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Castlevania Revamped Mega Man X3 - Sound Test Phantasy Star CSI Unused Zombies Ate My Neighbors

Newest Translations

The King of Fighters R-1 Digital Monster Card Game Ver. WonderSwan Color Pocket Tennis Color SNK Vs Capcom - Match of The Millennium

Newest Utilities

DashEditor - Mega Man Legends Translation Toolkit Terranigma Data Reader Yoshi's Island randomizer Zanac Graphics Utilities

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Metroid Other ZM Starlight Mario Nekketsu Kakutou Densetsu Rhythm Heaven Touchless

Newest Homebrew

fds_keyboard_test fds_joypad_test Escape Obliterizer Deluxe John 3:16

Featured Hack Images

Rockman 2000 Super Mario Bros. 2: 2nd Run Fire Emblem Different Dimensions: The Ostian Princess Spell Name Modernization Patch

Featured Translation Images

Dual Orb 2 Xak: The Art of Visual Stage Hamelin no Violin Hiki Happily Ever After

Recent Updates

  • Hacks
    * Edited title screen of the game posted
  • Hacks
    Change ppf to xdelta in desccription, and change all images to 640x480.
  • Hacks
    Fix typo in title.
  • Hacks
    Added the following features: - All the shine sprite models have been tinted green, including the ones on the episode select menus and the monument one in Delfino Plaza. - The Shadow Mario wanted poster in Delfino Airstrip has been changed to a wanted poster of Shadow Luigi. - Various shine sprite images have been tinted green. Updated the list of things it still needs by adding these previously unmentioned problems: - The FLUDD nozzles don't always render correctly. - The Luigi model lacks many of the texture-altering features of the original Mario model, such as visibly getting dirty from the goop or closing his eyes when he goes to sleep. - The level entry portals are still "M"s instead of "L"s. - The goop originally at Delfino Airstrip is still in the shape of a Mario head with an "M" above it instead of a Luigi head with an "L" above it. I also added in the description that people should explain how they created the new assets they make for this mod to me so I can more easily alter them if necessary. And I changed two of the pictures to show off the newly green tinted shine sprite models and textures.

FF6LE Rogue CE

Level Editors

Description:

Modified build of FF6LE Rogue that can expand various map related data:

  • Location number (from 415 to 511)
  • Tilemap number (from 351 to 511)
  • Tilemap Data max ROM space used (from ~$43000 bytes to $50000-$70000 bytes)
  • NPC Data max ROM space used (roughly doubled)
  • Event Trigger Data max ROM space used (roughly doubled)
  • Exits Data max ROM space used (roughly doubled)
  • Chest Data max ROM space used (roughly doubled)
  • Chest SRAM bits available (from 511 to 768, $1E20:0 to $1E7F:7)
  • Location Names number (from 74 to 255)
  • Location Names max ROM space used (now $2500 bytes, i.e. 255 strings of 37 chars max)

You can now edit Location Names appearing optionally in-game on map load. In original FF6LE those were only displayed. Finally you can edit in-editor map names to essentially allow proper naming for the new maps.

I’ve also fixed three original FF6LE bugs (see readme for details). There is no known issue with added functionalities and expansions but a log functionality is still present. The file log.txt is created in application folder when map expansion is done. This will be removed in final version.

Source code and expansions documentation included. Original FF6LE by d3tl4 & giangurgolo.

Links:

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