FFVI T-Edition (LUA Translation) - v3.0.7 (2.9.7 Costume Stats System Still Available) - 4/29/26

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StarterKain Stryder
Started2019-10-25 15:41 UTC
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SAVE DATA DOES NOT TRANSFER FROM 2.9 TO 3.0; YOU MUST START 3.0 FRESH!

Version 2.9.7 (Costume stat system): https://www.mediafire.com/file/u1o65w6f6zva0be/FF6_T-Edition_English.rar/file

Version 3.0.7 (Current update): https://www.mediafire.com/file/ss7ec4pc0uuyu7z/FF6+T-Edition+English+3.0.rar/file

Please check the latest posts in the thread for what's new, or simply download the above file and check the history.html for all version update info!

 

Click here if you want an indepth explanation on the lua.

Click here for the MSU-1 setup if you wish to fix the music to how Tsushiy intended it, (only if playing in English) but this is included in the download above already.

If you are looking for Mato's translation and patches, please check the thread/link below as it's a separate project from ours:

Click here for information on Mato's translation and download for the current version.

Click here for the T-Edition github resources for strategy guide-tier information for anything you could want to know about the mod!

If you want to contact us, at the top of this page is a "CHAT" button, click and accept the invite to our Discord. You can find me in there in the T-Edition channel.

IT'S A VERY GOOD IDEA TO RE-DOWNLOAD THE ABOVE FILES PERIODICALLY, AS WE DO OCCASIONAL SMALL UPDATES/FIXES TO IT -- ALTERNATIVELY, CHECK THE POSTS BELOW TO SEE IF ANY OTHER MAJOR UPDATES HAVE TAKEN PLACE. PLEASE ALSO AT THE VERY LEAST READ OVER THE READ ME AND CHANGES.HTML FILES, AND USE THE OTHER HTML FILES AS GUIDES. IF YOU DON'T WANT SPOILERS AT ALL SIMPLY ONLY READ THE README TRANSLATION/QUICK START FILE UNTIL IT TELLS YOU TO GO NO FURTHER (it will just help set you up and nothing more).

I also want to quickly apologize for any confusion in the setup process or in the way we handled the translation/lua script etc etc. It was handled the way it is due to how this mod is coded and just how we were able to get it to work without the game imploding upon itself. The lua is a separate project from this one that was collaborated together after the initial release of our translation below. We did our best to make this as easy as possible to set up but understand this is not a normal mod, nor was it anything short of a cluster headache mixed in with severe food poisoning for literally every step of the way to get this thing in working order. I can't begin to explain the difficulty we faced at every level and was it not for the various efforts of numerous people over the years, none of this would've been possible and I'm personally thankful for all the help we had in bringing this mod to a larger audience to enjoy. That said, if you have any issues at all in getting this to work, please pop into the discord (Chat button at the top of the page) and find us in the T-Edition channel (or ask in General, someone'll point you to us). I also did my best in documenting everything about this mod, from translating Tsushiy's guides and notes to adding in my own notes and information he didn't add (steal, libra, ragnarok results etc) so that you, the player, have everything at your disposal and aren't left clueless as to what x does or where y quest is or anything. Think of it as a full documentation/strategy guide.

Please also realize while we can't make everyone happy with this translation, we're doing the best we can with it. That said, certain names of items, people, etc etc may be different or changed for either a more correct translation or to just keep familiarity, such as FF6 SNES vs GBA naming schemes (we use both). If you don't agree with things we've chosen, I apologize and hope this doesn't detour you from playing. Note however, the main dialogue/story is the GBA script, as neither myself, nor Lazarus wanted to retranslate a game that already has a perfectly solid translation (GBA script, though I know alot enjoy the SNES version, I do too), let alone think we could offer something better or add to the already lengthy choices of fan scripts out there; it's just beating a dead horse and waste of time in our eyes. So the game's dialogue is the GBA script with a few minor alterations, otherwise any new dialogue for the mod exclusively was handled by myself and Mato via his notes/videos he handed to me. Again, my intention for the translation was not to step on toes/upset people with x name or y line and I did the best choice I felt to appease the majority. No one's ever gonna agree on this game's translation and I know it's a constant heated topic, but you know our stance at least. In that regard, I also made sure to not meme or joke with any dialogue or add any "creativeness" as my mark on the mod. I simply translated what was in front of me, and kept this as professional as I could (however, my one small addition is a brief couple of lines Locke says to Terra as they escape the Narshe Mines to alert the player about the Beginner's Hall, in the event the player ignored the html documentation completely, as well as Lone Wolf in WoR giving a slight hint due to Tsushiy's npc dialogue not really hinting at something and it possible for the player to completely miss out on some large things).

The emulator necessary for playing is SNES9x-rr 1.60 when using the lua scripting. If you don't plan to use the lua, the dialogue in game will be a garbled mess due to our tampering, but menus etc will be full English. You can play this on actual hardware, but again, dialogue will be a mess and you're better off using Mato's patch (found at the top of this post). If using SNES9x-rr 1.60, please patch the music fix or read the instructions in the optional patches folder under the music fix description in the readme to adjust the emulator's settings for the music. However, ignore this if you plan to use MSU-1 (see the thread here for how to set up that).

Note: You can now use lua script on an Android phone or Steam Deck; readme files for setup on both are included in the main download file.

You will need a Japanese 1.0 file, anything else won't work. The current EX translation for English is a bit rough menu wise, but the rest is fully translated (if, again, using the lua script).

 

Final Fantasy VI: T-Edition and EX

This is a Japanese mod of the original Final Fantasy VI based off a previous mod called Omega Patch. I personally have little information on exactly what Omega Patch is beyond some inventory expansion and other things, but this is what T-Edition is built off of.

What is T-Edition? Firstly, let me be clear that I nor anyone else here did not make this mod. The mod creator is a Japanese modder by the name of Tsushiy.

Myself, Lazarus_DS, and dn are the ones managing the translation:

Kain Stryder - Translator, handled the html files/in-game translations/upkeeps the translation.

dn - Coder, handled menu and coding work.

Lazarus_DS - Translator/Coder, handled menu/in-game translations/coding work.

 

So what is it, exactly? T-Edition is a massive overhaul to the base game and much much more. Here's a *basic* list of what you'll find (spoiler-friendly):

- Over 50+ new side quests, handled via the barkeeps in cities/towns, and later other places in the WoR (explore everywhere!)

- An Achievement/Collection Room in the Narshe Beginner's Hall, showcasing your feats and tracking your progress (includes EX mode achievements).

- Several new dungeons and areas, including some of the GBA content.

- Tons of new events and dialogue (the main story remains the same, but small things have been changed/inserted for a more fuller experience, be it cut content from the original game or Tsushiy's own ideas).

- A developer's room, mostly with Tsushiy's commentary and events, leading into EX mode access.

- The esper leveling system for stat gains has been removed. In its place is a costume system, where upon finishing achievements, side quests and/or story progression, you will unlock costumes in the WoR on the Falcon to swap characters into (requires a bar quest done first that's available upon receiving the Falcon -- search for it!) This changes their stats for better or worse, but it depends on your play style for that character. Each character has 4 costumes, all based off other Final Fantasy characters they have similarities or things in common with. This will change their sprites and menu graphics. Leveling up simply makes you stronger now, so don't hold back! Grind, grind, and grind some more!

- Some enemies now can drop up to 4 different items instead of 2.

- Stealing is now a 1/4 and 3/4 for the rare/common item respectively and also slightly easier overall.

- Difficulty re-balancing - The game for the most part in WoB is vanilla difficulty but upped a little bit in some areas, especially side content. The new content is challenging, sometimes even brutal, until you figure out the strategy. The difficulty doesn't spike until the WoR when you begin doing the new content and side quests, with some stuff being hard to really hard. Final Kefka is no pushover, don't expect to breeze through this. Enfeeble enemies, buff yourself, try out new tactics, see what works, because enemies can be debuffed, perhaps things that didn't work in vanilla work now, so it's worth casting and seeing what happens. Even if you think "that won't work", TRY IT, you may be surprised!

- Over 170 new songs have been added (not including Inn music and Fanfares), being able to listen to them in the Config menu -> highlight "Sound" and click (A) to open the Music Player like the GBA version. If using the lua scripting, there's a nice little feature here, too!

- Ultimate weapons have been added for each character. These range from decent/good to godly and are part of a large side quest to obtain.

- Gau has been reworked to be able to learn Rages anywhere in the game. Simply have him in party and do the fight and he'll obtain the Rage. Leap has been removed also; he now has a Fight command and can use Claws/Axes. Several of his Rages are extremely good, especially late game when he becomes a God. If you disliked him before, give him another look here.

- New 2nd abilities for characters have been added for Celes, Terra, Mog and Relm (that replace Runic, Morph, Dance and Sketch, respectively). Control/Possess has been removed from the game.

- The damage cap for party and enemies has been risen from 9999 to 32,000.

- Almost every character's toolkit has been changed or re-balanced, please read over the html files to see everyone's abilities now. There's too much to write here. For the most part, everyone plays a bit differently than before but most of it is still familiar. Umaro for example is now controllable and has the "Snowstorm" ability to use at will, aka Blizzard Orb. He can also use magic, but only outside of battle, and knows any spells your team does, like Gogo.

- To promote some character's jobs, people such as Sabin get more HP but much less MP, making him more of a physical attacker, so he won't make for a good mage. However, some of his Blitzes are magic based, so gearing him in a specific costume and giving him Magic+ gear can make him a potent physical magic damager.

- A new game+ feature - Done at the Narshe Beginner's Hall (once the Falcon is obtained), the man behind the counter in the lobby will reboot the game for you, allowing you to keep ANY items, Espers, magic, rages etc gained, but key items, levels, and the Veldt encounters are reset. Treasure and side quests are reset too, allowing for you to obtain duplicates of things or to just simply restart the game if you royally botched and missed something important, or just wanting a fresh start and being OP from the get go, yet still retaining a challenge (due to your levels being reset).

- A "disc 2" so to speak. Very late in the game, once a specific side quest chain has been finished, the middle door in the Narshe Beginner's Hall will unlock, leading to the developer's room. Inside here is a separate room with Moogles and a save point, explaining to save your game here and to read the ex html file. EX is "disc 2", where once loaded, you'll be in the Moogle room with a new door but the exit missing. Traveling through said door will put you into a Crystal Room where you may select various bosses from past Final Fantasy games to challenge. These offer no rewards besides just "I beat them!", so play only if you wish for a challenge. That said, these bosses are HARD, so go in prepared. When a boss is defeated, saving your game then reloading the save BACK to "disc 1" the boss's painting will appear in the gallery room to prove you won.

- Many other surprises await you to find, as if I listed *everything* here, it'd spoil the fun, but please keep in mind that this mod, according to Tsushiy and in his own words, was made for himself (which when you think about it, is absolutely insane to create a mod of this level solely for your own enjoyment, but also shows how much he loves it). He decided to share it so others may enjoy it, too (please also note some things make little sense outside to him and are not really fitting for a wider audience of players, such as costume stats, but as far as that goes, we offer an optional fix so you can have some variety and feel unlocking them was worth your time, while not being locked into the same costumes every playthrough; Tsushiy's stance on fixing things is "do it yourself if you have the means" and it can be seen as insulting to ask him to change stuff just because you disliked it. Again, he made this for him, not the public, hence why everything we offer is optional (be it patches or lua quality of life additions; everything can be turned off/on) and not a replacement for his work (he's more than ok with this).

Tsushiy does goes on to say that if you don't want your memories of Final Fantasy VI ruined or dislike fan fiction/these types of mods, please don't play it. This is to say that, some new events expand on the lore of the game and characters (either by adding in cut content the original FF6 dev team discussed in interviews or Tsushiy's own ideas) and in my opinion, he does it justice without coming off as cringe, giving characters out of place dialogue, or "this doesn't fit, at all/my day is ruined." Moreover, new songs play in some areas not related to the new content, as well as monster sprites from other FF games or SNES Square-Enix titles. The core game play/experience of FF6 is still here as a vast majority of the new content/events is OPTIONAL; you can play this mod and ignore it if it bothers you to that degree if you just want a mod that fixes alot of the glaring issues of the original while offering some amped up difficulty, balancing, etc of a typical JRPG. Overall, just have fun with it and enjoy the experience for what it is, especially if you want something new/mixing it up.

As a foot note, this is a VERY popular mod in Japan and Tsushiy is overjoyed people outside of Japan are now experiencing it, as he never dreamed anyone overseas would play or take an interest, let alone be able to get it into English (he lamented to me personally how he tried himself/showed me examples and was disheartened at the severe truncation in menus, but is happy we got around it).

There's so much more to list, it's easier if you just read over the notes and changes within the download's html files or just play and unlock the mysteries for yourself.

Join us on Discord and pop into the T-Edition channel if you have any questions/comments, or post here in this thread.

All of the BNE2 folder files (address locations and changes, etc) have been translated now, as well as the files in the For Producers folder (except 2 that will be translated shortly but aren't super important). This means not only can we locate/find everything in the mod easily, but anyone with coding knowledge can as well. The download has been updated and as it stands, just a couple stray files and the History.html are not fully translated, but will be soon.

Our current plan right now is to revamp the menu screen to make it more readable, then begin work on descriptions as well as the Steal dialogue so you can more easily see if you failed/stole/enemy has nothing. On top of this, creating a file for enemy drops and steals to compile that Tsushiy never did, but to help you the player.

A new update is up, this one adding an Item Drop/Steal List to the html folder. Refer to the first post here for the download link. This is a custom-made file that is not available in Tsushiy's original download and is English only.

Enemy names may NOT be 100% the same as they appear in game, but you should have little trouble figuring them out over all until we finalize everything. Also until we get the steal messages translated, I've included in the file what to look for to determine if you failed, succeeded, or if the enemy has nothing to steal.

what rom should I use to patch this?

That's awesome!

I never thought that someday someone would translate this mod.

I can't wait to play it in english ^_^

On 11/28/2019 at 7:26 AM, GamingFiend said:

what rom should I use to patch this?

It's already patched, just unzip.

Note: No longer accurate, please use a JP 1.0 ROM.

54 minutes ago, Kain Stryder said:

It's already patched, just unzip.

LOL I just figured that out, the IPS patches included confused me.

 

Couple of questions to start. What are those special rooms in the developers room with the books? Also, is there anyway I can tell from the text if my STEAL attempt was successful?

You should really kind of read the readme files and other things included in the download...

The books tell you hints on the achievements, which this is gone over in the event.html file.

Successful steal/fail/has nothing is explained in the itemdrop.html at the top.

You are officially the coolest dude on the internet for translating this.

Thank you, we're doing our best to get the mod out to a wider audience to enjoy.

Very minor update to report on.

Lazarus managed to get a laptop that runs the programs he needs with Windows 8 and has begun working. Here's a minor revision to the download:

 

- Esper names aka Eidolons no longer overlap with the text and looks much cleaner in the menu.

- Job titles are now correct, especially for the later costumes. No more Blitzball Ace Mog or Princess Golbez.

 

Very small update I know but work's being done. I'll update here as progress is made.

New update is up.

- Main Menu is now translated/untruncated. Some work is still being done.

- Status are translated, both in battle and menu.

- Skills menu is now untruncated.

- Fixed the Sahagin Chief name for rages.

- Fixed the Healing Staff auto sort bug.

- Fixed Hastega's name (was "Heig")

- "Mug" was showing as "Mug(ru) (hiragana symbol) and is now fixed.

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Very small update. Put up a QoL adjustment for the read me files. Thanks to Serity, they now have a side bar you can click on while browsing. Open the _index OPEN ME FIRST html file and have fun!

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Another small, yet not so small update.

- Menu work continues to be untruncated/translated, Item Menu now is Items/Sort/Key Items and lists the Runic OK, Iaido OK, etc information on equipment.

- Stray hiragana on item information is gone.

- HUGE thank you to Serity and Madsiur, a new html file has been added exclusive to the english version - Libra/Ragnarok Morph data.

- We've also added a Coliseum List thanks to Serity, enjoy!

ragnarok.png

coliseum.png

Another small update:

- Equip menu titles are now untruncated.

- Expanded the "Equip" and "Remove" box by one to fit the text, inserted and moved the text.

- Fixed the "2Sword" bug where text would get left over (Tsushiy wrote the text somewhere the game wasn't auto-erasing).

- Renamed the "2Sword" text to "DWield". Sadly, six character of spaceis all we have unless we can figure out how to get the game to erase more characters.

- Various html errors corrected.

- Cliff notes added to Dressing Room and Window Type htmls

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Small update:

- "Save" on the save menu is now readable.

- The forming party screen now has readable text.

- "Lv" was not appearing in the party menu due to a bug. You'll notice Lv is missing in the Terra screenshot as an example, but it's been fixed.

- Magic learn rate/progress text is now readable on the Eidolon menu.

- A new image at the top of the Dressing Room html, thanks to Serity, for quick glance and cross-referencing stats for costumes.

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I'm like a broken record, always saying the same thing, but, another small update:

- Config menu has had the unreadable text translated and other things fixed up a bit. This menu is extremely tight on space and work in here is sadly very limited.

- Esper names in the status menu no longer get cut off

- Auto-equip after changing relics message has been translated and fixed up.

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Very big (kinda sorta) update.

This is for the moment version 1.2 beta. Changes:

With some more work from Serity, we now have 2 optional patches in the Optional patches folder, which are heavily suggested you use. Keep in mind these are still very rushed and beta, but I'm ok enough to call this a 1.2 beta release for the moment. The patches are:

kanji_swap_elements_only: This will change the 8 basic elemental kanji into the SNES english versions graphic symbols, allowing you to see what an enemy's weaknesses are and equipment's elemental affinity etc. The downside is this will replace some in-game dialogue but it's a minor thing. Use this if you ONLY want the elemental kanji changed and NOT the stuff mentioned below, however, remember that steals/treasure will be garbled in japanese and you'll have to sort your inventory/search for what you get constantly.

kanji_swap_elements_treasure_steal_battle_magic_and_items: This is the big one. Same as above, but it will also now let you read in english what items you find in treasure boxes, what steals you get, and magic/items used in battle. However, the downside to this and why we made it seperate is it garbages up the in-game dialogue. This isn't a huge deal since if you can't read japanese, you aren't missing anything, but it's important enough we wanted to release this so people can have an easier time enjoying the game and seeing what they collect/steal without jumping through hoops. On a professional level, this is extremely rushed and very beta, so we apologize, but until we can polish it up and get something nicer, it'll have to do.

To use either of these patches, simply use Lunar IPS included in this download and patch either file onto the english T-Edition and have fun.

Note: The font used for menuing is 8x8 while the field font and dialogue is 16x11. Again this is a very rushed beta so excuse any messes for the time being.

 

 

 

 

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Shoot man you keep updates comin this fast we'll be able to play a full 100% translated version by the end of February. Nice work man!

Small note I forgot to mention:

Due to the new patches, the Dressing Room WILL show english names now, even if you change them to whatever you'd like to name each person. Enjoy!

 

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Small update up.

- Eidolon text on the summon screen is now readable.

- Eqp and Rem are now not truncated under the Relic equip screen.

- Final Kefka set up is now translated/readable.

 

 

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Small update is up and a sneak peak (this is NOT currently available) at the new spell list and status screen:

- Thanks to Serity, all or most of the Yes/No dialogue choices are now in english, including the New Game+ choice in the dialogue at the Narshe School in the WoR. This is an optional patch as it may break something.

Below are pictures of the new spell and status windows, now non-truncated, thanks to dn's coding. Not available just yet.

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New update is up, more progress on the menuing:

- The Eidolon menu is now non-truncated and has been made into 1 column as a result.

- The Blue Magic menu has seen the same changes as the above. Please note this is not reflected yet in the battle menu, as they are 2 different things.

- Removed the class text from Equip/Relics.

- Weapon, Armor etc shops have had the unreadable text translated now, albeit truncated sadly.

- Renamed Key Items to be a little cleaner.

- Translated the "<actor> has it!" text for the Eidolon menu (if you clicked and someone has it equipped).

- Fixed the bug where text wasn't erasing for the Eidolon name on an empty slot for the party lineup screen.

- Fixed the "Yes/No" prompts for the save/load menus.

- I've added a note on the Achievements side quest detailing the new NPC in a house north of Narshe in the WoR, who tells you your progress with certain character's abilities, such as 500 successful Steals or 500 successful Runics etc.

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Small update:

Shop names and the Buy/Sell/Exit text have been non-truncated and are now readable (Weapon, Armor, Items, Relics, Vendor).

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New update is up. Changes:

- The status menu shown earlier is now live. Status title menu expanded, new title inserted.
- Status menu strings rearranged.

 

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More updates. Changes:

- Most of the config menu is complete (The magic catigories are sadly unable to be full non-truncated, we apologize. Enjoy Tim Magic.)

- Fixed the "Short" command type menu.

- Translated the "Multi" control style menu.

- I never want to see this menu again, but there's 1 screen left to do - Laz

As a small note, as it doesn't LOOK like much, this screen alone took FOUR hours to deal with, as EVERY word you see has its own line of code and had to be edited and moved to where there was space.

 

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Small update is up:

- Fixed the "sell" menu at shops loading the old truncated menus.

- The final config screen mentioned above is now translated and rearranged the code for the Buttons menu (note: this screen was removed from the english version of FF6, so if it's new to you, that's why).

 

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Will edit later with a new post, can't delete for now.

A BIG update is now live. The magic/item etc menus non-truncation and such is still being worked on due to a difficulty, but in the meanwhile, we have this to release:

- VWF for descriptions added by dn.

- Magic, Blitz, Iaido, Eidolon, Blue Magic, and Rage descriptions translated and inserted.

- Due to the above, we have removed the kanji+steal+treasure patch, as it not only breaks things, but our work now translates it.
However, a downside is the japanese dialogue and such is now even more unreadable and a mess, so for the time being, we apologize
until we can address and fix this. As of now, you can read steal and treasure box results without any patches, however, yes/no
patch still works AS FAR AS WE KNOW, but any issues, please report them. Kanji only patch will ONLY now replace the Libra scan
weaknesses with SNES graphic icons and no longer shows the elemental affinities on armor (they are busted kanji, please ignore for
now). Another result of the above is kanji in menus and item descriptions is double overlapped, so again, sorry for the mess in
the meanwhile.

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Small update is up. Thanks to Serity for the following:

- The Rage menu is now alphabetically sorted. Enjoy!

- https://pastebin.com/raw/NSsqpnZy - Customize your own rage list, putting the rages you want at the top of the menu!

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I've went ahead and re-added v7 of the english translation to the download, in case someone wants japanese text for dialogue/descriptions still mostly intact and can read them. For the time being, at least. I've also re-added the 3rd optional patch for steals/treasure box results for v7 as well, since even if you can read japanese, the results are like "stole kuruzeze" which is just sdkfjsdfs since we messed with the font coding.

As a reminder, do NOT use the steals/treasure patch on v8+ or any new patch moving forward as it will break the font descriptions; the steal/treasure results are now readable in-game without the patch.

Once we release the item descriptions (being worked on now, just *only* 270ish things to write/translate, there'll be little reason to play on japanese anymore, as dialogue will be the next thing to tackle. Until then, v7 is available for anyone interested.

Big update is up! The next update will push this to version 1.0 and out of beta. I've renamed the versions also, sorry for any confusion. Right now this is 0.9 and the next major update will be 1.0. Changes:

The reworked Magic menu is now live! Below is the thing we were waiting on:

- dn fixed the MP Cost/percentage for the magic menu, so we have expanded magic names in the main menus now! (The battle menu is still being fixed due to a small graphical glitch, but will be live soon. The picture is just to show how it'll look. The error is with the Def. Cha. (left/right commands) and Slots with Setzer (the top of the Magic menu bleeds over into Slots).

- dn also fixed the issue on the Eidolon menu with text behaving oddly.

- Changed the blank Blue Magic routine to blank out the entire line, fixing the blank slot issue that popped up.

 

 

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Wait a moment... is FF6 T-edition actual translation happening?

Download the file and see for yourself.

Minor update also:

Item descriptions are taking some time, and they'll be done when they're done. Just been a couple weeks, didn't want people thinking stuff stopped. There's 270 items, plus descriptions, plus the coding, plus making sure nothing breaks... it's a daunting task for Laz. Nothing else to report in the meanwhile.

I joined this site just so I can comment here. I am absolutely THRILLED to see the work you all have done to translate this mod. After learning about it from Tomato (of Mother 3 fame), I knew I had to play this. Thanks to you, I can finally start to enjoy this mod! I look forward to seeing the continued effort. Keep it up and thank you!

Holy mother of the bicycle, I'VE GOT TO PLAY THIS MOD.

