Final Fantasy VI Advance editor (FF6AE)

Discussion in 'GBA - Game Development, ROM Hacks and Translations' started by Madsiur, Jun 1, 2013.

  1. Madsiur
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    Madsiur Newbie

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    Feb 19, 2012
    Canada
    I started doing a Final Fantasy VI Advance editor. Right now it can edit fonts, monster data, item data, spell data and characters base stats and equipment. It is inspired by FF3usME so you'll see resemblances between the two.

    It is only working with the US version (U) for now but I plan to make it compatible with the European (E) version soon. I'll also add more features as I am locating the data in the ROM. If you find any bug please report it in this thread or send me a pm.


    Download: FF6AE v3.1.1 mirror


    Things to mention:
    • In the monster editor, the only hardcoded data are the items names (4) of the morph patters. So if by any change you change that data manually, changes will not be reflected in the editor. This will be changed eventually.
    • In the monster editor, if you select a normal attack looks higher than 0xFF (256), "unarmed" (0xFF) will be selected. This is because the advance version has more items but I highly doubt that the extra items have their own graphics. Plus 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. 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 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 of the maximum size of the data. In the large font it's easy, you can just make some room by decreasing the width of the kanji symbols if you want. The number of bytes left is displayed in the top right corner. Saving with a negative amount of bytes will result in overwriting the data that is located after the font data.
    • In the fonts editors, you need to save the changes to a letter before switching to another one by saving changes locally. This does not save the changes in the ROM but only temporary. You need to save the ROM at the end of your work to save the changes permanently.
    • In the fonts editors, the pixels attribute is the number of pixels of the letter before drawing the next letter in a string. As an example, if your letter has a width of 5 pixels and the pixels attribute is set to 7, the next letter draw in a word will have a 2 pixels distance with this letter.

    Screenshots: