     Final Fantasy 3 US / 6 Jpn (R) Multi Editor (formely Monsters Editor)
                                  Version 6.2


   Lord J's
                    _/_/_/  _/_/_/ _/_/_/_/_/_/_/_/_/
                   _/      _/        _/    _/   _/
                  _/_/    _/_/       _/  _/    _/
                 _/      _/          _/_/     _/
                _/      _/      _/_/_/_/_/_/_/_/_/    Multi Editor for Win9x


Programmers/decipherers: Lord J
E-mail:         lord_j@hotmail.com
Web site:       http://www.angelfire.com/pq/jumparound/index.html




                              --------------------
                              |   A G E N D A    |
                              --------------------

Project started July 17 1999

Project consist of hacking the sections of the SNES ROM file (.smc backups) of
the Final Fantasy 3 American or Final Fantasy 6 Japan versions that relates to
monsters numerical values, caracteristics and organization.


Compatibility list:
Final Fantasy 3 American, version 1.0
Final Fantasy 3 American, version 1.1
Final Fantasy 6 Japanese, version 1.0

Not supported:
Final Fantasy Anthology: Final Fantasy 6


What it does:
-views and edits the 576 monsters battle formations
-quick view all monsters battle formations (dump to .txt file)
-Copy/Paste formations
-views and edits the specs of the 384 monsters
-Advanced editors such as monster randomnisation
-Spell Effects Editor
-Natural Magic Editor
-Item specs Editor
-Monsters Battle Script Editor
-Palette Editor (undocumented)
-Actors HP/MP/Experience Evolution Editor and Wizard

What's new with this version:
-Background preview for Monsters Formations Editor
-HP/MP/Experience Evolution Editor & Wizard
-Blitz, Sw. tect and lores level editor
-Removed .smc registry link: your ROMs are no longer FF3usME documents (sorry
 for the last two years)
-Brief report for monsters
-mini-map preview for zone editor

What's next:
-item description and battle script texts (text entry for us version)
-monsters graphic edition
-monsters attack pattern edition
-Shops items & pricing editor
-.txt dump single monster stats
-Copy/Paste for single monster editor
-magic graphic effects and text description editor

Bugs:
-ComboBoxEx's have text field redidue: 2 pixel wide column can be seen in
 some editors
-Save As function
-If you load an invalid file
-In the Startup Editor, the column for sword tech are mostly blank: this is
 due to the fact that it uses custom fonts in FF6j, and this was reflected (but
 not notisable) in FF3us.
-Magic points in Monsters Formations Editor not copied nor pastable

Bugs fixed:
-Removed "HP rec. while walking" in item editor, the bit is dummy or something
 else because turning it of on Tintinabar still raise HP (from version 6.1 and 
 earlier)
-Aligment of monsters in Monsters Formations (from version 6.1 and earlier)
-Potential toolbar bug when reloading ROMs (from version 6.0 and earlier)
-Magic Spell dialog: selection of spell from combo box and list initialisation
                     (from 6.0 and earlier)
-Actor dialog: changing an actor attributes w/o selecting another
               wouldn't make a proper update (from ver 5.0)
-Actor dialog: evade should have been read mag. def. (from ver 4.0)
-Rename monsters fix for bosses (index > 255) (from ver 4.0)
-ComboBoxEx fix (ver. 2.2 & 3.0): all combo-boxes didn't had their string
 pointer set correctly (even though no strings are to be used by the CBs).
 An exception might have been throwned on some machines out there...
-Debug mode doesn't work (spurious exception at 0x500000 or something), may be
 linked to other "anomalies" in release mode (public version) > good feeling it
 was the conflicting ressource IDs

Not decoded:
-The way to display the GhostTrain (contained in background data) & Metamorph
-The 'mould' byte: has been decoded, but not interpreted graphically yet
-All the ? in the editor, have fun!!

================================================================================

               --------------------------------------
               |   P R O G R A M M E R ' S   L O G  |
               --------------------------------------

Version 1: Monsters Formations Editor (July 12 1999)

   Motivation to learn VC++ and curiosity about the templates structure, and
   hidden/dummied monsters formations, fuelled the creation of this utility.
   Dropdown list let users choose one of the many ennemies of the game, check
   boxes toggle the boss switch and presence switch.
   Completion of version : 6th of August 1999


Version 2: Additions to Monsters Formation
   August 16 1999:
   Monsters Formations Editor is finished:
    -extended database associated to formations added as 'Advanced' controls.
    -Copy/Paste functions copy both formations and extended database.
    -'Make Report' replace the 'Apply' button, it makes a dump
     of the ROM's essencials infos on the 576 Monsters Formations
          on a .txt file.

   September and October 1999:
   Renamed 'Monsters Templates Editor' for 'Monsters Formations Editor'
   Single Monster Editor is finished:
         -View and change all of the 384 monster stats
         -Edit HP, MP, gold, experience, speed, defence, etc.
         -Edit weaknesses, startup status
         -Change items stealed, items droped and morph pattern used
         -Edit special attack's effects

   Completion of version : 16th of October 1999


Version 2.2: Graphic support for both big and small fonts
   October 1999 to January 2000:
   Uses ROM's graphic tiles as DIBs to replace FF3us text strings
   for bitmaps. This feature enable support for FF6j.