This looks awesome, thank you very much.

I am very impressed with the progress you have made with this mod so far, as Japanese and coding are two skills that I do not have. Are there any ways that us non-Japanese speakers and non-programmers can aid you? I would like to say that I'm patient, because I have a lot of respect for the hard work you're putting into this, but am very eager to replay FF6 in a new way amidst this quarantine.

 

Nope, we have it under control.

Small update is up.

Version 0.9.1

- A new optional patch has been added, this one fixing the sound/music in the game if not playing on uosnes. If you're playing on SNES9x or any other emulator, it's recommended you pop this on. Check some of the songs out such as FF8 - Man With The Machine Gun or FFT - Antipyretic for a quick comparison before/after patching. Thanks to Emberling (courtesy of Serity) for this patch!

 

Final Fantasy XMAS Ver [???]
FF7 Those Who Fight Further [vs. No. 128 & Inferno]
FF8 The Man With The Machine Gun [Cyan's Dream fights]
FF8 Force Your Way [vs. IAF & Iron Clad]
FF8 The Extreme [vs. Ultima, Soul Shrine Group 15]
FF9 Battle 1 [Eureka Battle]
FF10 Servants Of The Mountain [Eidolon Cave, Falcon: Umaro's Ronso Waist Cloth]
FF13 The Sunleth Waterscape ["Night Patrol" side quest, Falcon: Sabin's Nora's Coat]
FF13 Blinded by Light [Ancient Castle Cave & Ancient Castle Battle]
FFT Antipyretic [Narshe Snowfield Defense Battle]
BDFF That Person's Name Is [Soul Shrine Group 9]
SD2 Meridian Dance [vs. Valigarmanda]
SG2 Decisive Battle [vs. Blue Dragon]
SG3 SOL Pileup Stack [vs. Storm Dragon]
RS2 The Sinking Ship [South Figaro "Destroy The Cave Demons" side quest]
RS3 Bottom Sea Palace [Ancient Castle Cave]
XG Awaken [vs. Ultima]
LAL Pure Odio [vs. Wrexsoul]
RUD The Flame and the Arrow [vs. Red Dragon]


Minor(?) intro fixes:

*FF1 Boss Battle B [Vs. Marilith & Tiamat]
*FF3 Final Battle [Soul Shrine Group 10 & Cloud of Darkness]
*FF5 The Decisive Battle [vs. All-Knowing One (Omnicent) & Exdeath]
*FF7 Fighting [WoR Phantom Forest Battle]
*FF7 J-E-N-O-V-A [vs. Omega]
*FF7 One Winged Angel [vs. Sephiroth, Soul Shrine Group 14]
*FF9 Not Alone [Cyan's Dream Event]
*FF9 Battle 2 [vs. Earth Dragon]
*FF10 Men Staked On Blitz [Falcon: Sabin's Auroch's Bandana]
*FF10 Seymour Battle [vs. Shinryu]
*FF11 Belief [vs. Kam'lanaut & Eald'narche]
*FF13 March of the Dreadnoughts [Falcon: Terra's Bodhum Regional Military Uniform]

Pushed a small upate to emberling's music fix.

If you've downloaded the game from the previous post, please re-download and re-apply the music patch again. Thanks again to emberling on the fix!

I loved Tomato's work on Mother 3 and had to make an account just to scream in glee after I heard about this project!

I can't express how excited I am by this!

Thanks, hope you enjoy the mod. Nothing new to report either, when I do have something it'll be posted here and on the discord.

So, this is what Celica spoke of when we first met up.

Looks like a decently well-made mod, with the amount of effort put in thus far. Will be checking this out for certain.
~Amy

Had to sign up to say THANK YOU SO MUCH!!!! I heard about this hack 5 years ago and have been praying every time I search the internet to see if there is an update. I am eternally grateful for what you and your team are doing, thank you for this.

Quick little update to the English version. Nothing major on the ROM translation front, just some fixes if you re-download it:

  • 10/27/20: Fixed "X?pD MP" text in battle Magic/Lore menus. Tweaked some Lore names for consistency, as well as compatibility with the optional Long Spell Names In Battle patch.
  • 10/23/20: "Fixed"(?) the bug when using a Rage Special with Dancing Dagger. Previously it would go read and execute garbage code; now if a proc "succeeds", nothing happens and it swings again until a non-proc connects. This code is dumb, I hate it. P.S. Something ultra obscure was found involving the Dancing Dagger and... something else...? ;)
  • 10/21/20: adjusted ultros 3's ai so the event progresses even if you use wishing star (since plot-wise he should be reacting to the sketch/drawing of him that relm makes, not the tentacle)
  • 10/19/20: Updated some item and enemy names to be more accurate to Final Fantasy's english translations (goodbye Orthros!). You can see the full list of edits over here.
  • 10/14/20: Removed "Cures Disease" from Chakra's description since it doesn't do that.
  • 10/10/20: Made Cyan's Snow/Moon Iaido descriptions more accurate (no, Snow doesn't inflict Freeze).
  • 10/02/20: Fixed bug where Silence spell will not show "Miss" if the enemy is immune.
  • 09/27/20: Changed the rename screen to match (mostly) the FF3us's alphabet order. Anything that's not A-Za-z0-9 and a few symbols was replaced with a space. " and ' are not available due to the 8x8 font and the fixed-width-font having swapped their positions between each other.
  • 09/21/20: Adjusted the item sort order - Shadow's scrolls are now sorted above knives so they're at the top of your throw list instead of the bottom, and hair relics have been moved down between 'ring relics' and 'cloak relics' rather than being in the helmets (they used to be headgear but are no longer).
  • The sorting bug (from T-Edition JP) where the game will put items with IDs past 0xFF near the top of your inventory has been fixed. Your Black Belts will now sort down near other relics. This should greatly reduce the chance of the "wrong item effect in battle" bug occurring as well, since your relics shouldn't sort near your consumables, though that one hasn't been fixed in the ROM.
  • Garbled text in the coliseum has been fixed.
  • B.Lamia has been properly renamed rather than being a duplicate LamiaQen.
  • The "can't see what rate skills from items are taught" bug has been fixed.
  • Eidolon names have been fixed in-battle.

You can download these minor updates individually over here if you've downloaded the ROM previously and would prefer to just slap some patches on instead of re-download the whole archive.

Small note on that last one for Lua users: if you were using the Lua 1.1 Beta (not 1.01c) before September 18, make sure you update to the latest version in the other thread - running an older Lua 1.1 Beta and the latest ROM will cause them to clash and (funnily enough) display the wrong Eidolon name.

Been a good while, but a nice update is now up. Along with the above that Serity posted about, there's this:

- The in-battle magic menu showcased months ago is now unofficially added. Lazarus was not originally wanting to add it due to a graphical bug persisting and being a professional, he wanted to have it fixed first. However, after months of trying and some talented people attempting to fix it, we were unable to. I decided though to release it as a stand-alone ips patch in the Optional Patches folder of the download until, if ever, we can "officially" add it to the ROM itself. That and for those of you who don't care about a slight graphical bug and don't want to look at Pzna, Thng, Slog, etc spell names. The other reason this is a stand-alone ips patch is in the event it breaks anything. Thanks to Bropedio, we were able to add it in and check how it'd work, but some very glaring issues arised quickly with it. Serity managed to tweak and fix it but stuff MAY still break, so proceed with caution. From some light testing, it works WAY better than it did and SHOULD behave, but we'll see.

Currently, we're aware there's some slight graphical bugs with this patch, but that's all it is; graphical. It won't crash your game or hinder you, and only happens in a handful of battles we've noticed so far (an example being for all of the Soul Shrine fights, it happened in 2 battles, but I've seen it personally in about 3-4 outside of that, the worst being a Fanatic's Tower random battle). The graphics will just disappear or not fully display a sprite (or one of your party members just completely disappears; it could be costume related or just too much going on with the screen display, we don't know). Again, nothing game breaking, just slightly annoying, but don't be alarmed.

