Ff6 Save File Download Final Fantasy VI Save State Editor

Total Page:16

File Type:pdf, Size:1020Kb

Ff6 Save File Download Final Fantasy VI Save State Editor ff6 save file download Final Fantasy VI Save State Editor. Final Fantasy VI Save State Editor is an editor for Final Fantasy VI characters. Final Fantasy VI Save State Editor project is an editor for Final Fantasy VI characters. Final Fantasy VI Save State Editor is a tool for editing characters in Final Fantasy VI (or III in the USA) saved games. It makes it possible to increase skills, learn spells, gain weapons, and more using an easy to use GUI. This program does not edit battery based saved games, but complete game save states generated by Snes9x and zsnes. Final Fantasy VI Saved Games. To use these with your PlayStation Final Fantasy VI, you'll need a DexDrive unit. Alternatively, you may play them on the PC using a PlayStation emulator; however, we do not provide information or support on doing so. It is also likely that these will only work on the North American version of FF6, due to regional variations. Savegame 1 by Starchaser. This game is saved at Kefka's Tower, with two statues down and only Doom remaining. The levels of the characters range from about 40 to 60. Nine of the twelve characters selected for the tower have all magic. All skills are mastered, plus Strago has 20 lores and Gau has 120+ rages. Savegame 2 by Neal. This game is saved at Kefka's Tower. The levels of the characters range from 37 to 73, and has one highly powerful party with Locke, Celes, Sabin, and Shadow. Many of the characters have minimal magic, but all skills are mastered (except Rage and Lore). Also includes end-of game "System File." Savegame 3 by R51. This game is saved in the Caves of Narshe, 15 minutes into the game. Terra is the only character earned right now, as the game is prior to the Moogle battle. Terra, however, does have 9999 HP and 999 MP, thanks to GameShark. It will definitely make a good starter game. Savegame 4 by R51. An hour and a half in, this game is an extension of Gamesave #3. Terra still has 9999/999, and now she has collected Locke, Edgar, and Sabin and has cleared Mt. Kolts. As a new twist, the GameShark was used to give everyone Force Shields and Genji Armor, as well as the Illumina, Atma, Valiant Knife, and Aura Lance. Everyone has equipped the most powerful of the available items. Levels are around nine and ten. All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix. Ff6 save file download. Anyone has any perfect or near perfect save files that are willing to share? I'm willing to take any files that are between the "Floating Continents" and right after picking up Cyan. *MUST SAVE SHADOW IN PLAY-THROUGH* I do, but make sure and backtrack to the Narshe cave and get all the monsters from the trap with light before finishing the Floating Continent (there are several places to jump back to the airship). DO NOT rely on the bestiary, they do not all appear there and this save is before I realized I missed them, and they ARE required for Gau's complete Rage list. Remember Death, Break, or Stop work on many of the more dangerous enemies on the continent, such as the Ninjas (actually that's true for the entire game, even Malboros). I'm probably over-leveled anyway though since I ran from nothing. BE WARNED THIS MAY TRIGGER ACHIEVEMENTS even if you don't load the other files. If it doesn't automatically do it, avoid the other saves from later in the game. I believe slot 3 is the floating continent. Make sure to go back and get those trap enemies if you want a complete file though. Virtually everything else aside from some redundant enemy formations are unlocked. (There is no way to check the formations other than looking at the RAM values and comparing to the posted data about the pack formations, a tedious task indeed since each of the 64 packs is a byte and each formation is toggled on and off with a single bit.) All *enemies* other than some of the trap ones are unlocked though. I believe the Floating Continent ones too but I am not 100% sure on that, since it's an older file. I do, but make sure and backtrack to the Narshe cave and get all the monsters from the trap with light before finishing the Floating Continent (there are several places to jump back to the airship). DO NOT rely on the bestiary, they do not all appear there and this save is before I realized I missed them, and they ARE required for Gau's complete Rage list. Remember Death, Break, or Stop work on many of the more dangerous enemies on the continent, such as the Ninjas (actually that's true for the entire game, even Malboros). I'm probably over-leveled anyway though since I ran from nothing. BE WARNED THIS MAY TRIGGER ACHIEVEMENTS even if you don't load the other files. If it doesn't automatically do it, avoid the other saves from later in the game. I believe slot 3 is the floating continent. Make sure to go back and get those trap enemies if you want a complete file though. Virtually everything else aside from some redundant enemy formations are unlocked. (There is no way to check the formations other than looking at the RAM values and comparing to the posted data about the pack formations, a tedious task indeed since each