   Completion of version : 26th of January 2000


Version 3.0: Rename options & morph pack editor
   January 29 2000:
   Now that the graphical engine is stable, the rename feature can
   be enabled for two banks of strings, even for the japanese cart.
   Morph Pack Editor is completed.
   Single Monster Editor enhanced: view monster a they would apear
   in the game. Only one problem, the GhostTrain is not showing like
   the other ennemies.

   Completion of version : 10th of April 2000


Version 3.1: Registry & graphical enhancement
   April 13 2000:
   Registry entry now remembers last index for both single & formations
   editors. When user pushes ok, a save is done to the registry.
   Formations editor improved! Graphical support gives a preview of
   each monsters groups (except for the GhostTrain). The mould byte
   is not involved, and some incompatibilities with homebrew formations
   are still possible (that's how the game works...).
   The next release will be 4.0, and will have much more features.

   Completion of version : 13th of April 2000


Version 4.0: Beyond formations edition...
   April 14 2000:
   Quite a bit of optimisation has been done, specialy when loading
   graphics for combo-boxes. Although not changed in functionality,
   the rename dialogue has been recoded.

   Some advanced hacking menus are finished. To understand their
   usefullness is to understand a part of the game engine functionality.

   I've finally retrieved the link to Cless's offsets compendium,
   and I'll borrow some of them for the utility!!

   As for the new features, here they are:
      -Startup Editor
      -Colosseum Betting System Editor, with report generator

   Advanced menu, relating randomnisation of monsters, are up too:
      -Randomized Formations Patterns Editor (Formations "packs")
      -Zoning For Randomized Enemies Formations Editor (overworld & caves)

   And here are some improvements for the old menus:
      -Retouched the formations report: illeg#FF is now hidden, since it is
                                        always used when no monster is assigned
      -Control commands, Sketch effects and Rages effects are now alterable
       within the Single Monster Editor
      -Magic points given by formations is now editable

   Most of the improvements in this version couldn't have been
   done without Cless's offsets. Again, a big thanks to him!!

   Completion of version : 16th of May 2000


Version 5.0: Magic spells editor
   May 24 2000:
   Another spree of re-coding and optimisation has been done:
      -Palette class's use reduced, a raw WORDs buffer is used instead.
       The class is only used when needed, and is still handling
       16-color palettes (8 upper colors must be ignored for 8-color
       palettes).
      -Palette Editor now handles 8-color palettes (Not yet available for public
       version).
      -Palette indexes are now representative of the game's palette handling
       (i.e. indexed as if the palettes were all 8 colors).
    These changes don't make a difference on how the editor works, but ease the
   programmer's job!

   July 10 2000
   Approximately a year ago, this editor started as the subject of a simple
   experiment to learn the VC++ environment. Myself a great fan of FF3us
   hacking (even though I've been through the whole game only once), and being
   quite familiar with the GGCCC codes for the game, I thought that a potential
   hacking tool could be built. A week later, the project was restarted from a
   clean slate, and a full month was spent on coding the back-bone and the
   first menu of FF3usME.

   In addition to this anniversary, the first part of a spell editor is
   finished. The second part might include graphic assigment and text
   descriptions (which will be long: they are scattered in blocks, and FF6j
   text has not been documented yet).

   November 20 2000
   Version 5 is finished and ready for release.
      -Basic spell editor
      -Changed apearance of combo box
   Expect the next version to be much further on the calendar; I'm not even sure
   there will be one before the end of the year. Besides, FF3us's secrets are
   almost all out there. Until then, happy hacking!

   Completion of version : 20th of November 2000


Version 5.1: Magic spells editor evolves
   April 30 2001:
   For the past 3 months experiments have been made with Yousei's source code.
   I'm not finished eliminating the memory leaks from the code and will not
   update the GUI until I do. Lack of knowledge of 'runtime classes' blocks me
   from being able to clear those last bugs. Never the less, my hat goes to
   Yousei, he surely spent much time building FF3Ed.

   As for FF3usME, it will remain independent. No 'merge' version will be made
   with FF3Ed, and graphic edition is still a far objective.

   This release is dedicated to The Constable, Pat Buns, Master ZED an Assassin
   who decipherated all the new bits of the Magic Spell Editor.

   Version 5.1 is finished and ready for release.
      - Gathered old HotMail printouts to update Magic Spell Editor
      - New about window, with hyperlinks (based on Yousei's/Flubber's FF3ed
        sources)
      - ReadMe.Txt adjusted to 80 columns for pretty prints
      - The 'save as' button is buggy, don't use it

   Next objectives:
      - More descriptive `mould' byte
      - Tried using ListCtrl instead of dropdown list, still buggy, maybe next
        time?
      - Considering stretching some menus to fit in a 1024 x 768 desktop

   Completion of version : 1st of May 2001


Version 5.2: Natural Magic Editor
   May 15 2001:
   Startup Editor replaced by Actor Editor. Use of tab control include the
   classic Startup Editor and the new Natural Magic Editor.

   Completion of version : 18 of June 2001


Version 6.0: Item Editor
   June 25 2001:
   As for the item editor, things are doing well. Only one thing, the data base
   of the items specs was found at an offset different than the documentation
   I wrote 6 years ago. As a matter of fact, the ROMs that I have starts 0x8600
   bytes before the one of my old cart (yup, ROM hacking the old school way!!).

   August 15 2001:
   At last, a suitable presentation has been given to the new Item Editor. A
   future version of ME will make it possible to change the item text in the
   menu. You know what that means... got to recode the text entry editor!!

   As for the compatibility bug, if you see strange data in the Item Editor,
   let me know, we will find a way around.

   I will anwser question on that topic until September 21 2001, after
   that, I consider the issue to be closed.

   Completion of version : 21 of August 2001


Version 6.1: Monster Battle Script Editor
   October 8 2001:
   Deleted some old unused button. Fixed a potential problem in the toolbar
   loading method. Fixed some defines in the .rc. Working on W98 instead of WME.
   Found some illegal memory access in the last element of the list of the 
   Magic Editor. Hex editor of Battle Script done. Insertion, deletion is
   now possible. Pointers are recalculated, Mag Roader "bug" automatically
   fixed, no dual pointers supported, no dual banking for script supported.

   December 11 2001:
   This editor is teedious!! A few opcode (the weirdest ones, that cannot be 
   modelized) remains to implements in dialogs. Yay, pull-down menus are now
   24-bit colors (thanks to codeguru.com) and selection is highligted (thanks
   to Yousei's source code).

   December 31 2001:
   Finally a release!! Here it is, the very incomplete Monster Battle Script
   Editor. What the hell, might as well as throw that old palette editor with
   this release.


Version 6.2: HP/MP/XP evolution and decompressed graphics
   March 17 2002:
   Brief monsters specs report.
   New Sword Tech. & Blitz level editor, plus Lores already learnt in Startup 
   Editor. Combos boxes removed because modifying the real data gives weird 
   results (in-battle text weird, menu descriptions not in sync, etc.). They
   sure know how to hardcode at Square!!

   June 7 2002:
   After messing with compression, I'm back at coding the util with the Actor's 
   HP/MP/EP editor. Later on, I'll implement the import function and some nifty 
   functions macros...

   July 4 2002:
   Functions macros done, time to go foward with something else.

   July 14 2002:
   Decompression algo from Yousei added to FF3usME. This enables the background
   graphics in the Monsters Formations Editor, a very nice to have feature.

   July 14 2002:
   Thumbnails view for selecting background in Monsters Formations Editor.
   Finally, the mini-map for the Formations Packs Zoning Editor is displayed!!
   Thanks again for Yousei's algo!!

   July 21 2002:
   Alright! Finaly got that mould thingy to be shown in Monster Formation
   Editor. Thanks again to Yousei's work and Terii's disassembly script. Spaced
   Monsters Combo Box lists, this should be a temporary relief for finding a
   monster quikly.

	August 26 2002:
	The applications runs well again in debug mode. Turns out that some of the
   ressource IDs where conflicting. I've been using Andy Metcalfe's Resource ID
	organiser to solve this problem, and I'm confident that the mysterious
	exception faults are solved. Corrected many memory leaks (mostly linked to
   graphical display). Added a little splash screen for fun. Renamed the utility
   "FF3us Multi Editor". Almost ready for	a release!!

================================================================================
================================================================================


Disclaimer:

"Final Fantasy 3"(R), "Final Fantasy 6"(R) and all occurences of related
context to their sotfwares are registered trademarks of Square Co., Ltd.
The programmer of this utility is not affiliated with Square Co. and
is not responsible for any loss or damage of material/sofware of the user.

If you do not agree with this disclaimer, do not use this utility (FF3usME).


================================================================================
================================================================================

                        ------------------------------
                        |   I N S T R U C T I O N S  |
                        ------------------------------


Requirement:
* OS: Windows 9x or Windows NT
* CPU: 386 and up
* Display: 1024x768, with at least 24bits color depth

Benchmarks:
486DX 33Mhz w/ 8Mb of RAM:   loading delay of 30 seconds
AMDK6 233Mhz w/ 64Mb of RAM: loading delay of 5 seconds


"How do I install FF3usME?"

1. If this is not already done, unzip the FF3usME.exe in a folder of your choice


2. Make sure that you have the MFC42.DLL and MSVCRT.DLL files. If the utility
   won't start, it's because you don't have those file in your SYSTEM folder of
   your WINDOWS directory. Get them by using the file search, you might already
   have them in a different directory. Once you found them, copy them in your
   SYSTEM folder. If FF3usME still won't start, copy the 2 .dll files in the
   same folder as FF3usME. If you didn't find the dlls on your hard drive, get
   them at:
   HTTP://www.microsoft.com.

   ** W A R N I N G **

   If you get an error message similar to this:

  /|\   The FF3USME.EXE file is
 /_._\  linked to missing export MFC42.DLL:6625

   You don't have the recent versions of the mentionned .dlls. I cannot include
   these files because they are property of Microsoft, and are quite big.
   Still, they are free, but you'll have more chance finding them at:
   HTTP://www.microsoft.com.