Thanks to dn on the amazing menu work, it was his coding that got this all nice and fancy looking. Bropedio again for adding it in and Serity for tweaking it.

magic4.png

This is Awesome! Thank you for translating this

Another update, with another optional patch:

- A brand new costume system (OPTIONAL) has been added into the Optional Patches folder. This is a rewrite of the costume stats that adds a bit more fun/replay value and strategy to the game, making each costume now more viable based on your play style with some beefy stat boosts. 60 points have been allocated per costume. Please check the read me file in the folder within for a better explanation to the new patch. This does NOT replace the base game, as it's an optional patch and you can even revert the changes at any time. We just wanted to give a new outlook and some options for most of the costumes to see use and to make you feel like unlocking them was more worth it. The stats may change at a later date, as well as we release a "do it yourself" method to customize the stats to your own liking, further adding to the gameplay value, but for now, please enjoy!

Small little update up. Happy New Year/Holidays to everyone, I hope this year finds everyone much, much better than 2020.

- I added a custom-made sprite edit for Kefka that I made in the editor via NAOKI's design from the sprite files. This sprite of Kefka is more Amano-like and fits with the rest of the cast's new look. It's been placed in the optional patches folder if you'd like to use it. Here's some pictures of it in action; please note his battle sprite's light blue arms/pants are instead a dark blue/black due to how the game displays sprite colors in battles (it's a small side effect but I think it looks nice, and since he's so rarely seen in battle it doesn't really matter a whole lot).

 

kefka4.png

kefka1.png

kefka2.png

kefka3.png

Another small update is up, this time with a Locke sprite edit. This one replaces his base costume with a more Amano/Nomura artwork look, made by myself. This one was much harder than Kefka since Tsushiy has split the field/battle sprites, effectively allowing for ANY sprite to be edited without it affecting others, which is really nice. Since Kefka isn't separated into 2 sheets (field/battle), that's the reason he's got a darker blue look in battle. Locke however, was fixable, though I was unable to use red/pink, so I changed his back design to more what the Dissidia Locke has on his jacket (Nomura's artwork). The field sprite is my own little touch with the Phoenix. This can be found in the Optional Patches folder. Enjoy!

On a smaller note, we are currently working on a MSU-1 for the game's music to unmuddle/fix it to how Tsushiy intended with uosnes. I'll post more info once it's finished with complete details.

lockesprite.png

After a 2.5 year long hiatus, Tsushiy has popped back and updated the mod to version 2.9.3 and 1.6.2 for EX.

We've gone ahead and added everything to the English version for this update already, and the update notes can be found in the history.html file. The following stuff is a rundown on what was added:

- Various bug fixes, including the item 255 ID bug (completely this time).

- Leveling up 2 or more times with 1 character in a battle was causing stat errors and has been fixed.

- Due to the above, Experience Egg has been readded to the mod. The 2 locations for it are a reward from a new battle on the Floating Continent and a treasure chest in the WoR's new tower area.

- A color cycling patch thanks to Leet Sketcher has been added, now cycling the colors of buffs/debuffs on your characters, allowing you to see Protect, Shell, Haste, etc all at once instead of just 1 color.

- Flare Star and Wave Cannon's effect values have been reduced from 45->42 and 88->77 respectively.

- Setzer's default outfit has been changed. With this, I've gone ahead and added his older sprite as an optional patch in the event people may prefer it over the new one. An image of the new sprite is below.

- Locke's default sprite has had a few dots corrected.

- Intangir's AP total has been changed.

- Numerous other things have been changed slightly or weren't documented by Tsushiy, so if we discover anything substantial, we'll make a note of it (things like if all achievement statues are unlocked, they now animate and pose).

Your old save files SHOULD work for 2.9.3, just make sure to rename your .srm file and make a back up before loading the emulator and always load a hard save, not a save state.

In other news, MSU-1 for the music should be available relatively soon, so when that happens I'll make a seperate forum post about it and the process to use it.

 

setzer2.png

I check this thread constantly. You'd think the excitement would wane, but it hasn't.

1 hour ago, Dorothy said:

I check this thread constantly. You'd think the excitement would wane, but it hasn't.

Thanks! We're doing our best to keep this thing up-to-date and keep improving upon it. Glad you're enjoying it.

you guys are awesome!  I can tell you..i had a horrible time playing through T edition a few years ago in japanese.  i kind of guessed or memorized what the item names looked like.  T edition offered such quality of play, i'm looking forward to playing through it again!

 

We've discovered the cause of what we thought was just a random very rarely occurring bug that is currently persisting until further notice.

Basically, if you open a treasure chest or get an item with ID above 256: Hero's Ring, Guard Bracelet, Dead Spirit, Prayer Beads, Black Belt, Dragon Horn, Celestriad, Master's Scroll, Bacchus's Bracer, Safety Bit, Mime's Dictionary, Bracer, Tetra Elemental, Embroidered Tippet, Soul of Thamasa, Zeidrich, Flame Cape, Wind Corsage, Earth Greaves, Water Cuffs, Maiden's Prayer, Imp's Feelings, Piggy's Badge, Experience Egg

and don't open your menu after getting it, then enter a battle and win an item, it will result in you getting a garbage data item (with the lua warning you to toss/sell it asap to avoid glitches). We discovered this bug via a streamer doing a battle after picking up the Experience Egg (it can happen with any of the above items as we determined, it just happened to be with the egg when we found out) where the boss dropped its item as garbage data. With some testing by not getting the egg, he dropped his normal item. Getting the egg again and re-fighting the boss caused the glitch. Checking the memory when getting the Experience Egg before/after determined the bug.

I've reported this to Tsushiy so any fixes or updates will happen hopefully soon. In the meanwhile, just check your item inventory (opening the menu is enough) and you'll be fine.

Once more, simply just opening the menu screen will fix the issue as weird as it may sound. Failing to do so then entering a battle/winning an item will give a random item not intended, possibly even corrupted things.

 

Been Trying to Redownload this but the zip file wont open. Keeps giving me some archive error thing. Is that messed up on my end?

14 hours ago, Layoneil said:

Been Trying to Redownload this but the zip file wont open. Keeps giving me some archive error thing. Is that messed up on my end?

Works fine for me. Make sure you're using winzip or something similar to open it.

Ok, new update is up:

- Fake Dice have been renamed to FixdDice to avoid confusion.

- The glaring bug we were unable to pinpoint till recently that gave players garbage data as an item and the lua warns to sell asap if you obtained it, has been found and fixed. The issue was if any item with an ID of 256 or above was obtained from a treasure chest, and you didn't enter the menu afterwards, but instead fought a battle then won something, you'd get the garbage data that could/would corrupt your save data. Thanks to Mato aka Clyde Mandelin, we've patched the game now and everything's working as intended. Also thank you to Good_Guy_JDP the streamer who discovered the main cause for us as he was playing.

when will it be possible to play on Android emulators?

8 hours ago, LordLocke said:

when will it be possible to play on Android emulators?

Not anytime soon by us, but Mato is working on a translation patch himself now which will work on console. Should be available in the 2nd half of 2021 he said.

 

Check it out here!

I just read through the thread at RomHacking and I'm stoked that you all and Mato seem to be working together on this. You all have done some amazing things already and it'll be exciting to see this all potentially work on a console. Keep up the great work and thanks for all that you do to spread this hack to the rest of the world.

Just a small update, but we currently (thanks to Sir Newton Fig) have a working 4-player mode for T-Edition. This will allow for multitap and Parsec (program that allows for 1 person to host a game, and others to connect to them) play, letting 4 people control 1 character each in FF6 now.

We're still in the process of testing it to make sure we don't run into issues from when we tested it with Brave New World, but from light testing, it does work with T-Edition. This'll open up a lot of fun I feel for people who want to get friends together and each control someone in a MMO-style gameplay, tackling the game while working together. I'll make another post once we've finalized it works perfectly and release it to the public.

Below is an example of what we hilariously referred to as "Figaro Drift" from our Brave New World run of the patch (as well as the T-Edition menu with the patch applied and you selecting your # of players). That's why we're testing it out before I release it :P

unknown.png?width=1284&height=670

 

unknown.png

A small bug was discovered due to a patch in EX we made where the FF11 battle would softlock when entering into phase 2. I've gone ahead and fixed this/reuploaded the files, so if you've recently downloaded the game or had issues with the fight and skipped it, go ahead and download the file again and retry.

A new update is up featuring the previously mentioned 4-Player Mutitap feature, thanks to SirNewtonFig. The patch can be found in the new folder of the download with a readme explaining what it is/does and how you can effectively use it. So get some friends together and have some fun! I've also gone ahead and given the Japanese community on Tsushiy's forums awareness/access to it as well so they may enjoy it too.

What GBA content is in the T-Edition?  The mod documentation says it includes some GBA content.