of the 64 packs is a byte and each formation is toggled on and off with a single bit.) All *enemies* other than some of the trap ones are unlocked though. I believe the Floating Continent ones too but I am not 100% sure on that, since it's an older file. Ff6 save file download. If you've never heard of it before, there's a program called Cheat Engine that serves as sort of an all-purpose Game Genie for PC games, this one included. Basically you load the game, Alt-Tab out and load Cheat Engine, then you can load a "cheat table" specific to the game you're playing. A cheat table is basically a bunch of pre-programmed codes unique to each game, and they allow you to tweak your game on the fly as it's running. You can download Cheat Engine itself at www.cheatengine.org, and the forums there include cheat tables for all sorts of different games. It includes a character editor that allows you to juke your character's stats to your heart's content, auto-sprint without Sprint Shoes equipped, turn off random encounters, learn all spells instantly, whatever you're into. If you've never heard of it before, there's a program called Cheat Engine that serves as sort of an all-purpose Game Genie for PC games, this one included. Basically you load the game, Alt-Tab out and load Cheat Engine, then you can load a "cheat table" specific to the game you're playing. A cheat table is basically a bunch of pre-programmed codes unique to each game, and they allow you to tweak your game on the fly as it's running. You can download Cheat Engine itself at www.cheatengine.org, and the forums there include cheat tables for all sorts of different games. It includes a character editor that allows you to juke your character's stats to your heart's content, auto-sprint without Sprint Shoes equipped, turn off random encounters, learn all spells instantly, whatever you're into. Thank you this is EXACTLY what I was looking for. Its to complicated. If you've never heard of it before, there's a program called Cheat Engine that serves as sort of an all-purpose Game Genie for PC games, this one included. Basically you load the game, Alt-Tab out and load Cheat Engine, then you can load a "cheat table" specific to the game you're playing. A cheat table is basically a bunch of pre-programmed codes unique to each game, and they allow you to tweak your game on the fly as it's running. You can download Cheat Engine itself at www.cheatengine.org, and the forums there include cheat tables for all sorts of different games. It includes a character editor that allows you to juke your character's stats to your heart's content, auto-sprint without Sprint Shoes equipped, turn off random encounters, learn all spells instantly, whatever you're into. Thank you this is EXACTLY what I was looking for. Its to complicated seriously? i am noob, but after watching the tutorial i can managed to hack some offline games. put some more efforts dude. If you've never heard of it before, there's a program called Cheat Engine that serves as sort of an all-purpose Game Genie for PC games, this one included. Basically you load the game, Alt-Tab out and load Cheat Engine, then you can load a "cheat table" specific to the game you're playing. A cheat table is basically a bunch of pre-programmed codes unique to each game, and they allow you to tweak your game on the fly as it's running. You can download Cheat Engine itself at www.cheatengine.org, and the forums there include cheat tables for all sorts of different games.
Recommended publications
  • IGDA Online Games White Paper Full Version
    IGDA Online Games White Paper Full Version Presented at the Game Developers Conference 2002 Created by the IGDA Online Games Committee Alex Jarett, President, Broadband Entertainment Group, Chairman Jon Estanislao, Manager, Media & Entertainment Strategy, Accenture, Vice-Chairman FOREWORD With the rising use of the Internet, the commercial success of certain massively multiplayer games (e.g., Asheron’s Call, EverQuest, and Ultima Online), the ubiquitous availability of parlor and arcade games on “free” game sites, the widespread use of matching services for multiplayer games, and the constant positioning by the console makers for future online play, it is apparent that online games are here to stay and there is a long term opportunity for the industry. What is not so obvious is how the independent developer can take advantage of this opportunity. For the two years prior to starting this project, I had the opportunity to host several roundtables at the GDC discussing the opportunities and future of online games. While the excitement was there, it was hard not to notice an obvious trend. It seemed like four out of five independent developers I met were working on the next great “massively multiplayer” game that they hoped to sell to some lucky publisher. I couldn’t help but see the problem with this trend. I knew from talking with folks that these games cost a LOT of money to make, and the reality is that only a few publishers and developers will work on these projects. So where was the opportunity for the rest of the developers? As I spoke to people at the roundtables, it became apparent that there was a void of baseline information in this segment.
