Final Fantasy VI - Definitive

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Don't use this mod. It will never be complete and, as far as we know, has ben abandoned. He won't answer you because he doesn't use the site. I suggest you use ff6: stand guard. Read my previous post with the orange text for a few reasons.
 
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Can someone please explain how the snes version is better? I've only played the GBA one, that I recently hacked for better colors and better music/sound. We're those the only issued?
 
Can someone please explain how the snes version is better? I've only played the GBA one, that I recently hacked for better colors and better music/sound. We're those the only issued?
I've played the SNES one extensively and the GBA one moderately. The only things I'd say the SNES has over the GBA is the resolution of the images and the sound quality is higher. The GBA screen is 240x160 while the SNES can be 512 x 448. Retranslating would mean expanding the 24-meg game into a 32-meg one. That's not that hard a conversion (I don't think), but no one's taken the time to do it.
 
The only things I'd say the SNES has over the GBA is the resolution of the images
The graphics are the same resolution. Only the output resolution is higher, which allows for more content to be shown on the edges of the screen.

The GBA screen is 240x160 while the SNES can be 512 x 448.
It can be, but FFVI does not use the SNES' high-res mode; it runs at 256x224, only marginally bigger horizontally than the GBA (though considerably bigger vertically). I doubt it can be made to run at 512x448 without considerable reworking to the game's graphics engine.

Also, if we wanna get really pedantic, the SNES runs at 512x480 or 256x240, but the difference is pretty much black bars at the top and bottom, an area of screen that AFAIK no game ever rendered to.

Retranslating would mean expanding the 24-meg game into a 32-meg one. That's not that hard a conversion (I don't think), but no one's taken the time to do it.
It's been done. RPGOne's translation did just that.

I know resolution, But i think the background images were the same size, Just SNES expanded the images (could be wrong)
http://images2.wikia.nocookie.net/__cb20091016222204/finalfantasy/images/4/48/FFVI_Gba_vs_Snes.png
As seen here the image looks the same, just one is brighter to compensate for the dim screen on the GBA
The background images are indeed the same size, but the brightening frankly screws up the tone of the game when played on anything but an original, non-backlit GBA. Areas that are meant to be dark and moody become far more bright and pleasant.

Many GBA games were developed with the intent to work correctly on both a GBA and a Game Boy Player (or if it was late enough, even a DS). This is apparent in games like A Link to the Past, which offered a brightness setting, so that GBA users could still see, but GB Player users weren't stuck with washed out colors. In spite of being pretty much the last major GBA release, I'm pretty sure FF6 Advance doesn't have a setting like this. IMO, this is in and of itself a strong argument in favor of the SNES version.
 
It can be, but FFVI does not use the SNES' high-res mode; it runs at 256x224, only marginally bigger horizontally than the GBA (though considerably bigger vertically).
That's still a screen ratio of 8:7 vs 3:2. The world is more square on SNES. :) And the vertical cropping on the GBA is the point I was making. It's a little annoying in-battle having the text smaller than it was, and the text in field went from four lines to three.

I know resolution, But i think the background images were the same size, Just SNES expanded the images (could be wrong)
http://images2.wikia.nocookie.net/__cb20091016222204/finalfantasy/images/4/48/FFVI_Gba_vs_Snes.png
As seen here the image looks the same, just one is brighter to compensate for the dim screen on the GBA
Those SNES images were cropped to have the same shape/size of the GBA counterparts.
 
HMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM....

That's quite the time ago, but I know I have it somewhere... give me some time to check.

Is this it? I think it's the newest ips you released.
Are someone looking for this? It's not the newest update, but still about 70% complete.
 
Well, I can't fix the rendered resolution. But since I now play it on vba-m, I patched the ROM to have the Snes music instead of the GBA, and I also patched the backgrounds so they are dark like the original. I wonder if there would be a way to patch the render area like pcsx2 patched games for widescreen?
 
No GBA emulator can render at non-native resolutions; at the most, they are upscaled. Really, no 2D system at all has been emulated like that. I don't know if it's possible, but it would take more than just a romhack to do it.
 
Although that could be true with the GBA, i am almost positive that there is a widescreen patch for Odin Sphere, which is a 2D game
 
It's a 2D game on a 3D console. The PS2 (or pretty much any 3D system later than Saturn/PS1) doesn't generally render sprites or 2D pretty much at all; it renders flat 3D objects with flat 2D textures, to a flat plane. As such, it's rendering everything with cameras, which can be hacked to be expanded.

Classic 2D systems? They don't even understand the concept of cameras or physical location; everything is measured either in simple programmer-made variables (such as locations of offscreen enemies) or screen position. To expand a 2D game on SNES, GBA, or a similar system for a wider display area would require both the emulator AND the rom to be hacked for just that purpose.
 
Ah, sorry i misunderstood you. After rereading it now makes sense. I thought you meant system like game engine. Not system like console
 
I've been playing through with the beta version of this hack for a while now with zero problems but on the third Ultros fight when Relm joins your party her 'Sketch' ability seems to crash the game whenever it's used. I tried using a patch that's supposed to fix that to no avail. I've tried a number of things to try and keep the GBA translation and I don't think I'm gonna be able to fix it by any means.

I did check out the FF6 - Stand Guard version, and I wasn't big on the translation, or the increase in difficulty (I'm a newbie to jrpgs in general). I wanted to have the same names of things that everyone else who played the US version knew (a la Celes instead of Celise, Espers instead of Eidolons) but I'm not sure if I have much of choice anymore, as I really don't like Woolsey's translation. I've applied the Stand Guard patch to a copy of the original US version, and yet when I try to start it up I get a black screen and the game doesn't play. Is there something more I need to do to make Stand Guard work?
 
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Alright I got it working. Is there any way to remove the 'hold cancel to dash' thing? With the sprint shoes equipped it's just obscenely fast, and i felt like part of the challenge was fighting through areas and gaining experience.
 
Alright I got it working. Is there any way to remove the 'hold cancel to dash' thing? With the sprint shoes equipped it's just obscenely fast, and i felt like part of the challenge was fighting through areas and gaining experience.
I don't think your speed effects random encounters. I assume it's based on nr of steps. But you do get a free slot (kinda), 'cause you will be less tempted to use the sprint shoes. Besides, I think it makes more sense this way. Why wouldn't you be able to run unless you wear some kind of shoes? It's a game, I know, but still. If it's one thing JRPGs are "guilty" of, it's cherry picking realism.
 
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