I ask because I've never played the GBA version, having heard the SNES was technically superior, but I am curious about the GBA areas and fights.

Thankee!

Spoiler

Some of the espers and the Soul Shrine, but Dragon's Den was added then scrapped and replaced with 3 new original dungeons and content instead. Also New Game+, open as soon as you can reach Narshe in the WoR.

 

Thankee!

How does T-Edition fix the vanilla esper grinding problem of tens of a dozen playable characters who can learn spells from espers and tens of espers with unique spells and the assumption that players will teach at least most of these spells to all party members who can learn them?  Vanilla FFVI is simply too short to avoid grinding in the WoR even with a main party of 4 that handles all the relevant multi-party areas!

Greetings, all!

I found this CRITICAL BUG today in FFVI: Divergent Paths and wanted to notify you of it.  I'm unsure if it's been fixed in your version, but fix it if it hasn't been already!

Kefka's Tower: If I activate the chest shown on the east side of this picture then leave Kefka's Tower, it can't be used again and which means I can't get past the rubble to reach Kefka!

https://drive.google.com/drive/folders/1e6qg0XJiqcp5UhEqoD2XEPg5LPYzQh7v?usp=sharing

Thankee for fixing this!

Please don't make several topics asking questions, post them all in one or if this was a bug report, talking in the main post or even the known issues would be preferred.

Most of your questions can be answered by reading the read me and changes html files or the main thread of this forum. Divergent Paths is not the same game as T-Edition; what bugs that mod has don't reflect in this one. That bug's not present, to answer your question.

T-Edition doesn't really "fix" esper grinding since you're expected to do some leveling with all the new content if you feel like exploring it. If you want fast esper levels early, Intangir gives 20 AP now and the tricks to beat him still apply from vanilla. Otherwise, old fashion grinding works in WoR. It's a standard JRPG still, it expects you to work for things, not hand them to you in 5 minutes.

Merged the bug report and the main question into this thread, deleted the "what's different" thread since the information is in this post, both at Kain's request.

I couldn't tell based only from what I read of the documentation (and thankee for such thorough documentation!), but...

-Are Strago's Lores alphabetized by their first English letter?  Brave New World did this and I liked it enough to request it in other FFVI mods I've played.

-How are spell growth rates from espers changed?

-Are the vanilla FFVI party costumes available?

-Does Cyan's Iaido/Bushido command fill at a faster rate than vanilla, akin to the Brave New World rate?

-How does Terra's Morph/Trance ability work?  I avoided it in vanilla because it seemed to run out permanently and my elementary school self didn't have access to GameFAQs to tell me how to handle it.

-What are Vigor and Stamina meant to do?  I also avoided them due to not understanding how they worked.

-In terms of the English translation, how closely does it follow the Woolsey script for the parts of the game that were in vanilla FFVI?  (I assumed there was a lot of custom translation stuff even in the vanilla areas.)  The translation notes say the GBA script was used for vanilla content.

-Why was Dragon's Den scrapped in favor of other content?

Thankee!

Please read over the documentation, 2nd time saying this. Most of your questions are answered in there or again, the very first topic post of this thread. Changes html, characters html, dressing room html, read me files, look in there, I thoroughly documented/translated everything so any question anyone could have is found in the files.

Strago's Blue Magic is not in alphabetical order. No plans to do so either, moving magic is a nightmare.

Esper growth is gone, mentioned in first post of topic and why.

The default vanilla sprites aren't available, as Tsushiy has edited them to his preference. If you're determined, you can replace them yourself, but we have no plans to do/offer it (I've included a few of my sprite edits for Locke/Kefka).

Again read the documentation, but yes, it's faster.

See above, lasts longer the more spells she knows and some other stuff.

Stamina helps avoid special attacks/add effects.

Dragon's Den was a mess of coding and he wanted his own original ideas thrown in. I can't answer it beyond that since I'm not the creator.

 

I rechecked the changes and didn't see anything on whether Schrodinger's Chests are still in the game.  Are they?

I was also concerned about the loss of text characters in names compared to the vanilla version.  Maybe the GBA had fewer characters to use, but SNES items had 12 characters + a symbol while SNES commands (Tools, Magitek, etc.) had 12 characters and no symbol.  I just arrived in Figaro Cave the first time on this mod and this change bugged me the most because it seemed like such a strange design decision.  I can grind past the higher early game difficulty (which still seemed unpleasantly high pre-Figaro cave.

Also to clarify, how long does Terra's Morph/Trance last in this version?  I didn't understand the formula in vanilla which meant I rarely used it.  Is the timer per fight?  Per NG+ cycle?  Other?

In the Beginner's Hall, what counts as 'advanced advice?'  I talked to the scholars for basic and advanced info and didn't notice a difference between them.

Thankee!  (Remember, I ask y'all so many things because I'm interested in your work!  Alleluia!)

This is the Japanese version, NOT the English version the mod is built on, keep that in mind. There is a lesser character limit and editing menus is not as well documented, as well as nearly EVERYTHING was moved around or changed/edited. ONE menu page took Lazarus 4 hours to edit. Expanded magic spells is a separate patch that dn spent hours on to get working followed by Bropedio and Serity to punch in and get working. Please understand this mod let alone rom hacking is not an easy process and isn't some simple edit and fix job like editing a notepad file.

Changing chests are still in, as mentioned in the read me, as I stated now three times most of your questions can be found in the above files of my posts. Please thoroughly read things, I didn't write it for my health.

I don't know the duration on Terra's Trance, play and see.

Talk to the man behind the counter, tell him you're not a beginner, the npcs update to tell new things about the mod. If you didn't notice a difference, then you weren't paying attention. (Example: One mentions Pictomancers aka Relm can naturally learn magic now).

I likely found a bug in 2.9.3.

I powerleveled the team (Banon/Terra/Sabin/Edgar) to level 53 and Edgar learned Protect!  Naturally!  He had no esper equipped!

It's a minor thing.  I'm unsure what caused it, but early access to Safe is at least of minor use.

2 hours ago, Endarire said:

I likely found a bug in 2.9.3.

I powerleveled the team (Banon/Terra/Sabin/Edgar) to level 53 and Edgar learned Protect!  Naturally!  He had no esper equipped!

It's a minor thing.  I'm unsure what caused it, but early access to Safe is at least of minor use.

 

gigas.png

My apologies.  I didn't realize Giant Gloves granted knowledge of the Protect spell.  Alleluia!

Kain mentioned in the documentation for this outfit that he thought this was a joke, but Setzer had lines in the SNES and T-Editions where he said he restored the Falcon to usability after it was wrecked by Daryl.  I assume he had extensive mechanical ability to do so; hence, the outfit.

I never said any of this, nor is his outfit based on a mechanic, it's that of a Returner soldier. The translation Tsushiy has for the costume is just it's a model of before he became a pilot based off a Returner soldier's sprite, which unless it's from some Ultimania book or dev interview I'm not familiar with, is not true/his fanfiction. Could it be a more mechanic look? Sure, but I never said it was a joke. Please also stop making new topics unless it's something concrete, not random comments. Post that in the translation thread.

Merged into translation thread.

Kain:
My apologies.  I mentally switched your comments on Setzer's engineer outfit and Umaro's oracle costume where you wrote:

"This costume is modeled after Banon's outfit. (I assume it's a joke because Banon is grizzled and looks similar to a yeti -Kain.) "

BUG: I wagered the knife at the Colosseum to fight Shadow.  Gogo fought him and used Mimic as his first command in the fight.  The Mimic command mimicked what Shadow did, causing Gogo to hurt himself with the same ability Shadow used (Fight, Shuriken...)  The game believed Shadow was in the party when he wasn't.

This may be true in vanilla too, but I never tried it.

Thankee!

Cool discovery, but nothing to fix or care about since the fight ends so quickly/easily as he's a pushover/weak. It's a vanilla bug, as the same thing would happen in the Imperial Camp with Kefka if someone had Mimic. Won't fix it or care enough to as it affects so little. Just don't use Mimic I guess.

I've made a new topic/post here with the release of Mato's patch. I'll be pushing a new update within an hour of this post to our download with a quick update and clearing out of some clutter/obsolete optional patches and the removal of v7 (no longer needed). Lua script and our version will still be offered, don't worry. V7 was meant for console/phone use but there is no point to it with Mato's patch now.