    [Show full text]
  • Mobile Smart Fundamentals Mma Members Edition July 2015
    MOBILE SMART FUNDAMENTALS MMA MEMBERS EDITION JULY 2015 messaging . advertising . apps . mcommerce www.mmaglobal.com NEW YORK • LONDON • SINGAPORE • SÃO PAULO MOBILE MARKETING ASSOCIATION JULY 2015 REPORT The Inspiration Hub As you’ll have likely seen last week, we announced the shortlist for this year’s Global Smarties Awards, which you can read about here. The last 3 years have seen considerable growth for this program, supported in part by our expansion with specific regional and country programs to better represent our diverse global audience and the growing use of mobile. This celebration of, by equal measures, strategy, execution, creativity and results for individual campaigns allows us to recognize the leaders and innovators who put mobile at the heart of what they do to drive closer consumer engagement. Just as importantly, it also allows us to develop a unique and invaluable resource for the industry and our members. By curating each of the finalist submissions into case studies, the MMA continue to build a Case Study Hub that provides inspiration and benchmarks for all our members and the wider industry. Having a unique resource with this much depth allows us to constantly update what it means to be successful with mobile. By providing a stage for those willing to continuously push the envelope and show the industry what’s possible, the Hub serves as a beacon for the rest of the industry, who are figuring out how to get there – as quickly as possible. If you haven’t yet checked out the Case Study Hub, I’d encourage you to do so.
    [Show full text]
  • TRANSLATION of TIME: a Translation Analysis of Chrono Trigger
    INSTITUTIONEN FÖR SPRÅK OCH LITTERATURER TRANSLATION OF TIME: A translation analysis of Chrono Trigger Filip Antonijevic Uppsats/Examensarbete: 15 hp Program och/eller kurs: JP1520 Nivå: Grundnivå Termin/år: HT/2017 Handledare: Martin Nordeborg Examinator: Lars Larm Rapport nr: xx (ifylles ej av studenten/studenterna) Abstract Uppsats/Examensarbete: 15 hp Program och/eller kurs: JP1520 Nivå: Grundnivå Termin/år: HT/2017 Handledare: Martin Nordeborg Examinator: Lars Larm Rapport nr: xx (ifylles ej av studenten/studenterna) Japanese, translation, localization, male/female speech, Chrono Trigger, Nyckelord: skopos, foreignization, domestication, video games Purpose: The purpose or aim of this study is to analyze and discuss how the personality of the character Frog was changed during the translation and localization of the game Chrono Trigger, with focus on how the use of male speech and sentence- final particles were translated. Theory: The theoretical framework for analyzing of how Frog’s dialogue was changed during localization will be skopos theory, Venuti’s concept of foreignization and domestication and video game localization. Method: The analysis will be conducted by looking at specific examples in both the Japanese and English script of the video game Chrono Trigger while focusing on analyzing the translation of male speech and the usage of sentence-final particles. Only half of the script of both versions will be used during the analysis. Result: The result of this analysis shows that the personality of Frog was changed from a tough stereotypical warrior in the Japanese version to a pseudo-Shakespearean speaking knight in the English version. As a result, Frog style of speech became very grandiose, formal, indirect and avoids profanities, in contrast to the Japanese version where he is very informal, rude, direct and uses profanities.
    [Show full text]
  • The Practice and Evolution of Video Game Translation: Expanding the Definition of Rt Anslation
    University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses Dissertations and Theses July 2015 The Practice and Evolution of Video Game Translation: Expanding the Definition of rT anslation Elizabeth Bushouse University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/masters_theses_2 Part of the Japanese Studies Commons, and the Translation Studies Commons Recommended Citation Bushouse, Elizabeth, "The Practice and Evolution of Video Game Translation: Expanding the Definition of Translation" (2015). Masters Theses. 187. https://doi.org/10.7275/6952280 https://scholarworks.umass.edu/masters_theses_2/187 This Open Access Thesis is brought to you for free and open access by the Dissertations and Theses at ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. THE PRACTICE AND EVOLUTION OF VIDEO GAME TRANSLATION: EXPANDING THE DEFINITION OF TRANSLATION A Thesis Presented by ELIZABETH A. BUSHOUSE Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of MASTER OF ARTS May 2015 Japanese Language, Literature and Culture THE PRACTICE AND EVOLUTION OF VIDEO GAME TRANSLATION: EXPANDING THE DEFINITION OF TRANSLATION A Thesis Presented by ELIZABETH A. BUSHOUSE Approved as to style and content by: _____________________________________ Bruce P. Baird, Chair
    [Show full text]
  • You Spoony Bard!: an Analysis of Video Game Localization Practices
    University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses Dissertations and Theses July 2015 You Spoony Bard!: An Analysis of Video Game Localization Practices Karrie Collins University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/masters_theses_2 Recommended Citation Collins, Karrie, "You Spoony Bard!: An Analysis of Video Game Localization Practices" (2015). Masters Theses. 189. https://doi.org/10.7275/6956417 https://scholarworks.umass.edu/masters_theses_2/189 This Open Access Thesis is brought to you for free and open access by the Dissertations and Theses at ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. YOU SPOONY BARD!: AN ANALYSIS OF VIDEO GAME LOCALIZATION PRACTICES A Thesis Presented by KARRIE N. COLLINS Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of MASTER OF ARTS May 2015 Japanese Language, Literature, and Culture YOU SPOONY BARD!: AN ANALYSIS OF VIDEO GAME LOCALIZATION PRACTICES A Thesis Presented by KARRIE N. COLLINS Approved as to style and content by: _____________________________________ Bruce P. Baird, Chair _____________________________________ Stephen D. Miller, Member _____________________________________ Stephen D. Miller, Director Asian Languages and Literatures Department of Languages, Literatures, and Cultures _____________________________________ William Moebius, Chair Department of Languages, Literatures, and Cultures DEDICATION To my father, who has always been an inspiration. ACKNOWLEDGMENTS I would like to thank my mother for her love, unending patience, and support. I would also like to express my gratitude to my professors from whom I have learned so much.