"How do I use FF3usME?"

1. Open your FF3us/FF6j ROM file with the open icon, cntr-o macro, or by
   accessing the open command of the file menu.


2. If you loaded a valid FF3us/FF6j ROM file, you'll see "FINAL FANTASY 3" or
   "FINAL FANTASY 6" written below "Expecting a HiROM cartridge", plus the
   toolbar's buttons will be accessible. The icons of the toolbar should be
   representative of the editor you'll activate. If not, the status bar should
   reveal the functions...


3. A new window as popped up and you're ready to make modifications.


4. When you have finished, press OK to accept changes, or cancel to discard all
   changes. Don't forget to save before quitting, a modified file won't trigger
   a "Save before leaving?" message.



"What are the controls of the Monsters Formations Editor window?"

1. Index: that's the number of the formation your editing.
   Tip: You'll probably recognise some battle formations if you've played the
        game enough.
   If you know the game by heart, you'll have fun discovering the many
   dummied and weird monsters formations.

   You'll see a graphical preview of the current formation.


2. Use up to 6 enemies:
  a) Names selection list: The names will be loaded directly from the ROM,
            as a graphical display. This feature will help you if
            you're working on FF6j.
  b) X and Y position:     Let you organise the disposition of this particular
            enemy.
  c) Present check box:    If checked, the selected enemy in the selection list
            will appear in battle. Some enemies are disabled and
            are called in-battle (e.g. Telstar calling soldiers,
            Dadaluma whisling for help). The non-present enemies will be
            grayed.


3. The general setups:
  a) mould used:  some enemies are messed up with default values, change this
                 to "fit" them into the battle screen. Be carefull not to load
                 too much big enemies (6 Atmas just won't work). I'm not aware
                 of the significance of this value, so you'll have to experiment
                 youself. Even if the graphic preview shows fine, it doesn't
                 mean the game engine will handle it well.
  b) bits unused: they really aren't used in any monsters formations, they are
                 here only to complete coverage of the database.


4. The Advanced controls
  a) Introduction:
     Specify how the enemies should appear when the battle starts.
  b) Play music check box and list:
     If checked, start a new song from the list below. If unchecked, the current
     song will continue playing in-battle.
  c) Special event:
     Still experimenting on it, but from actual tests all I can say is that
     it 'triggers' special events like dialogs and special animations. Most
     of them have weird effects (try template #506), you might want to leave
     this feature alone.
  d) The four configuration masks:
     Lets you 'block' specific types of attacks. That way you can force back
     attacks or side attacks by masking 3 checkboxes out of 4.
     ** A note: the normal attack include pre-emptive attacks, wich is called
                randomly.
  e) No winning stand check-box:
     By checking it, the party won't dance when vanquishing the foes, they're
     won't be any fanfare either.
  f) Hide start messages check-box:
     Just hide 'Pre-emptive attack', 'Pincer attack', etc. messages. Used alot
     when fighting bosses.
  g) Next fight: used by Kefka's espers in final battle. Skip monster's death.
  g) the ?? check-box:
     They are used scarcely, and the effects are subdle (not decoded).
  h) Unused bits: they realy aren't used in any monsters formations, they are
                  here only to complete coverage of the database.


5. The Make report button
  Dumps all of the templates essencial information like the moulds and the
  names of the enemies used into a .txt file. Use it to quickly search for
  index of specific monsters formations, or to see how moulds are used.
  Used only for FF3us ROMs.




"What are the controls of the Single Monster Editor window?"

A. Specs tab

1. The MP, HP, Level, Experience, Gold, Speed, Hit Rate%, Mag. pow.,
   Strenght, Mag. def., Atk. Def., Mag. blk.%, Atk. blk% edit boxes

  HP:          health points
  MP:          magic points
  Level:       level of the monster
  Experience:  experience points given when defeated
  Gold:        gold given when defeated
  Speed:       affect speed of enemy
  Hit rate %:  percentage of success of physical attacks from the monster
  Mag. Pow.:   affect magic power of attack/curative spell of the monster
  Strenght:    affect physical attack's strenght of the monster
  Magic def.:  defence of the monster against magic spell
  Attack def.: defence of the monster against physical attacks
  Mag. blk. %: success rate of avoidance of magic spells
  Atk. blk. %: success rate of avoidance of physical attacks


2. The Rename button

   Allows you to rename the current monster, with the game's own characters.


3. "Special attack" group

   You'll first see the name of that attack, then a list of effects. Checking
   the "no phys. harm" box will eliminate the HP loss when the monster use his
   special attack.

   A 'Rename' button is also available, it let you rename the special attack.

   * A note: Some monsters never use special attacks. In those cases, the special
             attack is named "Hit"


4. "Absorb HP" group

   The monster will gain HP when elements of the checked boxes are casted at it.


5. "No effects" group

   The monster won't gain or loose HP when elements of the checked boxes are
   casted at it.


6. "Weak against" group

   The monster will loose much more HP when elements of the checked boxes are
   casted at it.


7. "Block status 1" and "Block status 2" groups

   The monster will be shielded against the spells having the caracteristics of
   the checked boxes.