Bug: If a foe changes form mid-fight (I'm looking at you, Bahamut) while I have a subwindow open (spells, etc.), the ATB timer keeps going even if I have the timer set to wait.  This is a minor bug, and reentering a submenu fixes it.

This seems to me like a bug:  The negative statuses of the Cursed Shield equipped on the party ignore status effect immunity like from Ribbons!  Vanilla FFVI allowed status effect immunity to override this curse.  (Is it still uncursed by grinding 256 AP while equipped by someone who isn't Gogo/Umaro?)

Seeming Bug: The Blue spell Death Sentence says it ignores death immunity, but it hasn't worked on bosses when I've tried it.

Oddity: Phoenix Downs auto-kill Undead, even bosses, in the early game, but work inconsistently on enemies throughout the game.  Dullahan is clearly Undead, but immune to Phoenix Downs, even though his Wisp helper is affected by Phoenix Downs.

(I'm glad I read your instructions on how to get character-specific costumes from mastery.  Otherwise, I would have called 'bug!'  Crisis averted!  Alleluia!)

Thankee!

1. Not a bug, just how the code works when enemies phase change or dialogue happens.

2. Intentional, changes.html mentions the Cursed Shield will bypass immune status now.

3. Some bosses will flat resist no matter what. It is possible to force via Death Roulette/Joker Doom but I'm not going to explain the strategy.

4. Only Phantom Train in WoB can be killed this way anymore. Every other undead boss (some exceptions) after has been fixed. Tsushiy fixed this but it broke somehow, and he decided not to fix it since it was only the Phantom Train being affected.

A new small, but fun update is up:

- Thanks to a streamer asking me if it was possible to edit the costume stats themselves, I was reminded about wanting to release the method to edit costume stats, so you could create your own builds as balanced or OP as you'd like, without relying on Tsushiy's base stats or my custom patch. The Optional Patches folder has a new read me and lua file in it, so read the read me and follow the step-by-step instructions to get started (don't worry, it's VERY simple and I walk you through the process).

Have fun everyone, and be sure to show off your builds!

Note: This will work on Mato's translation, but you won't be able to see your stats in the Dressing Room, so write down what you have set them as for reference if you need. Follow the read me file instructions and if not using our work, just patch the ips to Mato's rom and enjoy.

 

Edit: I accidentally had written to load an "open me" lua, there's no such file in the read me. I had meant to write "load me". Files have been updated again, sorry for any confusion.

What WoR random encounter enemies inflict Zombie as a status effect?  Where to find them?  (I ask for the Super Doctor D quest.  The other status effects I can get via Bad Breath or Break aimed on our party.)

Thankee!

A bunch of things in Daryl's Tomb.

I've updated the main post of the thread at the top with a link to a separate thread here detailing Mato's translation. Per his request, we now handle/maintain his work for it, more information can be found in the thread found here:

/forums/topic/1249-matos-translation-patch-and-compatibility-with-our-patches/

We've also included a lua for his patch, just with our quality of life changes IF you are playing on emulator only. This won't work on console, handhelds, or phone.

I've also updated the main download on the first post of our translation to now include a Bestiary for Mato's work (prior it wouldn't work, we now offer the info for our translation and his). You can find it in the html folder, just open the index file in any browser and check the sidebar for "Lua Version Bestiary" and "Mato Version Bestiary".

Merry Christmas, everyone!

I threw up an update to our lua and translation, and did a handful of cleaning up some of the item names and such. One of the new lua features is the following picture (and we also applied it to Mato's patch's lua). The lua itself and setup can now be found in the main download of the first post of this thread or just click here to grab it. Enjoy!

 

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For the final battle, I found what seems like a bug in 2.9.3 during the final boss fight.  We haven't updated to 2.9.4 due to wanting to finish this run on the same setup.

In 2.9.3, I'm pretty sure the Goner ability is bugged:  It's a full party auto-dispel that did enough damage to one shot my entire team with Big Guard active when my team was at full HP at level 70ish!  By the grace of Christ, I had Mog available to Dance to Wind dance and rewound/reloaded until I got Updraft (mass Jump) to bypass Goner so that my party wasn't auto-killed!  Even then, our Life 3 effect from Asura and our Golem effect were dispelled despite being higher than the boss!  If Goner didn't auto-dispel, it would be far more balanced!  It just seemed like very bad design to reach the final fight and suddenly learn there was only "one true way" to win!

Our team still won after a lot of reloading to ensure we got Updraft at the right time, but I mourn for anyone who wasn't perfectly prepared for this fight!

Spoiler

Goner isn't bugged, that's how its designed. You can jump to avoid or back row+defend against it. Your levels don't matter or have any impact on being dispelled. You can flat kill him before he even does Goner. There's a few methods to the fight. You're also on 2.9.4, the file was listed as 2.9.3 because .4 until I changed it was 2 small text errors Tsushiy fixed that had no impact on the English side. All good otherwise.

 

Pushed a small update.

- Setzer's chocobo riding sprite has been fixed. It was displaying his vanilla model by mistake. I corrected this while editing the next thing:

- Fixed/tweaked my custom Locke sprite a bit and updated the preview pics for him and the Kefka one in the optional patches folder.

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Added a couple of small changes:

- The custom stats patch wasn't using the stats I had assigned, it now does. If you were using my patch, reapply it to fix it (redownload the main file in the first post here). The loadme.lua also has had its ips name that it creates for your custom stats changed (this was possibly the error, as it was naming the file the file name for my patch).

- The 4 player multitap had an error in the readme for setup, should've said the 5 player multitap not 8 option on snes9x. Also, we confirmed it will work on Mato's, but currently the text option is a garbled mess. It should read "Players 1 2 3 4" but the numbers when highlighted change (just select the number in order of 1 2 3 4 of how many players you want). Just the presentation is off until we can fix it.

- A line in the lua that we had added as a note but never put in. Spoiler:

Spoiler

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Good old Greg's line here in the base Japanese version is just Siegfried's SNES text. Unsure if Tsushiy missed it as an oversight or what, but it made no sense since no one is pretending to be Gilgamesh. Instead, I had him give a hint to his new quest without you having to check the new event html for it.

 

 

Pushed a small update to both patches for the lua translation.

- Item and Rage names in the EX patch were accidentally reverted to an older version prior to me fixing an issue months ago and I just caught it upon fixing another error. While doing this I cleaned up alot of what I could in our EX version's item/Rage list and everything now matches the names from the base patch/mod (names in EX were VERY old).

- Berserker Ring's icon was that of a bracelet, this has been fixed to be a ring now.

- Changed Attack to Fight, Dblcst to XMagic, GilTos to G.Toss, and SnowSt to Storm to clean up/fix the names even more.

- Merit Award's text on the equip menu originally said "Heavy" and now says AnyEqp. Gauntlet said TwoHnd and now says 2-Hand.

- The Silence spell not showing if it misses now correctly does (again this was fixed but reverted when I had to fix the patch months ago).

Did a small bug fix that if you're currently playing you need to update for. If you haven't yet entered Kefka's Tower and fought a specific boss, then you're ok. However, if you did and didn't get a very unique drop, update your patch and then do the following (heavy spoilers below):

Spoiler

1. Search the lua for this line: function enterCarbuncleCatoblepasFight()

2. Below it, write in this line: if 1 then memory.writeword(0x7E11E0,691) return end

3. Save the file.

4. Load the lua and enter any battle on the world map, defeat the enemy that appears.

5. You'll get your missing relic upon winning.

6. Remove the line you put into the lua and save the file.

I had goofed when fixing up the names and the relic in question in hex is right next to Soul of Thamasa. Since the limit is 8 characters, I had written SoulTham. (and didn't catch my error) the key here being the . which is 99 in hex and not valid for the relic graphic icon. I wasn't thinking and didn't catch it (the display for the graphics in hex is a . also but the code for the icon needed is 0C). The next relic after it is what's in the spoiler above, so its icon was not displayed properly and when auto sorted would just disappear from your inventory. Sorry for the mess up.

Where is the Rename Card?

On 2/28/2022 at 3:59 PM, Volcannon said:

Where is the Rename Card?

It's removed. You have to wait sadly until very end game to find a Namingway NPC.

another question then. I did all the costumes and yet I am missing the Best Models achievement. Any idea what I need to do exactly to get this one?

If you did the Secret Present quest, it doesn't count for it. You'll need to unlock them normally (which you can still do). Full information is in the html files under newevents.html in the achievement section (first post for the download here in this topic).

