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Game Boy Advance · Bug Fix

Border Crossing

By Lenophis, Imzogelmo, Novalia Spirit

Final Fantasy VI Advance · All hacks & resources →

About this project

On an overworld map, battles are determined by choosing a formation from a group within 32x32 tile zone. The game calculates the zone based on the coordinates of the party.

However, the zone calculation is not run on each step, but rather on each redraw of the map.

Examples of redraws include exiting battle, exiting the menu, and exiting a town.

It is easy to see this bug by entering and exiting the menu at a boundary where the enemy formations change, then walking into the adjacent zone until a battle is triggered. Monsters will appear from the previous zone.

Original game requirements

Final Fantasy VI Advance (USA).gba - NOINTRO
CRC32: D708F5AB
MD5: D1C3D1798A3F347FBAB41F151C99DECE
SHA-1: E9A2A58BC56ACE26CB56D0CF5CDAD1A10AA5DEDF
SHA-256: 1310F2AD3C13F5446CF6C43D01D48AAD640D6B8A4FBBA2B92C776F4F6D90E6FF

Creator credits

Lenophis
Listed creator
Imzogelmo
Hacking
Novalia Spirit
Hacking

RELEASE 1.0a

Readme & instructions

624readme.txt

Title: Border Crossing Author: Imzogelmo, Lenophis, Novalia Spirit Version: v1.0a Applies to: FF6us v1.0, FF6us v1.1, FF6j, FF6A (JUE) Tested on: FF6us v1.0, FF6A (JUE) Contents: Border Crossing US - header.ips Border Crossing US - no header.ips Border Crossing Japan - header.ips Border Crossing Japan - no header.ips Border Crossing GBA.ips Anti Border Crossing US - header.ips Anti Border Crossing US - no header.ips Anti Border Crossing Japan - header.ips Anti Border Crossing Japan - no header.ips Anti Border Crossing GBA.ips readme.txt - this thing you are reading. ROM addresses: C0/C1B2 - C0/C1B4 - US versions C0/C1B9 - C0/C1BB - US…

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Title: Border Crossing
Author: Imzogelmo, Lenophis, Novalia Spirit
Version: v1.0a
Applies to: FF6us v1.0, FF6us v1.1, FF6j, FF6A (JUE)
Tested on: FF6us v1.0, FF6A (JUE)

Contents: Border Crossing US - header.ips
          Border Crossing US - no header.ips
          Border Crossing Japan - header.ips
          Border Crossing Japan - no header.ips
          Border Crossing GBA.ips
          Anti Border Crossing US - header.ips
          Anti Border Crossing US - no header.ips
          Anti Border Crossing Japan - header.ips
          Anti Border Crossing Japan - no header.ips
          Anti Border Crossing GBA.ips
          readme.txt - this thing you are reading.

ROM addresses: C0/C1B2 - C0/C1B4 - US versions
               C0/C1B9 - C0/C1BB - US versions
               C0/C0E4 - C0/C0E7 - Japanese version
               C0/C0EB - C0/C0ED - Japanese version
               08001C10 & 08001C11 - GBA versions
               08001C14 & 08001C15 - GBA versions

Urgency: A mystery value.

--------------------------------------------------------------------------------

Description:

On an overworld map, battles are determined by choosing a formation from a group
within 32x32 tile zone. The game calculates the zone based on the coordinates
of the party.

However, the zone calculation is not run on each step, but rather on each redraw
of the map.

Examples of redraws include exiting battle, exiting the menu, and exiting a
town.

It is easy to see this bug by entering and exiting the menu at a boundary where
the enemy formations change, then walking into the adjacent zone until a battle
is triggered. Monsters will appear from the previous zone.

--------------------------------------------------------------------------------

What this patch does:

Corrects the behavior by loading from variables that are updated every step.

The anti patches effectively remove this patch.

--------------------------------------------------------------------------------

v1.0a - February 3, 2010
        Added patches for GBA versions, patch otherwise unchanged.

v1.0 - January 19, 2010
       Initial patch

--------------------------------------------------------------------------------

Credits:

Mnrogar: For originally discovering this bug.

Download 624readme.txt ↓

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