), #28 (the NPC playing Draco), #29 (Arvis), #36 (old woman NPC with the green shal), #40 (bird), #43 (Impresario), #44 (Epser Eldar who seals the gate), #45 (Yura), #46 (Ziegfried/Siegfried), #48 (Maduin), #50 (Vargas), #53 (Charon), #58 (Fish), #63 (Ramuh), #68 (???), #69 (???), #72 (???), #75 (Bismark), #79 (Airship during the Floating Continent events), #83 (???), #90 (Letter), #96 (Book, unused in-game), #104 (Slavecrown), #106 (4-ton weight), #108 (Bird with a wrapped wing), #115 (Bird in flight), #117 (Bird in flight), #127 (???), #131 (???), #143 (Switch), #153 (Imperial Air-Force), #154 (Sword at Grave), #164 (Bird in flight), and "Export" copies of all of them.

    The exported sprites will be named "sprite009.png", "sprite025.png", etc.

    Now after you have copies of all the original sprites, I would download a copy of pocoloco's Clyde sprite-sheet, as it's far more complete than the original one I found up above.

    Following me so far? Good, now what you need to do after this point is upload the Clyde sprite-sheet, save, followed by then reuploading each of the 'original' spritesheets and saving each time for each sprite. After you have done that, you then have to re-color Clyde's sheet, but that will be far less work than trying to recreate it by hand or dipping your hand into hex editting if you have never done so before or do not wish to. The FF3usME program also has some useful tools for helping determine which box effects what part of the sprite, and the "Animate" box has a film-reel right next to it called "Increment Frame" when you hover the mouse on it. I would suggest using "Grid", "Highlight", and "Increment Frame" as you're doing the recoloring work. Not as helpful as having it handed already-done, but if you wish to do it that is how you would do so. I hope you find these notes helpful.


  11. 15 hours ago, F-Bomb said:

    I applied the patch, and this is what I got.

    I'm using unheadered roms and patches. hopefully that is the cause of this. Because I was looking forward to using this.

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    Terra Patch.JPGTerra Patch2.JPG

    Edit: I think that was the problem, I unheaderized the patch reapplied everything and it cleared it up.


    Yeah, sorry, forgot to mention the fact that the patch was for Headered roms (mostly because I don't have an unheadered rom and google is sending me to virus-laden sites for trying to downloading game roms). I did however include a direct spritesheet in my post and the first of two parts for the 'cape flying in the wind' part when Terra is on the bow/front of the airship.:(

    Glad you liked it and were able to get past that problem though.:D


    4 hours ago, Hapa said:

    Thanks GLH! Loved the caped Terra btw. Alternative sprites are very fun, they obviously don't change anything gameplay-wise, but give a sometimes much needed fresh air to an old game, wish there were more alternative sprites. One problem with Clyde's spritesheet is that it uses a different color palette than Shadow's, and FF3usME only changes the palette in battle.

    No problem, and hmm, that is a problem. First let me test something here. I'm taking a vanilla rom and I'm checking to see if I can change the color index used for that character for both overworld and battles. Terra works best as switching her index from "2" to "0" still results in a usable sprite (with blonde hair no less). Ok, it seems that just changing the color index using FF3usME has some results. In-battle the changes work perfectly, but in the overworld it seems the color changes do not. The overworld/towns color index is hardset for characters it seems, and changing that is likely going to require hex editing to make happen.

    Hmmm, problematic.

    So let's go through which overworld sprites also use Index #4 (Shadow's) then. Ok, sprites #9 (Setzer), #25 (Interceptor), #28 (the NPC playing Draco), #29 (Arvis), #36 (old woman NPC with the green shal), #40 (bird), #43 (Impresario), #44 (Epser Eldar who seals the gate), #45 (Yura), #46 (Ziegfried/Siegfried), #48 (Maduin), #50 (Vargas), #53 (Charon), #58 (Fish), #63 (Ramuh), #68 (???), #69 (???), #72 (???), #75 (Bismark), #79 (Airship during the Floating Continent events), #83 (???), #90 (Letter), #96 (Book, unused in-game), #104 (Slavecrown), #106 (4-ton weight), #108 (Bird with a wrapped wing), #115 (Bird in flight), #117 (Bird in flight), #127 (???), #131 (???), #143 (Switch), #153 (Imperial Air-Force), #154 (Sword at Grave), #164 (Bird in flight).

    Yeah, I think the best way to go about this is honestly changing Shadow's color index to something else that matches that sprite-sheet better. Maybe Index 1 or 3 I think. Changing the over-world color index for Shadow will involve hex-editting which color index his character uses, but that isn't as scary or as hard  as most think. Less problematic than accidentally changing the colors in Index #4 and effecting all those other characters listed above at any rate.

    Of course, there is also what the canon game did when it changed Locke's spritesheet around (I think it was event #49, followed by the character and sheet in question being pulled up), along with how equipment like the moogle-suit does that. It seems like it should be possible to use Shadow/Clyde-only equipment to pull up an alternate spritesheet (though getting it to put up an alternate sheet for the Overworld is going to be more problematic, hence why I brought up Locke).

    Given all of that, I would just find out whether that sprite-sheet fits Index #1 or #3 and then edit Shadow's character data so Overworld data uses the appropriate color index. Far less work and hassle all considered.


  12. On 2/17/2018 at 2:12 PM, Hapa said:

    Any chance of someone doing a "Shadow as Clyde" patch? I'd love to play as Clyde for once instead of the the generic ninja suit shadow has >.>

    I'll upload some character sheet images and portraits here. Forgot about adding white leggings to the Terra one I found and liked from the japanese "T-edition". Anyways, let's start with the patch and what it shows (sadly getting FF3usME to export the animated cape on sprite image #163 is a problem, but the patch I'm linking does have both parts to make a complete animation).

    First the patch link (Edit; for Headered Roms only, sorry). EDIT; USE THE PATCH DOWN BELOW.

    These are the two main images of that "Caped Terra" patch.



    Next, here is a basic spritesheet and portrait for "Shadow as Clyde".



    Hope you found that useful.:D


  13. Lunar IPS is the patching tool needed to patch the ROM. You cannot patch the rom without it. Renaming the rom won't do shit on its own. You HAVE to patch the Rom in order to apply the mod. Here are two links to the patching program (the program is the same on either site, but I included these two links incase you have issues with one of them).


    Edit; Also, the lack of sound has nothing to do with renaming the rom or patching it. That is a second unrelated issue of some sort, and you need to give us more details in order for us to be able to help you fix it.


  14. On 12/16/2017 at 9:36 AM, TheChristoph said:

    The various sprite sheets on should be compatible here, yeah?

    Yes and No. See, some of the sprite sheets use different indexes (which have different colors), which means that other sprites on the same 'number index' can end up messed up due to that if a person changes the colors in that index. That's why whenever messing with character sprites you need to be careful not to make more work for yourself by messing up the other sprites in the process.

    Some modders try and get around this by changing the index used for some of the characters and then tweaking things about.

    Anyways, while I like the leggings for Terra, I very much dislike the shoulder pads and shawl versions of the sprites, so I'm recreating a caped version (with and without leggings, and I've already finished the 'without leggings' version) for use based on a sprite I saw in the japanese "T" edition. So my next post in this thread will be a zip file with the sprites and some ips files for that.


  15. 12 minutes ago, Synchysi said:

    Lovecraft was my first thought, but it's hard to say definitively. The full quote reads (pardon the bullet format, this forum doesn't allow single spacing for some strange reason and it looks like crap double spaced):

    • After the daylight
    • The night of pain
    • That is not dead
    • Which can rise again

    I think it's safe to assume it was inspired by that line from The Call of Cthulhu, just worded in a less... Lovecraftian manner. Or it's original. Who knows.


    Lovecraft's descriptions are amusingly odd. I remember coming across a lovecraftian description of a "Glass of milk" once. Ahh, here it is.

    Like distilled madness, the ghastly white fluid was of a viscous quality quite unlike anything that could truly be called 'liquid' by contemporary man.

    This pseudo-fluid was contained, yet not contained, within a transparent barrier like the purest ice, yet its temperature was not cool.  This container was not a square, but a thing of unnaturally precise curves.


  16. 10 hours ago, BTB said:

    It's an Iron Maiden reference. It's the inscription on the tombstone on the inner side of No Prayer For the Dying.

    I'm pretty sure that Iron Maiden reference was likely referencing Lovecraft's works though. Specifically this line from "The Call of Cthulhu".

    "That is not dead which can eternal lie,
    And with strange aeons even death may die."

    But eh, if I'm wrong no big deal. Not like a discussion about whether iron maiden was referencing one of the founders of modern horror is all that important in the grand scheme of things.


  17. 20 hours ago, Raxistaicho said:

    Could Quake just... not be a sketch result from anything? I've wiped my own party twice accidentally by sketching quake when I didn't know it would even happen.

    Both the Rage and Sketch commands are editable using FF3usME, but BNW 1.9 does not have a lot of room in the monster battle commands to add more attacks in, and most of the monsters that have Quake don't have a lot of commands/attacks to make that easy to work with due to their AI scripts and the lack of space at the moment. There also aren't any other Earth spells beyond Demi and Quartr, which can end up being more powerful than Quake when they hit and there is more than one Monster around in that fight. So I doubt all of the monsters are going to be changed with that, but if you want to do it, you will need to edit monster data using FF3usME and replace the Quake attacks and AI script data with Demi or Quartr where needed.


  18. 36 minutes ago, SirNewtonFig said:

    Does Blaze, or any other attack in that segment, have a chance of setting the Blind status? That'd do it.

    14 minutes ago, ShadowMoses said:

    Does Blind status prevent Strago from learning Lores?

    I ussually dont bother curing Blind on Strago.

    After double-checking, it does set Blind. And ShadowMoses, Blind has not only been fixed so that it actually negatively does something (unlike the vanilla game), it also prevents Strago from learning Lores. So if you want Blinded characters to be able to physically attack and not miss, or have Strago learn lores, you need to remove the Blind status.


  19. On 1/19/2018 at 7:01 PM, vonriel said:

    I like to think it's more a result of overly aggressive training: The dogs were trained to viciously attack anyone who uses magic on them. They just forgot to tell the soldiers that they trained the dogs to do that.


    1 hour ago, thzfunnymzn said:

    Some serious military mismanagement if the rank-and-file soldiers aren't being properly informed about these vicious dogs & properly trained in handling them.

    ...Oh, wait. I bet it was Kefka who purposely didn't tell them. Probably killed several people in mid-level management to insure that the memo never passed on to the rank-and-file. And I bet he did it all out of petty vengeance for when he cast magic on one of those dogs and got bit in response. It all makes sense now.

    Honestly that part never made much sense in-setting, as the only two groups in the world who are supposed to have Magic are the Empire and some various Monsters. Of course, the fire-spell casting humans (Slamdancer's) in Zozo also raise so many questions as well given that only the Empire is 'known' to have magic-using humans around.


  20. 9 minutes ago, ShadowMoses said:

    Do those grenades appear on The Veldt in the WoR?

    Sadly no, but I was just curious how you managed to go through the entire housefire scenario without a single Grenade throwing a blaze at you (since Strago is in the party at the time that happens).

    That said, this does sound like something that should be tweaked, as you just showed that it is somehow possible to miss that lore there.:P


  21. 11 hours ago, ShadowMoses said:

    I think its just Blaze. just seen that Powerslave teaches it. it doesn't matter anyway, im at the top of Kefka's Tower fighting the triads. i will grab everything on my next play-though. did you miss the Grenade enemies in the WoB when the party has to save Relm from the burning building?o.O


    4 hours ago, kjinn22 said:

    Is the aquatic caves patch BNW compatible? Also, there was a better looking reflection patch I saved from the ID forums, anyone try that patch for a while? Thinking I'll do those two plus that RNG and PUB/Silence patches and then dive in. Just hoping there aren't any conflicts.

    The pub and silence patches are tested and compatable. So too are a lot of the sprite alteration patches if that's your thing.

    The aquatic caves patch should be compatable as well (as it uses one of the unused battle maps, i.e. forests, deserts, caves, cliffs, cities, etc.), changes the flag for it to a "Water" location so Mog can learn the Water Dance, and then makes one area of the game use that specific map for battles that take place there.


  22. 7 minutes ago, ShadowMoses said:

    Had another idea, i might get laughed out of the topic for this one though.

    i am missing 3 rages, 2 lores, and the Water Rondo dance, as they are missable after the WoB.

    In the readme it says something like there is no missable items in the game, wouldn't this be great if it extended to nothing being missable?

    remember in FFVIII when you could return the world before time compression? there is restrictions such as you cant enter towns.

    Maybe Cid builds a time machine in the time between leaving the isolated island and getting the pendant.

    Maybe not Cid cos if you don't save him the whole thing becomes missable.

    if you could got back in time to the WoB there wouldnt really be anything to do except roam the over-world and dungeons and to fight enemies.

    i agree its a dumb idea and could be hard to implement anyway.

    its still good to get ideas going about how to make nothing in the game missable. 


    ...or BTB and Synchysi could add the "Aquatic Caves" patch to make the WoR underground caves before the ancient castle ruins "Aquatic", and have some of the WoB enemies show up in a few spots in the WoR. Far less work than any of what you're talking about. In fact I'm pretty sure that trying to 'go back' to previous WoB town/world maps would seriously mess things up due to how the game flags events.