Final Fantasy III: Random Offering Super Nintendo

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This patch allows the Offering to strike between 1 and 4 hits. Because of the code structure, when paired to the Genji Glove, you will always make 2, 4, 6 or 8 strikes.

You can change the odds of each number of strikes for more balance if you want. Right now you got 75% of making 2 strike, 50% of making 3 and 25% of making 4.

Because of customization and bank $C2 being filled with bugfixes, the archive consist of two ASM files, one being the current bank ($C2) implementation and the other one the "external" bank implementation (by default $EE). Choose the implementation that you prefer.

The ASM file should be applied to the ROM with http://www.romhacking.net/utilities/269/. Refer to the readme for more details.

Random Offering
---------------
author: madsiur
version: 1.2
date: 2016/04/28
Apply to FF3us 1.0

Files
-----
randomofferingC2.asm: For implementation in bank $C2
randomofferingEE.asm: For implementation in bank $EE (or the bank of your choice)

Apply with xkas 0.06
Command example: xkas randomofferingEE.asm romname.smc

Space used
----------
randomofferingC2.asm: 30 bytes in bank $C2
randomofferingEE.asm: 30 bytes in bank $EE (or the bank of your choice)

Bank $C2 and $EE implementations use by default respectively C2/6469 and $EE/AF01
as free space. Change the org offset (line 11) in the ASM file to move the code.

Description
-----------
This patch allows the Offering to strike between 1 and 4 hits. Because of the code
structure, when paired to the Genji Glove, you will always make 2, 4, 6 or 8 strikes.

You can change the percentages (CMP values in the code) for more balance if you want.
Right now you got 75% of making 2 strike, 50% of making 3 and 25% of making 4.

Example of custom odds (12.5%, 50%, 12.5% and 25%). Line 21 to 25 in ASM file:

CMP #$20 ;12.5% will have branched at that point (32/256 = 12.5%)
BCC exit
CMP #$A0 ;62.5% will have branched at that point (0xA0 - 0x20 = 0x80 = 128/256 = 50%)
BCC twoExtra
CMP #$C0 ;75% will have branched at that point (0xC0 - 0xA0 = 0x20 = 32/256 = 12.5%)

I also included an optional tweak that would disable half-damage from offering. This is an
an attempt to make full damage compensate for the randomness of number of hits. I also included the code
to re-enable half damage. See the end of the ASM file for details.

If you got any question, you can send me a email at themadsiur@gmail.com.

Final Fantasy III (U) 1.0
Either HEADERED or UNHEADERED
CRC32: A27F1C7A
MD5: E986575B98300F721CE27C180264D890
SHA-1: 4f37e4274ac3b2ea1bedb08aa149d8fc5bb676e7
SHA-256: 0f51b4fca41b7fd509e4b8f9d543151f68efa5e97b08493e4b2a0c06f5d8d5e2
Release Date
Apr 15, 2016
8 years ago
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