Secondly, the only way to get a version of this that doesn't break any hardware rules is to simply keep the ROM the same size, thus heavily condensing the text.
#Nestopia final fantasy iii Patch
I mean it works fine on emulators, but I realize the method that was used to expand the banks would have worked just fine without the mapper patch as well, and the outcome would have been the same: doesn't work on hardware, works fine on emulators. First of all it's completely incompatible with real hardware due to a mapper-setup combination that no Famicom/NES cartridge ever had (forgot the exact specifics, but I recall it was pointed out in this thread). There's a couple reasons why I want to abandon this. I haven't been doing much ROM hacking lately not necessarily due to lack of interest but lack of time. Hello everyone, it's been a while and I understand that the final release of this has a minor bug in the job screen that only happens when you have an odd number of jobs available, as well as some typos. (If these limitations were altered, then the number of spells of each spell level each character could prepare would be the new limit of this mod.) In general, my preference is to make spell preparation as easy as changing classes (and having access to all spells castable by that new class), thereby coming as close as possible to FFV.
However, due to likely technical limitations of the 3 spell slots per spell level setup, players would still need to swap in whatever spells they wanted active. In this model, spells would not be sellable to vendors nor trashable, but held onto forever in inventory. For example, if the party found the Cure2 spell, anyone could prepare that spell (that is, put it in a spell slot of that spell level) and cast it as normal, instead of needing to find 4 copies and handle spells as if they were items, competing with the inventory space best left for weapons, armor, and consumables. and each character picks spells from that screen to learn based on spells found. What I propose - and this requires a feasibility check for implementation - is that spells (Aero, Mini, Toad, etc.) are kept on a separate inventory screen and sorted by type - Black, Summon, White, etc. Thus, finding a Cure2 spell means that only one character can have it equipped at a time, even if that character can't cast that spell such as due to class or level. In FFIII NES, each character normally needs to learn a separate spell copy, but can only have 3 total spells per spell level active at a time.
(Each party member can only cast it if they otherwise meet all prerequisites, such as being the right class, having enough levels, having enough MP, and being alive but not silenced.) Learn spells once and have the appropriate casters prepare them when they want: In FFV, once the party learns a spell (like Fire or Cure), everyone in the party knows it permanently.
(In short, I'd like FFV-like behavior when equipping characters and changing their jobs.) However, having experienced this in FFV, I'd like to know how feasible this would be for FFIII (NES), especially when changing jobs, and have it be toggleable, if only via IPS patches. (I know that, in practice, this is just a quick way to have characters equip something in all relevant slots since what is truly optimal is context-sensitive.) Optimal Equipment Setting: Certain Final Fantasy games - like FFV - have an 'optimal' or 'optimum' setting where the items with the highest offense (for weapons) and highest defense (for shields/armor/accessories) are equipped with a single button. These requests are especially pertinent to Chaos Rush since he started this post, but I'd like these implemented if they haven't already been: