The original graphics, the pub signs, Holy for Pearl, and the lines Nintendo of America's rules had softened, put back from the Japanese release.
#3 Six enemy and esper sprites and three final battle backgrounds are restored to their Japanese originals.
- In 1.0
- The US release censored six enemy and esper sprites (Siren, Starlet, Goddess, Chadarnook's lady form and the Critic and Dahling paintings in Owzer's mansion) and three final battle backgrounds that show nude figures.
- Now
- All six sprites and the three backgrounds are the Japanese originals again.
For ROM hackers 1.0 addresses
Graphics from the Japanese ROM's same blocks; palettes stay. Stenciled monster graphics of the same size, copied in place: Siren at EC/44B0, Starlet at EC/C138 (one tile moves, so its stencil at D2/B1C4 changes in two bytes), Goddess at EB/C210, Chadarnook's lady form at EB/9050, Critic at EA/F298. Dahling (E9/92A0) has two more tiles in Japan: its stencil's first byte at D2/A864 changes and its graphics grow 64 bytes, move to free space in the monster graphics area and its MonsterGfxProp record (D2/702D) takes the new offset. Background graphics FINAL_BATTLE_3, _4 and _6 (LZSS, at E8/F54B, E9/054A, E9/26D9): a longer Japanese block goes to free space, repointed in BattleBGGfxPtrs (E7/1650).
How to read these notes
Credit: the Japanese release's graphics, used as is
#4 Town signs read PUB instead of CAFE again, with three lines of dialogue changed to match.
- In 1.0
- The US release changed the signs on town buildings from PUB to CAFE, and three lines of dialogue and a place name to match.
- Now
- The signs say PUB again, as do the three lines and the place name.
1.0Climb the stairs of the building with the CAFE sign on it, and you can find a path leading to Mt. Zozo.
NowClimb the stairs of the building with the PUB sign on it, and you can find a path leading to Mt. Zozo.
1.0Your friends…
They're in the cafe.
NowYour friends…
They're in the pub.
1.0This cafe is like an Imperial soldiers' dormitory!
NowThis pub is like an Imperial soldiers' dormitory!
All 4 changed lines
For ROM hackers 1.0 addresses
Graphics from the Japanese ROM's same blocks. Map graphics TOWN_EXT_4 (E0/5600), ZOZO_EXT_1 (E3/3760) and VECTOR_EXT (E3/6320) are the same size in both versions: copy them in place. TOWN_EXT_6 (E0/8460) has one more tile in Japan (32 bytes), with the later tiles one place on, so it goes to free space and its entry in MapGfxPtrs (DF/DA00) changes. Seven LZSS map tilesets take the Japanese arrangements: town_ext_bg1, _bg2 (DE/1FA3, DE/25E4), narshe_ext_bg1, _bg2 (DE/755F, DE/7C3A), destroyed_town_bg1, _bg2 (DE/82E5, DE/895B), narshe_intro_bg1 (DF/3E69); a longer block moves, repointed in MapTilesetPtrs (DF/BA00). Text: map title 7 and dialogue 1062, 1346, 1606 say pub; none is longer, so each fits in place.
How to read these notes
Credit: the Japanese release's graphics, used as is
#5 Pearl is called Holy again, across spells, items, lore, descriptions and battle messages.
- In 1.0
- The spell Holy was called Pearl throughout the game, including the Pearl Lance and Pearl Rod, Strago's Lore L? Pearl, and the descriptions and battle messages about the element.
- Now
- All of these say Holy again, including Holy Lance, Holy Rod and L? Holy.
Spell description
1.0Pearl-elemental attack
All 16 changed lines
Item description
1.0Randomly casts “Pearl”
Item description
1.0Casts “Pearl” when used as
an item, and breaks
NowCasts “Holy” when used as
an item, and breaks
Lore description
1.0Pearl attack on LV ? enemy
NowHoly attack on LV ? enemy
Battle message
1.0Pearl attack on level ? enemy
NowHoly attack on level ? enemy
Battle message
1.0Now weak against pearl power!
NowNow weak against holy power!
Battle message
1.0Pearl-element ineffectual
NowHoly-element ineffectual
For ROM hackers 1.0 addresses
Text only. Pearl becomes Holy in MagicName and MagicDesc entry 14 ($0E); ItemName and ItemDesc entries 33 ($21, Holy Lance) and 57 ($39, Holy Rod); ItemDesc entries 8, 24 and 88 (Graedus, Excalibur, Dragon Claw); AttackName entry 71, attack $98 (L? Holy); LoreDesc entry 13; AttackMsg entries 16, 26, 60 and 152; dialogue 1757 ($06DD). Every edit is one letter shorter per word, so all fit in place: fixed-length names are padded with a space, other entries are rewritten where they stand and end no later than before (dialogue 1757 is DTE compressed and keeps its length).
How to read these notes
Credit: as in the Japanese release, my implementation
#6 Pearl Wind is now called White Wind.
- In 1.0
- The Lore that uses the caster's own HP to help the party was called Pearl Wind. The Japanese game calls it White Wind.
- Now
- It is now White Wind, its Japanese name.