    [Show full text]
  • A CONVERSATION with MONROE SIRKEN 3 Charge of the Program Was Professor Z
    Statistical Science 2007, Vol. 22, No. 4, 637–650 DOI: 10.1214/07-STS245 In the Public Domain A Conversation with Monroe Sirken Barry I. Graubard, Paul S. Levy and Gordon B. Willis Abstract. Born January 11, 1921 in New York City, Monroe Sirken grew up in a suburb of Pasadena, California. He earned B.A. and M.A. degrees in sociology at UCLA in 1946 and 1947, and a Ph.D. in 1950 in sociology with a minor in mathematics at the University of Washington in 1950 where Professor Z. W. Birnbaum was his mentor and thesis advisor. As a Post-Doctoral Fellow of the Social Science Research Council, Monroe spent 1950–1951 at the Statistics Laboratory, University of California at Berkeley and the Office of the Assistant Director for Research, U.S. Bureau of the Census in Suitland, Maryland. Monroe visited the Census Bureau at a time of great change in the use of sampling and survey methods, and decided to remain. He began his government career there in 1951 as a mathematical statistician, and moved to the National Office of Vital Statistics (NOVS) in 1953 where he was an actuarial mathematician and a mathemat- ical statistician. He has held a variety of research and administrative positions at the National Center for Health Statistics (NCHS) and he was the Associate Director, Re- search and Methodology and the Director, Office of Research and Methodology until 1996 when he became a senior research scientist, the title he currently holds. Aside from administrative responsibilities, Monroe’s major professional interests have been conducting and fostering survey and statistical research responsive to the needs of federal statistics.
    [Show full text]
  • Localization: Fans, the New Frontier
    University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses Dissertations and Theses August 2019 Localization: Fans, the New Frontier Caitlin Maroney University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/masters_theses_2 Recommended Citation Maroney, Caitlin, "Localization: Fans, the New Frontier" (2019). Masters Theses. 811. https://doi.org/10.7275/14369440 https://scholarworks.umass.edu/masters_theses_2/811 This Open Access Thesis is brought to you for free and open access by the Dissertations and Theses at ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. Localization: Fans, the New Frontier A Thesis Presented By CAITLIN CLAIRE MARONEY Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of MASTER OF ARTS MAY 2019 Japanese LOCALIZATION: FANS, THE NEW FRONTIER A Thesis Presented by CAITLIN CLAIRE MARONEY Approved as to style and content by: ___________________________________________ Bruce Baird, Chair ___________________________________________ Stephen Forrest, Member _______________________________ David K. Schneider, Unit Director East Asian Languages and Cultures Program Department of Languages, Literatures and Cultures ________________________________________ Robert Sullivan, Chair Department of Languages, Literatures and Cultures DEDICATION To my family, friends, and especially my cat. ACKNOWLEDGEMENTS I’d like to take the opportunity to thank all everyone who helped me with this project over the last two years. To my chair, Professor Bruce Baird for his helpful advice and push to help me finish. Additionally, to the East Asian Language Librarian, Sharon Domier, for helping me find sources in places I would have never looked.
