User Files for Final Fantasy VI

Upload All User Files

#38097119196013478 - FF6 - new 52GO - done

ff6_goglitch_v9_ok.lsmv
In 24:33.25 (88541 frames), 23592 rerecords
Game: Final Fantasy VI (SNES)
11584 views, 916 downloads
Uploaded 4/3/2017 4:43 PM by keylie (15 files)
lsnes rr2-β23 FF6 US version 1.0

#37959448085146010 - FF6 - new 52GO - solo Terra dead

ff6_goglitch_v3_ded.lsmv
In 11:07.70 (40128 frames), 14858 rerecords
Game: Final Fantasy VI (SNES)
11606 views, 952 downloads
Uploaded 3/28/2017 11:55 AM by keylie (15 files)

#36870464034104612 - FF6 - new ACE route - done

ff6_new_ace_v2_done_slow_v3.lsmv
In 29:23.57 (105989 frames), 12114 rerecords
Game: Final Fantasy VI (SNES)
11769 views, 920 downloads
Uploaded 2/7/2017 10:54 AM by keylie (15 files)

#36656825693443173 - FF6 - new ACE route - Kefka at Narshe

ff6_new_ace_party.lsmv
In 19:43.65 (71136 frames), 19474 rerecords
Game: Final Fantasy VI (SNES)
12007 views, 907 downloads
Uploaded 1/28/2017 7:59 PM by keylie (15 files)
Starting a TAS of ff6 again, with a new route.

#31784617158843553 - Final Fantasy VI (J) - checksum lua script

ff6_lsnes_checksum.lua
13500 views, 982 downloads
Uploaded 6/23/2016 9:52 AM by keylie (15 files)
Script to make easier the manipulation of the checksum. You must set the save slot and the last address written in the lua script. Then the two numbers printed on screen (computed and stored checksums) must match when you perform the reset.

#31589376833395813 - Final Fantasy VI (J) - event pointer lua

ff6_lsnes_printglitch_jap.lua
13754 views, 997 downloads
Uploaded 6/14/2016 2:51 PM by keylie (15 files)
Prints the value of $630 that will be used as the returned event pointer

#31571787807301978 - Final Fantasy VI - WIP ACE route (done)

done.lsmv
In 31:47.69 (114650 frames), 11562 rerecords
Game: Final Fantasy VI (SNES)
13632 views, 962 downloads
Uploaded 6/13/2016 7:50 PM by keylie (15 files)

#31501771517693755 - Final Fantasy VI - WIP ACE route (last fight)

colorcode.lsmv
In 31:03.14 (111973 frames), 7429 rerecords
Game: Final Fantasy VI (SNES)
13518 views, 980 downloads
Uploaded 6/10/2016 4:09 PM by keylie (15 files)

#31460129899284952 - Final Fantasy VI - WIP ACE route (Sealed Gate)

sealedgate.lsmv
In 14:43.94 (53124 frames), 2950 rerecords
Game: Final Fantasy VI (SNES)
13574 views, 986 downloads
Uploaded 6/8/2016 7:09 PM by keylie (15 files)

#24682228050711354 - FF6 game end glitch with full ending

ff6_goglitch_v2.lsmv
In 32:54.54 (118668 frames), 11645 rerecords
Game: Final Fantasy VI (SNES)
15151 views, 1007 downloads
Uploaded 8/8/2015 1:16 PM by keylie (15 files)
By launching the end of the world destruction script, the ending now runs until the end. This adds a few seconds to the run.

