Final Fantasy VI

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eternien
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Re: Final Fantasy VI

Post by eternien »

I play to the game right now with the table and it work with Steam (i use FF6merge.CT) ;-)

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

koacosmos
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Re: Final Fantasy VI

Post by koacosmos »

Speedhack doesn't work with this game (at least for me).
Here's table with FPS limit consts.
Attachments
FF6fpsunlock.CT
(694 Bytes) Downloaded 538 times

Enclave
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Re: Final Fantasy VI

Post by Enclave »

So if I want to say stop gaining exp, I can go into each character and set their exp to whatever their current exp is? I suppose that's the easiest way to go about it?

Wish all RPGs had a cheat engine code to reduce exp gain to 0.

stragomccloud
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Re: Final Fantasy VI

Post by stragomccloud »

How exactly do we activate the "unlock all rage?" I've been messing around with it for a while, and I can't figure it out.

tanchong
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Re: Final Fantasy VI

Post by tanchong »

exp not working.....

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Darkedone02
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Re: Final Fantasy VI

Post by Darkedone02 »

Most of the table does not work, however I found out that vng's section still functional.

glyth
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Re: Final Fantasy VI

Post by glyth »

All magicite exist
FF6.exe+10927bc
value=2147483647 which is hex=7FFFFFFF

All Sword Tech
FF6.exe+105b4b3
value=255 which is hex=FF

All Blizt
FF6.exe+105b4e4
value=255 which is hex=FF

All Lore
FF6.exe+105b4e5
value=16777215 which is hex= FFFFFF

All Rage
FF6.exe+105b4e7~105b4ebf9 address is 2 byte
value = all is 65535 x 10 time address which is hex=FFFF

All Dance
FF6.exe+105b508
value=255 which is hex=FF

to get skills to work btw use hex

jericho840
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Re: Final Fantasy VI

Post by jericho840 »

So I took the ragnarok sword without realizing there is new game plus in the steam version. (SNES was the last time I played) I’m trying to use cheat engine to unlock the esper version so I don’t have to restart but am having trouble I checked unlock magicite but nothing is happening.

muccmaster
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Re: Final Fantasy VI

Post by muccmaster »

Any chance one of the max ap options can be updated to work? Or if anyone has a good tutorial on how to make a multiplier for ap?

iloveyou771
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Re: Final Fantasy VI

Post by iloveyou771 »

hey no party modifier to get leo for this game ehh??

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XRizerX
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Re: Final Fantasy VI

Post by XRizerX »

Why did no one bother to put an XP multiplier on this table? Like... O.o Seriously? This is an RPG.

OatyBee
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Re: Final Fantasy VI

Post by OatyBee »

I fixed most of the table today and I will upload it here in a little bit. I am no expert and things could have been done a lot better so dont get heated at me for it being an amateur level table

OatyBee
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Re: Final Fantasy VI

Post by OatyBee »

Okay, here is my best attempt at fixing and improving all of the various FFVI (Steam) Tables hosted here. I wasn't able to fix everything yet, but the table should be robust enough to accomplish anything you are trying to do. This is my first upload of anything CE related so if something is borked go easy on me
FF6-oatybee.CT
Made for build 909716 of Final Fantasy VI (Steam)
(478.42 KiB) Downloaded 450 times

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XRizerX
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Re: Final Fantasy VI

Post by XRizerX »

Thanks, amazing work. Yeah you almost have just about everything, one question though, the learn all spells from the old table actually still works but I didn't see you implement it in to yours.

I tried to merge it from the old table but your table rejects having anything added to it for some reason. I don't understand the intricacies of CE so I may just be ignorant as to why it's not able to be added but either way. Good job!

OatyBee
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Re: Final Fantasy VI

Post by OatyBee »

XRizerX wrote:
Wed Apr 22, 2020 4:45 am
Thanks, amazing work. Yeah you almost have just about everything, one question though, the learn all spells from the old table actually still works but I didn't see you implement it in to yours.

I tried to merge it from the old table but your table rejects having anything added to it for some reason. I don't understand the intricacies of CE so I may just be ignorant as to why it's not able to be added but either way. Good job!
I actually didnt test *all* of the old scripts from the various tables, I tested a few and most didnt work but I probably missed testing the learn all spells one. Its still in the table, under the dumpster fire section at the bottom. Maybe thats why it wont let you merge it? cause its still the same autoassemble script with the same name? I am not really sure why it would reject the merge either.

I am still working on improving the table a bit for one final update which I will post when I am finished. I will get all the scripts tested and moved into a more findable location for the final release. Thanks for the rep! I hope you get some good use out of the inventory/character/ability editors cause that took me a ridiculously long time to make. I know I accomplished it in the worst possible way I should really learn more assembly lol

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