For ROM hackers 1.0 addresses
AttackName entry 66, attack $93, at E6/FA4D: Pearl Wind becomes White Wind. Same 10 bytes, in place.
How to read these notes
Credit: as in the Japanese release, my implementation
#7 White Drgn is now called Holy Drgn.
- In 1.0
- The enemy White Drgn, and the battle message that calls it White Dragon, used a US name. The Japanese game calls it Holy Dragon.
- Now
- It is now Holy Drgn, and its battle message says Holy Dragon.
Enemy line
1.0White Dragon called its pal!
Red Dragon summoned!
NowHoly Dragon called its pal!
Red Dragon summoned!
For ROM hackers 1.0 addresses
MonsterName entry 36 ($24) at CF/C1B8: White Drgn becomes Holy Drgn, padded to its 10 bytes with a space. MonsterDlg entry 113 ($71), its battle line, says Holy Dragon; the line gets no longer, so it is rewritten in place.
How to read these notes
Credit: as in the Japanese release, my implementation
#375 Cid now says the other survivors lost hope and threw themselves off the northern cliff, restoring the suicides an old US ban had removed.
- In 1.0
- On the Solitary Island, when Celes asks Cid where her friends are, he says the few others who washed up with them "passed away of boredom and despair."
- Now
- Cid now says the few others who washed up with them lost hope one by one and threw themselves from the cliffs to the north.
1.0CELES: Where are my friends? Where's LOCKE…?
CID: I don't know.
I only know we're here…
Maybe we're the only people left alive…
CID: Since that day, the world's continued its slide into ruin. Animals and plants are dying…
The few others who washed up here with us passed away of boredom and despair.
NowCELES: Where are my friends? Where's LOCKE…?
CID: I don't know.
I only know we're here…
Maybe we're the only people left alive…
CID: Since that day, the world's continued its slide into ruin. Animals and plants are dying…
The few others who washed up here lost hope, one by one, and threw themselves from the cliffs to the north.
For ROM hackers 1.0 addresses
Text only, no code. Dialogue 2172 ($087C). Entry numbers count from 0 in the 1.0 text tables.
How to read these notes
Credit: previously found by Legends of Localization, my implementation, checked against the Japanese
#376 Cid's hint about the northern cliff now says the others threw themselves off it, instead of a cheerful "leap of faith."
- In 1.0
- As Celes stands on the cliff, Cid's words come back to her: when the others felt down, they took "a leap of faith" from the cliffs, and it "perked 'em right up."
- Now
- Cid's remembered words now say that one by one the others lost hope and threw themselves from the cliffs up north.
1.0CID: Those others who were here…
when they were feeling down they'd take a leap of faith from the cliffs up north…perked 'em right up!
NowCID: Those others who were here…
one by one they lost hope, and threw themselves from the cliffs up north…
For ROM hackers 1.0 addresses
Text only, no code. Dialogue 2195 ($0893). Entry numbers count from 0 in the 1.0 text tables.
How to read these notes
Credit: previously found by Legends of Localization, my implementation, checked against the Japanese
#377 On the cliff, Celes now says everyone is dying and the world is finished, right before she jumps.
- In 1.0
- Standing on the cliff just before she jumps, Celes says "Everyone's gone" and that the world is "slowly ebbing away."
- Now
- She now says everyone is dying, even Locke, who promised to watch over her, and that the world is finished.
1.0CELES: Everyone's gone…
Even LOCKE, who promised to watch over me…
The world's slowly ebbing away…
NowCELES: Everyone's dying…
Even LOCKE, who promised to watch over me…
So the world is finished, then…
For ROM hackers 1.0 addresses
Text only, no code. Dialogue 2196 ($0894). Entry numbers count from 0 in the 1.0 text tables.
How to read these notes
Credit: previously found by Legends of Localization, my implementation, checked against the Japanese
#378 After the bird saves her, Celes now asks why anyone would save someone with no hope left.
- In 1.0
- After her leap from the cliff, Celes comes to beside the bird that saved her, opens with a relieved "Phew" and grumbles that she never asked for help.
- Now
- She now opens with a curt "Hmph", asks whether the bird saved her, and asks why it would help someone with no hope left.
1.0CELES: Phew…
Why did you nurse me back to health? Did I ever ask you to help me?!
NowCELES: Hmph…
You're the one who saved me? Why help someone with no hope left?!
For ROM hackers 1.0 addresses
Text only, no code. Dialogue 2197 ($0895). Entry numbers count from 0 in the 1.0 text tables.
How to read these notes
Credit: previously found by Legends of Localization, my implementation, checked against the Japanese
#379 Kefka now orders the guards to kill Terra, instead of the softer "get them."
- In 1.0
- As Figaro Castle sinks into the sand and the party gets away, Kefka sends his soldiers after Terra with a shouted "GET THEM!"
- Now
- He now shouts "KILL THEM!"
For ROM hackers 1.0 addresses
Text only, no code. Dialogue 158 ($009E). Entry numbers count from 0 in the 1.0 text tables.
How to read these notes
Credit: previously found by Legends of Localization, my implementation, checked against the Japanese
#380 Kefka now tells Celes to kill them when handing over the sword, instead of "take care of them."
- In 1.0
- On the Floating Continent, Kefka hands Celes a sword and orders her only to "take care of them" at once.
- Now
- His order is now plain: "kill" replaces "take care of".
1.0KEFKA: Take this sword!
Take care of them. Immediately!!
NowKEFKA: Take this sword!
Now kill them!
For ROM hackers 1.0 addresses
Dialogue 2142 ($085E) in Dlg (CD/0000), pointer at CC/F6BE (DlgPtrs, CC/E602, 2 bytes per entry). The second line is rewritten from the Japanese as a plain order to kill. The new text is shorter than the old, so write it in place in the dialogue encoding and end it with the $00 terminator; the leftover bytes go unused and no pointer moves.
How to read these notes
Credit: previously found by Legends of Localization, my implementation, checked against the Japanese
#381 Marching on Narshe, Kefka now orders no mercy and death for anyone who resists, instead of "dispose of any who oppose us."
- In 1.0
- When the Empire's troops march on Narshe, Kefka tells them to "dispose of" anyone who opposes them.
- Now
- He now also tells them to show no mercy, and "kill" replaces "dispose of".
1.0KEFKA: Read my lips!!
Dispose of any who oppose us!
March!
NowKEFKA: Read my lips!
Show no mercy! Kill any who oppose us!
March!
For ROM hackers 1.0 addresses
Dialogue 861 ($035D) in Dlg (CD/0000), pointer at CC/ECBC in DlgPtrs. The order is rewritten from the Japanese (show no mercy, kill anyone who resists). The new text is longer, so every later entry moves down by the growth: the dialogue block ends 325 bytes short of its $1F100-byte limit, which leaves room. Add the growth to every later pointer in DlgPtrs, and check DlgBankInc (CC/E600), the index of the first entry that lies in bank CE, in case an entry crosses the bank boundary.
How to read these notes
Credit: previously found by Legends of Localization, my implementation, checked against the Japanese
#382 A Narshe NPC's Moogle-and-sasquatch story now adds that nobody believes him, with a drunken "Hic!" from the GBA release.
- In 1.0
- In Narshe, an NPC tells the party he saw Moogles walking with a sasquatch, and that is all.
- Now
- He now adds that nobody believes him, in the drunken voice of the GBA release: he says "sawr" for "saw" and ends on a "Hic!".
1.0I saw some Moogles walkin' with a sasquatch.
NowI sawr some Moogles walkin' with a sasquatch the other day!
'Course, nobody believes me… Hic!
For ROM hackers 1.0 addresses
Dialogue 931 ($03A3) in Dlg (CD/0000), pointer at CC/ED48 in DlgPtrs. The line gains the sentence the US release dropped, in the GBA release's wording of the same line. The entry grows, so later entries move down and their pointers change, as in #381 (325 spare bytes at the end of the block; check DlgBankInc at CC/E600).
How to read these notes
Credit: as in the GBA release, previously found by Legends of Localization, my implementation, checked against the Japanese
#383 An Albrook drunk's slurred line about getting drunk, "Hic!" included, is now restored instead of a chipper "Whoopie!"
- In 1.0
- In Albrook, a drunk only whoops "Whooopie!" when spoken to, with nothing to show he is drunk.
- Now
- He now mumbles, in a slur, that he thinks he's gone and got himself drunk, then lets out a "Hic!".
NowAhm…
I think I'sh gone an' got m'self drunk…
Hic!
For ROM hackers 1.0 addresses
Dialogue 1599 ($063F) in Dlg (CD/0000), pointer at CC/F280 in DlgPtrs. The two exclamations are replaced by a slurred line translated from the Japanese, with a wait code before the closing hiccup. The entry grows, so later entries move down and their pointers change, as in #381 (325 spare bytes at the end of the block; check DlgBankInc at CC/E600).
How to read these notes
Credit: previously found by Legends of Localization, my implementation, checked against the Japanese
#465 Cid now says the Espers' friends were all slaughtered, restoring the word the US softened to "perished."
- In 1.0
- When Cid explains why the Espers went berserk and wrecked the town, he says they had learned their friends "had perished", which softens the Japanese, where those friends had all been slaughtered.
- Now
- He now says the Espers learned all their friends had been slaughtered, and Kefka's orders to kill were restored the same way.
1.0CID: The Espers came to save their friends. When they learned the others had perished, they went berserk,
and trashed the town…
Never will I forget their shrieks of rage…
NowCID: The Espers came to save their friends.
When they learned the others had all been slaughtered, they went berserk, and trashed the town…
Never will I forget their shrieks of rage…
For ROM hackers 1.0 addresses
Dialogue 1726 ($06BE) in Dlg (CD/0000), pointer at CC/F37E in DlgPtrs (CC/E602). Replace "perished" with "all been slaughtered", after the Japanese line. The entry grows, so every later entry in its dialogue bank moves and its pointer in DlgPtrs changes.
How to read these notes
Credit: previously found by Legends of Localization, my implementation, checked against the Japanese