8. "Status part 1", "Status part 2" and "Status part 3" groups

   The monster will start the battle with the caracteristics of the checked
   boxes.


9. "Special 1", "Special 2" and "Special 3" groups

   Specific attributes:

   Runic:      magic is re-directed to it
   Life 3:     monster is reborn one time once defeated
   Float:      haven't we seen this in the Status menu? This one is different:
               use the Dispel magic and the monster will loose the ability to
               float
   Wait atk:   the enemy is the first attacker, even if your speed gauge is
               charged you'll have to wait its attack
               * note: 1. this works only if the "Atk first" is checked
                       2. works fine for single enemy combats, when mixed
                          enemies formations, doesn't work at all
   Atk first:  the monster will do a quick first attack, a sort of
               "pre-emptive" state for monsters
   Can't run:  you cannot exit/run from the battle (most likely used by bosses)
   No scan:    the magic spell "scan" will always fail
   No sktch:   the command "sketch" will always fail
   Sp event:   only real bosses have this switch activated; an event is
               triggered after their defeat
   Can't cntr: the command "control" will always fail
   0MP=die:    you can use the spells "rasp" and "osmose" until the monster have
               0 MP to defeat it.
   No name:    name is hidden (e.g.: Welch's shell)
   Human:      With this set on, the enemy has the caracteristic of being human.
               It is usefull when one wants to inflict extra damage with the
               ManEater sword (twice the damage for humans).
               Credits: Aquillion
   Undead:     monster will absorb HP from poisonous spells, rejuvenate from
               death spells, be harmed by curative spells/items and die by
               revival spells/items


10. "Byte 0x16" edit box

   Haven't the foggiest about the use of this byte/bits, it's here to complete
   the coverage of the database.


11. "Atk's look" edit box

   This affect the "look" (claw scratch, sword slice, punch stars, ...) and
   color of the normal attack of the monster. Maybe this will be expanded in a
   future version, but the menu is pretty packed already...

12. The question marks!!

   Duno. If you make some CONCREATE discoveries, e-mail me; your name or handle
   will apear in the about box and in this file. Don't bother sending
   speculation and what-ifs.


B. Attack Script tab

1. Information area

   You'll find the script lenght (byte wize), the hex pointer used by FF3usME
   and the remaining bytes for command insertions under the monster's name.

2. Dump buttons

   HEX dump (.bin): dump the script as you would see it in the ROM
   HEX dump (.txt): hex script with extra info viewable with note pad
   Text dump (.txt): decoded script with extra info

3. The panes

   Left pane: hex battle script, ME automatically tracks the lenght of one
              command. This is a sort of expert mode, so you'll probably want
              to leave it alone.

   Right pane: verbosed battle script, double clicking will only work with
              spells. Inserting other commands is possible with the left hand
              buttons. These advanced commands cannot be inserted by ME:
               - template replacer (0xF2),
               - text entry (0xF3),
               - player command (0xF4),
               - opcode 0xF5,
               - variable manip (0xF8),
               - bit operations (0xF9),
               - palette manip (0xFA),
               - status manip (0xFB),
               - jump comdition / if (0xFC).
              The best solution in this case is to use the copy/paste buttons
              (the ones in the middle, not the ones above the pane). HEX
              insertion is also possible.
              Almost forgot, this pane is not available for FF6j!!

   Here is some information about param 1 of opcode F2 (not displayed by ME):
    bit 7: make background scroll down, music of new formation takes over
    bit 6-0:
      0000000: original formation disapear suddenly
      0000001: original formation disapear in smoke
      0000010: original formation jump away
      0000011: original formation slide away async
      0000100: original formation sink in water
      0000101: original formation jump away
      0000110: original formation sink in sand
      0000111: original formation slide away sync
      0001000: original formation fadeout type 1
      0001001: original formation fadeout type 2
      0001010: original formation fadeout type 3
      0001011: original formation fadeout type 4
      0001100: original formation dies like a boss
      0001101: original formation flashes and disapear
      0001110: original formation flashes and disapear (chadarnook type)
      0001111: original formation disapear suddenly
      superior to that is illegal

   Important note: some opcodes may not have been decoded correcly (0xFD,
   0xFE). Also, the IF, ENDIF chain is not clear yet, so inconcistencies
   could be seen from one script to another. Opcode 0xFA really takes 3
   param, not 2.


"What are the controls of the Colosseum Betting System Editor dialog?"

1. Item bet combo-box: The item that you are betting at the Colosseum

2. Item won combo-box: The item given if the battle was won

3. Enemy fought combo-box: The enemy you'll be fighting for the item you bet

4. Hex value #2: Could be binary coded options, or a dummied Chupon occurence...
                 If you make stunning discoveries, contact me and you'll appear
                 in the credits!! (it's not much, but it's better than a slap in
                 the face O_o)

5. Hex value #4 / Hide prize value:
            The only application is the following: if this is different of 0,
            the prize will be masked by a serie of '?'

6. Make report button: makes a brief ascii dump of the Colosseum betting system




"What are the controls of the Formations Packs Editor dialog?"