    [Show full text]
  • Expanding the Definition of Translation" (2015)
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by ScholarWorks@UMass Amherst University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses Dissertations and Theses July 2015 The Practice and Evolution of Video Game Translation: Expanding the Definition of rT anslation Elizabeth Bushouse University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/masters_theses_2 Part of the Japanese Studies Commons, and the Translation Studies Commons Recommended Citation Bushouse, Elizabeth, "The Practice and Evolution of Video Game Translation: Expanding the Definition of Translation" (2015). Masters Theses. 187. https://scholarworks.umass.edu/masters_theses_2/187 This Open Access Thesis is brought to you for free and open access by the Dissertations and Theses at ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. THE PRACTICE AND EVOLUTION OF VIDEO GAME TRANSLATION: EXPANDING THE DEFINITION OF TRANSLATION A Thesis Presented by ELIZABETH A. BUSHOUSE Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of MASTER OF ARTS May 2015 Japanese Language, Literature and Culture THE PRACTICE AND EVOLUTION OF VIDEO GAME TRANSLATION: EXPANDING THE DEFINITION OF TRANSLATION A Thesis Presented by ELIZABETH A. BUSHOUSE Approved
    [Show full text]
  • 1 Bodies in Play: Representations of Disability in 8
    Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Dana M. Plank, MM Graduate Program in Music The Ohio State University 2018 Dissertation Committee Arved Ashby, Advisor Graeme Boone David Bruenger Neil Lerner 1 Copyrighted by Dana M. Plank 2018 2 Abstract This dissertation explores sonic signifiers of injury, disease, and mental illness in 8- and 16- bit video game soundscapes. The immediacy and invasiveness of the medium makes game sound uniquely positioned to influence players’ personal identification and immersion within the narrative, and incorporation within the body of the avatar. Games replicate social discourse about the meanings of bodies, and tell stories that matter in a medium that engenders an unusually deep personal engagement. In order to confront these sonic signifiers, I subject my own transcriptions of game audio to analysis drawing on disability studies, ludomusicology (the study of music and play, usually focusing on video games), and music cognition literatures to implicate games in broader discourses of human difference and media representation. In games, bodily impairments are treated not as part of a nuanced spectrum of lived experience, but as obstacles to overcome. Game sound often represents these mechanics in the abstract, to communicate changes in game states to the player, and so the soundscape becomes a vital arbiter of meaning and action. Players’ responses to these aural cues is to seek a cure, reading disabilities as temporary setbacks in performance, cues to restore the avatar to “normal.” Game sounds reinforce ableist ideals, promoting an unrealistic view of the idealized normative body and mind as achievable constants and reflecting deep cultural anxieties about the implications of bodily difference.
    [Show full text]
  • BRAVA, CELES: SHARED NARRATIVE ELEMENTS in VIDEO GAMES and OPERA AS a FRAMEWORK for GAME APPRECIATION By
    BRAVA, CELES: SHARED NARRATIVE ELEMENTS IN VIDEO GAMES AND OPERA AS A FRAMEWORK FOR GAME APPRECIATION by Daniel Greenberg A Thesis Submitted to the Graduate Faculty of George Mason University in Partial Fulfillment of The Requirements for the Degree of Master of Arts Computer Game Design Committee: ___________________________________________ Director ___________________________________________ ___________________________________________ ___________________________________________ Director of the School of Computer Game Design ___________________________________________ Dean, College of Visual and Performing Arts Date: _____________________________________ Spring Semester 2017 George Mason University Fairfax, VA Brava, Celes: Shared Narrative Elements in Video Games and Opera as a Framework for Game Appreciation A Thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts at George Mason University by Daniel Greenberg Bachelor of Science George Mason University, 2012 Bachelor of Science George Mason University, 2008 Director: Sang Nam, Professor Department of Computer Game Design Spring Semester 2017 George Mason University Fairfax, VA Copyright 2017 Daniel Greenberg All Rights Reserved ii DEDICATION This thesis is dedicated to: my father William, who fostered my work ethic while never discouraging my passion for storytelling; my stepfather Bruce, whose wisdom and generosity built a lifetime love for the medium; to my extended family the Weigends, who built my appreciation for games as a family activity; to my collaborators at Winterion Game Studios, that keep me engaged on a daily basis; and to the community, whose devotion to gaming is reflected daily in everything from the largest conventions to the smallest blogs. Thank you all. iii ACKNOWLEDGEMENTS I would like to thank the faculty of the Computer Game Design department at George Mason University for being of invaluable aid during the development of this thesis, from postulate to print.
    [Show full text]