Final Fantasy VI Ultimate version 2.02

Balance changes 4

A handful of deliberate changes to how the game plays.

#24 Sprint Shoes now give Speed plus 3 and fill the escape counter twice as fast.

In 1.0
The Sprint Shoes only made the party run on town and dungeon maps, with no stats and no effect in battle.
Now
They now give Speed +3, and a party member wearing them builds up to an escape twice as fast when the party holds L and R to run.
For ROM hackers 1.0 addresses

Item 230, Sprint Shoes, ItemProp record at D8/6AF4: field effect byte (D8/6AF9) from $20 to $00; relic effect byte 4 (D8/6B00) bit 7 set, unused in 1.0; stat byte (D8/6B04) $30, Speed +3 in the high nibble. ItemDesc entry 230 gets the new wording, one byte longer, so it moves and is repointed. CheckRunAway (C2/5C1B): insert after the inc at C2/5C40 (5 bytes) a test of bit 7 of $3C58,x, the battle copy of relic effects 4, doubling the increment when set. Without #23 the shoes no longer dash, since the field effect is gone.

; CheckRunAway, after the inc at C2/5C40 (A is 8 bits)
        bit     $3c58,x         ; relic effects 4, bit 7: Sprint Shoes
        bpl     :+
        asl                     ; run counter rises twice as fast
:

How to read these notes

Credit: my implementation

#516 The Merit Award can hold the Atma Weapon again, as in every release except the original North American one.

In 1.0
The Merit Award did not let its wearer equip the Atma Weapon, a pairing the North American release removed.
Now
A Merit Award wearer can equip the Atma Weapon again.
Cyan holding the Atma Weapon
Cyan holding the Atma Weapon
with the Merit Award on
with the Merit Award on
For ROM hackers 1.0 addresses

Item data, ItemProp (D8/5000), 30 bytes a record, item 28 ($1C, Atma Weapon) at D8/5348. The equippable-by word is at offset 1; its high byte, D8/534A, changes from $00 to $80: bit 15 of the word lets a Merit Award wearer equip it. The Japanese release has that bit set; the North American one cleared it.

How to read these notes

Credit: as in the Japanese release, previously found by The Cutting Room Floor, my implementation

#547 Gau can learn the Siegfried and Chupon Rages: a Colosseum fight against either one, won or lost, teaches it.

In 1.0
Siegfried and Chupon are met only in the Colosseum and in fights the Veldt never serves, and Gau learns Rages on the Veldt, so two places in his Rage list could never be filled.
Now
A Colosseum fight against either, won or lost, now teaches its Rage when Gau is the one fighting: Siegfried for a Megalixir wager, Chupon for a Memento Ring.
For ROM hackers 1.0 addresses

UpdateSRAM, C2/4936, runs at the end of every battle. Insert a jsl before the lda at C2/49E0 (4 bytes), after the loop that copies the battle variables to $1DC9, to a routine in free space (43 bytes). If $3A97 (Colosseum mode) is set, $0208 (the Colosseum fighter) is Gau ($0B) and $0206 (the opponent) is 55 (Siegfried) or 64 (Chupon), set that monster's bit in the known rages at $1D2C: byte n / 8, bit n mod 8, lowest bit first. Won or lost, the Veldt is untouched.

How to read these notes

Credit: previously fixed by SilentEnigma, my implementation

#629 The party can run away from Covert, the ninja in the Zone Eater's belly, though it takes longer than usual.

In 1.0
Covert, the ninja in the Zone Eater's belly, could not be run from.
Now
Holding L and R now gets the party out, though it takes longer than with most enemies.
For ROM hackers 1.0 addresses

Monster properties, MonsterProp, 32-byte records. Monster 103 (Covert), special status byte at record offset $13 (CF/0CF3): clear bit 3, can't escape, and set bit 0, harder to run. The new value is $01.

How to read these notes

Credit: as in the Pixel Remaster, my implementation