Explanation: When encountering enemies, a job of randomnisation is done to
             determine wich formation you'll be fighting. The first 256 packs
             consist of four formations to be randomized. As for the last 256
             packs, they have only two formations to be randomized. Much of the
             4-packs are used on the overworld and in caves. As for the 2-packs,
             they are used by triggered events (bosses, Narshe intro with m-tek
             armors, etc.), and are probably identical formations because of
             their direct use.

1. Pack Index: Select the package to be edited, the first 256 concern
             randomnisation on four formations, the others only on two.

2. All the others edit boxes/spin button: let's you change a specific possibility in the
             current package.

3. The check-boxes: If checked, execute yet another randomisation, but with the
             following 3 formations of the current formation, for this specific
             possibility exclusively. I suggest strongly that you experiment
             with four identical formations for a specific package (say #0 for
             grass terrain around Narshe) to undersand the functionality of this
             feature (or check out the floating island enemies).




"What are the controls of the Formations Patterns Zoning Editor dialog?"

Explanation: Regroup four formations packs to be assigned to a specific zone. A
             zone contains four types of terrain. E.g. over-world, WoB, near
             Narshe: grass terrain, deep forest terrain, sand terrain near
             Figaro Castle, road terrain (WoR). The 64 first zones covers the
             World of Balance, starting at index 0 for the uppermost-leftmost
             zone, and the 64 next cover the World of Ruin. Knowing that each
             world covers 256x256 tiles, we can calculate that each zone cover
             16x16 tiles. As for the last 128 zones, they cover patterns for
             caves and such. The over-world text is not yet removed, this is
             still WIP, sorry.

1. Zone Index: Select the zone to be modified. 64 first = WoB, 64 next = WoR,
             last 128 = caves.

2. All the others edit boxes/spin button: let's you change the formation pack of
             a specific terrain in the current zone.

3. The radio button: Since the screen size can't fit both names and graphics 
             previews a compromise had to be done. Choose between names display
             or reduced graphics previews.

4. Options combo box:  Still under test, but are believed to cover frequency of
             encouter (...FF3us hard type? Piece of cake).




"What are the controls of the Actors Editor dialog?"

A. Actors Startup

** notes: Changes will occur only when characters are met, i.e. you'd better
          start a new game once you've hacked some params. If your familliar
          with Game Genie hacking, you'll recognise these params.

** notes: This editor does not access the characters sprites/appearance, nor
          startup palettes. No database of such things have been found yet. The
          data is most likely embeded with the asm code, wich make it extremely
          difficult to decipherate.

1. Index: Choose between many of the games character, some are dummied
          (Ho, Fabian...)

2. Rename button: Renames the default name of the characters

3. Commands combo-boxes: Let's you change the commands the characters have

4. Equipments combo-boxes:
          Let's you change the equipments the character starts with.
          The order is the following: sword, buckler, hat, armor, relic1, relic2

5. All the other edit boxes (vigor, speed...):
          Let's you change the specs of the character

** note:  The level factor spec has a weird calculation involved, IOW, it's at
          your own risks!!

6. Copy/Paste: Copies and paste the data to another character index.


B. Natural Magic

Radio buttons:
          Select between the two actors that have non-Esper learnt spells.

Edit boxes:
          Level at wich the selected spell will be learnt.

Spells:   Let you select spell to be learnt at the specified level.
          Note: all the spell are selectable but not necessarely usable.


C. Blitz, Sw. Tech & Lores

Edit boxes:
          Level at witch the specified Blitz / sw. tech will be learnt.
          <spoiler>Of course, a -specific event- in the game makes you have all
          the Blitz, regardless of the levels.</spoiler>

Check boxes:
         The checked Lores will be at your disposal when meeting Strago. Please,
         do leave at least one checked, the game locks up if not.

** note: Sw. tech. names doesn't show right. That's Squares fault, because the
         original FF6 used different font. Why joker doom apears you may ask? 
         I guess they forgot to reserve a slot for it, so they overrid it with 
         dispatch.


D. Actors Evolution or Excel meets FF3usME

Basically, you can view and edit the actors basic HP given, MP given, and 
experience needed at each level. These values don't take in account bonuses
from relics, equipments nor Espers.

Radio buttons:
--------------

Absolute value:
WYSIWYG, lets you view and edit the data as they would apear in the game. Be
aware that the game doesn't store these values, so you might want to use the
increment mode for edition.

Increment values:
This lets you view and edit the data given/needed between two levels.

Actors HP/MP evolution:
This is the HP/MP given to every actors. Note that you can't exceed 255 in 
increment mode.

Actors experience evolution:
This is the experience needed between every levels. Note that you can't exceed 
524280 in increment mode. Also, FF3usME truncates every number that is not a
multiple of 8, because the game internaly multiply then by 8.

Buttons:
--------

.txt file, under Export group
Let's you export a tab delimited file

.txt file, under Import group
Let's you import values from an ASCII txt file. Should the editor not be 
efficient enough to make fancy curves, you could import your own creation from
MatLab, Excel or other fine math programs. Do note that this function does not
discriminates the original dumped files, so if you import an HP export while
editing experience, it'll look funny.