#21824914608942764 - FF6 jap - ACE

FF6j_trigger_ending.smv
In 15:07.58 (54545 frames), 3 rerecords
Game: Final Fantasy VI (SNES)
15879 views, 1244 downloads
Uploaded 4/1/2015 8:57 PM by keylie (15 files)
Made with ff6 jap rom, Snes9x 1.51.ep10r1 and starts with a savestate

#18484576099645314 - ff6 TAS by Catastrophe

ff6_tas_catastrophe.smv
In 4:16:09.60 (923695 frames), 24745 rerecords
Game: Final Fantasy VI (SNES)
17030 views, 1211 downloads
Uploaded 11/2/2014 10:33 AM by keylie (15 files)
This is an old TAS in 923693 frames by Catastrophe from 2006, never submitted to TASVideos. This run uses the sketch glitch as opposed to the currently published run

#18484027340882326 - ff6 lua script

ff6_bizhawk.lua
17466 views, 1180 downloads
Uploaded 11/2/2014 9:58 AM by keylie (15 files)
Lua script for ff6 displaying various information in and out of battle, for Bizhawk. Needs the helper lua script

#18483992833778629 - ff6 lua script - helper functions

ff6_bizhawk_helper.lua
16732 views, 1135 downloads
Uploaded 11/2/2014 9:55 AM by keylie (15 files)
Helper functions for the ff6_bizhawk lua script

#18358557059086853 - FF6 sketch glitch outcome generator

sketch_spells.lua
17232 views, 1098 downloads
Uploaded 10/27/2014 6:21 PM by keylie (15 files)
For a certain formation mold, this script generates and interprets the rewriting caused by the sketch glitch. The output of the script is a csv file. Here is the description of the content of the spreadsheet. When a cell contains multiple elements separated by a dash, then the sketch glitch cause this element to be overwritten multiple times.

Spell setup = XXYY

  • XX: Aiming byte of 28th spell
 01 (Allies or enemies, single): Safe, Haste, Bserk, Rflect, Shell, Vanish, Life, Life 2
 03 (Allies, single target): Antdot, Remedy, Regen, Life 3
 04 (Allies and enemies, multi target): Quake, W Wind, Merton
 21 (Allies or enemies, single or multi target): Float, Cure, Cure 2, Cure 3
 29 (Allies or enemies, multi or single target): Haste 2
 41 (Enemies or allies, single target): Poison, Drain, Break, Doom, Pearl, Flare, Scan, Slow, Rasp, Mute, Sleep, Muddle, Stop, Imp, Osmose, Dispel
 61 (Enemies or allies, single or multi target): Fire, Ice, Bolt, Fire 2, Ice 2, Bolt 2, Bio, Fire 3, Ice 3, Bolt 3
 6A (Enemies, multi target): X-Zone
  • YY: Queue of 28th spell availability Bit 7: Is the spell currently castable?
 Bit 0-6: Past values.
 Every time the character is casting a spell, or get Imped/Deimped,
 the game checks if the spell is castable, and push bit 0 to the queue if castable, 1 if not. Inited as FF

Command slot = Name (XX/YY/ZZ)

  • XX: Command id
  • YY: Command availability -> Bit 7: Is the command useable?
  • ZZ: Command aiming -> See under

Item slot = Name * Quantity (XX/YY/ZZ)

  • XX: Item flags
 08: Is a shield
 10: Is a weapon
 20: Can be thrown
 40: Is a tool
 80: Not usable as an item in battle
  • YY: Item targeting
 01: Affects single ally or enemy
 02: Affects enemies or allies only
 04: Affects all allies and enemies
 08: Affects all allies or all enemies
 10: Auto-accept default selection
 20: Multiple selection possible
 40: Enemy selected by default
 80: Random selection among all enemies and allies
  • ZZ: Item equipability
 01: Onscreen character 0 can't equip item
 02: Onscreen character 1 can't equip item
 04: Onscreen character 2 can't equip item
 08: Onscreen character 3 can't equip item

Magic slot = Name (XX/YY/ZZ)

  • XX: Spell availability -> See above
  • YY: Spell aiming -> See above
  • ZZ: Spell cost

Engulf variables

  • $3A8A -> Characters that have been engulfed
  • $3A8D -> Active characters at the beginning of the fight
  • $3EBC -> Bit 7 is set if engulf conditions are met:
  1. At least one character engulfed ($3A8A != 0)
  2. All characters at the beginning of the battle have been engulfed ($3A8A == $3A8D)