A new update is up. Tsushiy popped back again after almost 1.5 years and put out a new version (2.9.5 and 2.9.6).

UPDATE: So 2.9.6 is completely busted for the time being. Mato's, the lua, and JP all hard crash when beating Ifrit and Shiva. I've reported it to Tsushiy, in the meanwhile, play 2.9.4 (still included in the download), I'll try and see if 2.9.5 is stable, as I feel whatever he did with a script in 2.9.6 did this. I'll report back when I have more information.

Note: Current bug found where the battle with Kefka at Narshe is busted. You can still win, but his script is broken. Reported to Tsushiy, hopefully it can be fixed.

Here's what's new in the attached picture.

A change to the lua version was made due to Tsushiy's code editing, for some odd reason any ring and ribbon icon for relics is breaking the inventory badly. I spent 3 hours and came up with a jury rigged fix that simply changes the icons to necklaces and helmets. Sorry for the confusion, but unless I find another method, this'll have to do for now. The game wasn't playable otherwise. Oddly, it didn't affect Mato's translation, so that's good.

I've for safety gone ahead and left v2.9.4 available until we can make sure 2.9.6 is stable and working. I did however remove my Locke and Kefka sprite edits, as Tsushiy has gone ahead and added them officially to the mod! (Kefka isn't mine, but was made off of NAOKI's work, I just punched it into the game.) I expect some minor fixes to happen, so keep a look out for any updates.

One major piece of advice: if you're transferring your save file over to 2.9.6, sell any Experience Eggs to an NPC or you'll have a bad time.

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Ok, 2.9.7 is up. Tsushiy figured out the problems, and it expanded past Kefka and the Ifrit/Shiva battles. Instead of reverting the issue, he fixed it, as reverting is only if he can't 100% solve it. He warns the game may still break. I speedran to the WoR and everything looked ok. Mato's and the lua both had some issues; I fixed all of the lua problems, and only half fixed Mato's. I wrote a more detailed report in his download and bug readme. For now the mod should be stable, but if not, 2.9.4 is still available.

Also new to both downloads, thanks to Laurel's sprite work and due to Gens's coding, we now offer alternative default menu sprites. They've also been given to Tsushiy if he decides to use them (he thought they were really well made). You can preview them in the download, but here's how they look:

 

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Hey kain, i'm curious, does your alternative stats costumes still work in this new update or it breaks something?

16 hours ago, Bielito23 said:

Hey kain, i'm curious, does your alternative stats costumes still work in this new update or it breaks something?

Still works. All patches as of 2.9.7 work.

Small update, we fixed the Gauntlet bug. More details in the readme in the download.

Had a bug reported and upon further investigation, we learned 2.9.7 for the lua is busted. Please use 2.9.4 or Mato's for now. Only affecting the lua, nothing else (can still use the lua files on Mato's).

Ok, update is up. I managed to find the issue and fix it, so please update asap. Locke, Cyan, Shadow, and Edgar's default job titles will be garbage due to new coding, but should be fixed soon. I just wanted a quick fix asap in the meanwhile.

And another update is up. Job titles are fixed. Stuff should be ok now.

A new update is up for both versions. The lua has been streamlined into 1 file for each and a new Bestiary feature is available. To view it, in battle pause then hit L, and to see page 2, hit Y for more info. Outside of battle, in the main menu, just hit L to bring it up. Only the lua was changed, the game hasn't been touched. Grab it from the first post download in this thread.

 

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A small bug has been found with any gravity attack in 2.9.7 and gone ahead and updated the patch to temp fix this. Some job titles are gonna be jargon but things work for the time being. Sorry for the hassle.

For those wondering and having seen Mato's version get a 3.0 release, we're working on the lua one still. My work is done, but just trying to clean the menus up a little. For the time being, here's the new 3.0 html files and lua at least, with the update notes in the history.html.

My update notes and the ips files aren't done yet, sorry. I'll post when it goes live. Note that 2.9.4 and 2.9.7 will be a separate download and remain available, the link in the first post still.

https://www.mediafire.com/file/ss7ec4pc0uuyu7z/FF6+T-Edition+English+3.0.rar/file

A minor update is up just for the EX patch. A small bug was fixed that when changing costumes in EX 2.0.3 the game would crash. Link for the download is the same as the one above or in the first post.

Minor update, the lua was slightly broken for EX and both ips files are now fixed.

Another update up; we fixed the status screens and all the job titles. Update your lua for the 3.0+ version found in the download above or the first post.

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Another small update is up. We added the elemental icons to replace the shoddy rush job we had previously done (Fi, Ic, Th, etc). Update is in the first post along with a newly updated lua file.

 

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An update for v3.0.4 and 2.0.5 EX are now up. A handful of bug fixes were addressed:

- Status menu display for stats and certain character slots were displaying the wrong info on the party select screen, as well as an instance of the game crashing.

- Cerberus's blank name in Soul Shrine has been fixed.

- A status menu oddity only briefly seen if you check the menu once starting a brand new game on a brand new file with no save data has been fixed.

- Costume freezing was addressed again in EX and had its code revised.

- Gold Needle in EX was performing the Teleport Stone item data during battle and causing a soft lock; this has been fixed.

 

A few minor lua fixes were also done, including wrong Steal results for certain enemies only affecting the lua version.

Very minor update; a display bug for the Hi-Potion animation has been fixed.

You said you streamlined the lua of the bestiary into 1 file, but I see the main lua and a plugin folder with the bestiary lua files separated. Can you tell me how I run the luas without having to run all of them as separate files?

19 minutes ago, Lhsgenx41 said:

You said you streamlined the lua of the bestiary into 1 file, but I see the main lua and a plugin folder with the bestiary lua files separated. Can you tell me how I run the luas without having to run all of them as separate files?

Just load the FF6_TEnglishHijack.. etc file and you're good. Bestiary will be available in the menu screen or via pausing in battle. Don't bother loading the files in the plugins folder.

2 minutes ago, Kain Stryder said:

Just load the FF6_TEnglishHijack.. etc file and you're good. Bestiary will be available in the menu screen or via pausing in battle. Don't bother loading the files in the plugins folder.

??

Added a new optional patch to fix up/make the costume menu sprites look better for 3.0+, but it can be used on 2.9.4 and 2.9.7 as well if using the Laurel_portraits patch (can use one or the other or both, Laurel's just changes the default costumes, as does what Tsushiy did for 3.0). This patch uses the style of what Laurel/Tsushiy did.

Thanks to Gens for his hard work on adding these in!

Some examples of the changes:

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A small update is up for the 2.9 and 3.0 lua downloads of the lua translation. Thanks to Gens, there are now 9 new font choices to choose from for the menu text in the lua translation (will not work on Tomato's currently). Please read over the readme file, but simply just apply the patch of your choosing to your rom and enjoy. You will have to patch fresh if you wish to patch a new font on after applying one, so please back up your file before doing so to make things easier. Enjoy!

Nothing else to report, as the same known bugs and issues persist and we've been unable to fix or haven't made progress. The same goes for Tomato's version.

 

 

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Been a good while, but we have a new update, as well as some small additions by Tsushiy.

What's new with 3.0.7 (and some of 2.9.7):

- The FC WoR teleporter soft lock have been fixed, for reals this time.

Thanks to clymax for the above fix.

New content or fixes by Tsushiy:

- Corrected some map tile placements in the Forbidden Land Eureka.

- Menu portraits for costumes have been changed.
※Some costumes may have had no changes made.
※Thanks to Laurel the original author for the base profile model images, then Gens who did the costume image work and is the patch creator, and Kain Stryder for submitting this!

- Reverse Leo's battle sprite has been changed.

- Updated the BNE2 data files to fix corrections that were posted on my forums (Kain note: I've translated and updated the files in the download).
※Thank you very much!

I've also gone ahead and cleaned up some of the files in the download and condensed things, or removed them since they're no longer needed.

For any and all strategy guide-tier info on T-Edition, including new events, Rages, Blue Magic, costumes, etc, please check the link below:

https://solairerocks.github.io/FF6T-EditionResources

As always, if you need a quick setup guide, please check the download for the quick setup guide readme file, which includes a Youtube video link for visual assistance as well.

Note: There's also now a small surprise readme added to the download, in the form of a new hidden boss that was discovered in the EX patch. It takes a little work to reach, but check the readme file for more info!