Macros, under Import group
This will start the function generator. The four radios graphics shows you
the result of the "shape" of the graph. Select one, and input your starting
value and ending value. What we call value is HPs, MPs, or experience points
expressed in relative or absolute mode and depends on previous selections.
Optionaly program start and end levels for the formula to be applied. This is
pretty cool if you want to shape funky curves.
An important note: all the limitations mentioned in the previous section (
can't exceed 255 for HP/MP, truncation for experience points, ...) applies to
this wizard as well. I am well aware that some of you out there will be more
confused than helped, but I cannot leave such a wide array of data to be hand-
edited alone.

The list box:
-------------

Let's you hand edit single values with a double click. Same rules as explained 
earlier.

** note: Once again, I insist on editing in Increment values mode and keep the
         Absolute values mode for visualisation. It'll save you a headache.


"What are the controls of the Magic Spells Editor window?"

1. Targetting

  Cursor moveable          :  Can move cursor with direction pad
  One side only            :  Affect ally(ies) or enemy(ies)
  Auto select both parties :  Affect allies and enemies
  Auto select one party    :  Full selection of one side
  Auto confirm             :  Do not wait for user to press A
  Manual party select      :  User can press L or R to select whole side
  Cursor start on enemy    :  What can I say?
  Randomize selection      :  Like roulette spell

  Some check boxes can be combined. If conflicting selections are made,
  last ones prevail.


2. Damage type

  Can use outside battle   :  Mostly used for curative spells
  Not reflectable          :  Break reflection barrier
  Learn if casted on       :  The Lore effect, doesn't work with other spells
  Enable Runic             :  Runic will be sensitive to that spell
  ??? (warp, quick)        :  Break normal sequence of battle???
  Retarget if target dead  :  Retarget if target dead
  Caster die               :  In battle, caster's life is taken
  Concern MP               :  Instead of affecting HP, affects MP


3. Extra effects

  Specific extra effects. Couldn't have compiled this list without Cless's
  informations.


4. Status 1 to 4

  Pretty self explanatory. Do note that bits in register Special 2 dict wether
  or not status is inflicted or removed.


5. Elements

  Amplify/diminish/repels/reverse damage depending on targets equipment/
  caracteristics.


6. Special 1, 2 & 3

  Physical damage       :  Physical damage rather than magical damage
  Spell miss if death prot:  Spell will completely miss if protected from death
  Target dead allies    :  Dead allies can be selected
  Inv. dam./cure for undead:  Invert damage/cure for undead
  Randomize target      :  From the tagetting field, choose a random target
  Ignore target's defence:  Defence igored in damage calculation
  No split damage       :  If multiple target, same impact as if only one
  Abord on allies, cost MP:  Abord on allies, cost MP

  Heal                  :  Give HP/MP instead of removing them
  Redirection           :  The HP/MP removed/given from/to target is given/
                           taken to/from caster
  Lift status           :  Removes status checked in Status 1 to 4
  Toggle status         :  Inversion of status checked in Status 1 to 4
  Stam. involved in def.:  Allows stamina to be factored into spell as defence
  Can't be dodged       :  Overides statud & elements protection
  Hits mult. of success :  See topic 9. of this section
  factor=(power*100/16) :  See topic 8. of this section

  Miss if prot. from ailments:  Miss if protected from ailments
  If hits, text (monst.):  Only valid for monsters, shows text if spell hits

7. MP cost

  The number of MPs of the caster to be removed after chanting the spell.


8. Power

  Strenght of the spell. Programming 0 will not show any number removed/lifted
  on target, mostly used for status related spells (haste, slow...).

  Can be used with special 2, last check box, for making a fixed proportionnal
  amout to be removed. In that case, the formula is:
  damage/cure = (target's remaining HP/MP * power) / 16
  Examples: quartr, demi


9. Success rate %

  Direct factor of success of hitting target. Sometime more than 100%.

  If special 2 check box #7 is activated, the spell will affect only targets
  that has a multiple of success rate %. Good examples are L.3 muddle,
  L.4 flare and L.5 doom. Status and elements protection always prevail, though.




"What can I Find under the item editor section?"

1. Item Specs Editor tab

   Info: an item can be one of the followings: a weapon, a defence item, a tool
   or a regular item. For now, relics, hats, bucklers and armor are interpreted
   as defence item.

   Each time you modify the "kind" type, you will see the choice of editable
   fields change. For gurus of FF6, the data base will seem incomplete: the
   problem with this utility is that there is so many field to edit that
   flooding a pane with '?' makes it unreadable. Besides, the original
   programmers didn't intent these fields to be used. Any bit/bytes not covered
   by yours trully will be implemented, fully credited of course.


    With the selected item being a weapon:
        * You cannot edit byte 22, 23 and 24 (weak, no effects, absorb HP).

    With the item being a regular item:
        * You cannot edit byte 8 through 13 (status 2, bonus checks, special
          1 to 4);
        * You cannot edit byte 16, 17 and 26 (the 6 bonus sliders);
        * You cannot edit byte 6 and 7, (effects when equiped);
        * You cannot edit byte 1 and 2 (who can equip);
        * You cannot edit byte 5, (item effects);
        * You cannot edit byte 3 and 4, (magic learnt + learn rate);
        * You cannot edit byte 18, (magic effects plus two check-boxes);

    With the item being a tool:
        * You cannot edit byte 8 through 13 (status 2, bonus checks, special
          1 to 4);
        * You cannot edit byte 16, 17 and 26 (the 6 bonus sliders);
        * You cannot edit byte 6 and 7, (effects when equiped);
        * You cannot edit byte 1 and 2 (who can equip);
        * You cannot edit byte 5, (item effects);
        * You cannot edit byte 3 and 4, (magic learnt + learn rate);
        * You cannot edit byte 18, (magic effects plus two check-boxes);
        * You cannot edit byte 27, (extra effects);

    With the selected item being a defence item:
        * You cannot edit byte 19, (attributes);


    Explanation of some of the data covered:

    With the selected item being a weapon:
        vital bonuses: you'll see a -0 for all the sliders, it's the same as +0
        vital bonuses: +/-60 and +/-70 have not been validated

    With the item being a regular item:

    With the item being a tool:

    With the selected item being a defence item:
        vital bonuses: you'll see a -0 for all the sliders, it's the same as +0
        vital bonuses: +/-60 and +/-70 have not been validated


2. Morph Packs Editor tab

    a. Index

       Let's you select one of the 32 morph pack patterns for edition.

    b. The previous items graphics

       Show you the original items before alterations.

    c. The 'Reset' button

       Copy back the original items for the current index.

    d. The combo-boxes

       Changes the items in the selected index of the morph patterns.





That's all for now!



                     -----------------------------------
                     |   S P E C I A L   T H A N K S   |
                     -----------------------------------

JCE3000GT:
           For having good exange of FF3us related informations. He has the
           coolest FF3us hard version out there. Good luck in your endeavours!
           http://home.attbi.com/~jce3000gt/
           * Experience points pointer: thanks buddy, I really needed it!!

Cless:     A big thanks to you and your FF3us ROM compendium, it helped
           where mine missed some offsets!! (you're not the only one having
           trouble w/ monsters attacks pattern ;)
           http://surf.to/starocean

Jumper:    For maintaining the home of this util.
           * Item Editor: byte 6, 7, 18 and 27

Aquillion: Finding the 'human' attribute in the Single Monster Editor.

The Constable / Master ZED / Assassin:
           Though The Constable found most of these bits first, Master ZED and
           Assassin worked has hard to find these bits in the Magic Spells
           Editor:
           * Demi/Quartr bit + byte
           * physical damage bit
           * ignore target's defence bit
           * ignore multiple target damage division bit
           * ignore target's evade / always hit bit
           * recalculate HP bit
           * target dead characters bit
           * affect dead character instead of 'Give Life' bit

Master ZED:
           Some more bits have been discovered for the Magic Editor:
           * entire spell miss if protection from instant death bit
           * cure/damage inversion for undead bit
           * randomize with byte 1 bit
           * spell abord + waste MP on allies bit
           * cut reflection bit
           * learn spell if struck by Lore bit
           * vulnerable to runic bit
           * retarget if target is dead bit
           * stamina contributes to defence bit
           * can't be dodged bit
           * spell hits targets that has its level a multiple of byte 9 bit
           * protection from ailments make spell miss bit
           * when hit, display message (enemy) bit
           * Byte 9 hit rate or level multiple
           * Byte 10: specific values: 0x00, 0x21, 0x23, 0x29, 0x30, 0x39, 0x3D
           * Can't Suplex bit in Monster Specs
           * most helpfull and impressive documentation on monsters AI

Pat Buns:  * info on overcast spell
           * info on revenge spell
           * 12.5%/25% HP/MP gain in item editor
           * 50% vigor gain in item editor

Yousei:    FF3ed. Impressive.
           * Compression/decompression algorithm: for background graphics/data
           * Compression/decompression algorithm: for minimap graphics
           * Mould byte

Sleepy Sheepy:
           * random evade
           * full imp spec activation bit
           * merit award activation bit
           * randomly throw weapon

The Famous Sheep (Shane) and Supernova/Vegetto:
           * Raise sketch rate and control raise control rate (item editor)

Master ZED and Supernova/Vegetto:
           * Can't be dodged bit in Monster Specs

Supernova/Vegetto:
           * Always do critical hits when imp in Monster Specs

Dennis Ouk
           * Found Extra Effects in Magic Spells Editor: super ball, user and
             target die, steal GP, control, leap, debilitator, air anchor

(Some guy from codeGuru, sorry I don't have your name!!)
           * Pie & chart demo: this made the Actor Evolution Editor look like
             Excel

Assassin
           * Reverse damage/heal on zombies bit in Item Editor
           * Item Editor: "HP rec. while walking" is always on for Tintinabar

Terii Senshi
           * Dissasembly script: Mould byte information

Warrax
           * Beta tested Monsters Formations Editor (merci)
           * Gave me the 1.1 patch to validate compatibilities issues

JCE3000GT:
           * Beta tested Monsters Formations Editor
           * Experience evolution pointer

Feel free to send comments to lord_j@hotmail.com
and...
drop by http://www.angelfire.com/pq/jumparound/index.html, FF3usME's home!

Happy hacking!! (Could that readme be possibly longer?!)
