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On Page: 1
Directory: 4 & 649
Entire Site: 8 & 877
04-17-24 07:07 PM
Information
ⓘ  Info
Online Game Details
Views: 6,084
Today: 1
Users: 42 unique
Last User View
02-07-23
invinible
Last Updated
01:46 PM
Staff
System:
Super Nintendo
Developer:
Rodimus Primal

Year:
2015
Players: 1
ESRB: T
Hack Of:
Final Fantasy III
Hack Type:
Graphic, Text,, Game Mod

Game Genre:
Role-Playing (RPG)
Game Perspective:
Top-Down
Genre Non-Sport:
Medieval / Fantasy, Turn-based

Play Final Fantasy VI - Woolsey Uncensored (with Bug Fixes) (Final Fantasy III Hack) - Online Rom | Super Nintendo

Play Final Fantasy VI - Woolsey Uncensored (with Bug Fixes) online with Super Nintendo browser emulation for free! Final Fantasy VI - Woolsey Uncensored (with Bug Fixes) is a rom hack of Final Fantasy III (SNES). Play it with our flash, java and rgr plugin emulators. Nothing to configure, we've done it for you!

Final Fantasy VI - Woolsey Uncensored (with Bug Fixes)

Final Fantasy VI - Woolsey Uncensored (with Bug Fixes) Title ScreenFinal Fantasy VI - Woolsey Uncensored (with Bug Fixes) Screenshot 1
Final Fantasy VI - Woolsey Uncensored (with Bug Fixes) Screenthot 2
Rating: 9.6
(4 votes)
Plays: 270
M:99%
F:1%
Filesize: 2,220kb

Final Fantasy VI - Woolsey Uncensored (with Bug Fixes) Box Description

Back when Final Fantasy VI (Final Fantasy III US) was released the game was heavily toned down, censoring graphics and the like. When it was re-released for the Playstation, the graphics were uncensored but the toned down script remained. Then came Final Fantasy VI Advance with a mix a match, but the color pallette and music were altered for the handheld console. Others made retranslations, such as the great work by RPGOne and Lina Darkstar.

Now this is Final Fantasy VI: Woolsey Uncensored Editon. The goal was to make the SNES version uncut and to clean up the script but keep the nuance used in the original script. The Woolsey script is used as a base, and went line for line looking at the FFVI Advance, RPGOne, and Lina Darkstar scripts to do this. Also used was various tools and patches to uncensor the graphics, restore Character Class names, extend spell names, rename monsters and items, and make hopefully the version of Final Fantasy VI that everyone will play. Any bug fixes that were used were chosen not for any balance changes, but to fix persistent issues in the game, as to not change the experience of the original too much.

Final Fantasy VI - Woolsey Uncensored (with Bug Fixes) Game Description

Bugfixes that make sense are added to fix a host of issues while still keeping true to the project's original vision. These include:

• Elemental Display – Originally, when checking an item’s properties, looking at the elemental aspect will only display up to 6 elements. There was no bias of any one element taking precedence, it just capped itself at 6. That was because of how the screen was arranged. With this patch, the screen is arranged to now allow up to 8 elements display for any property. (Lenophis)

• Border Crossing – On an overworld map, battles are determined by choosing a formation from a group within 32×32 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. (Imzogelmo, Lenophis, Novalia Spirit)

• Homesick Gau – Frustrated that you finally encountered Flan but Gau refuses to return every single time? Can you just feel your anger boiling behind your eyeballs just because Square coded a monster in the 6th slot where they shouldn't have? The Homesick Gau Patch neatly stacks all monster formations in Gau's favor where possible, greatly increasing the odds that Gau will return on these battle formations. (Djibriel)

• 255 hours Display – This patch raises the maximum number of hours the in-game timer can achieve from 99 to 255. The clock stops like normal when it hits 255:59 (Leviathan Mist)

• For What Ails Ya – When using an item, there are circumstances that can surface that would cause you to lose it, even though you never used it. In a non-hacked game, this only matters when a character dies and gets revived. In hacked games, when the “don’t deplete from inventory” flag for items can get used, it can be more of a factor, since the items may just randomly disappear. The game supports it, but at times it seems to forget or something overwrites it. (Lenophis)

• Bad Decoration – This patch fixes the infamous “Crusader redecorates Reflect barriers” bug. (Lenophis)

• I condemn thee to hell! – This patch fixes a bug that prevented the condemn timer from starting if a monster starts with condemn status. (Lenophis)

• Suplex wrongfully splits damage fix – This fix stops Suplex's damage from being halved by giving it the "No split damage" attribute, which a number of other multi-target attacks already have. (assassin17)

• Allo Ver (Death Warden) fix (using FFUSME)

• Step Mine (Traveler) missing digit fix – Whenever the MP cost of Step Mine is at 100 or up to 109, the in-battle MP cost display for the Lore menu will glitch and not display the middle digit. The formula for a character's Step Mine MP cost is playtime in minutes DIV 30, so you can only see this bug at or between 50:00 and 54:59, in which range the middle digit of Step Mine's MP cost will be a 0.

This patch makes it so the tens digit will only be blanked if it AND the hundreds digit are both zero. Thus, no more gaps in the displayed MP cost. (assassin17)

• Some MP changes don't update menus fix – There are two bugs here with the same cause, but opposite effects.

1) From Novalia Spirit's "100+ bugs" thread description:
Magic menu doesn't get refreshed through MP-costing weapons -

Have a character waste all of his MP through Illumina, Ragnarok, Punisher, [Rune Edge], or Ogre Nix (they use MP to inflict critical hits), and then access the Magic menu immediately after: even though he should lack the MP to cast many of his spells, these [won't] have been greyed out.

To be sure, the wrongly lit-up spells still won't be castable if selected.

2) Deplete a character's MP (e.g. by Rasping it) to where some of his or her spells are unaffordable. Then have Strago or Gogo use Pep Up on him/her, or cast Sleep on him/her, use the Love Sonata Dance, and hope it chooses Tapir. When you enter the healed character's Magic menu shortly afterwards, some spells will be grayed out despite the character having full MP. The wrongly grayed spells won't be castable, unless the character is acting automatically (e.g. they're Muddled).

For both varieties of the bug, you can knock the affected character's menu back into the present by using a traditional MP damaging or healing move on them (Tincture, Rasp, etc.), by Imping/un-Imping them, or by having them cast an available spell.

This patch keeps menus up-to-date by making the aforementioned weapons, Tapir, and Pep Up set a flag for the entity whose MP they are altering. This flag causes the availability of contents of the entity's Esper, Magic, and Lore menus to be re-examined at the end of a turn, and is already set for any other action that can affect MP. (assassin17)

• Pink Gogo bugfix – This one makes the two NPC versions of Gogo in Cyan's Soul have the correct palette. Two? Yes, that's right. There are two possible hostage-points for Gogo (or any other character), and somehow, the programmers gave both possible Gogos the wrong palette. Or, if you prefer, it fixes the bug stated in ZED's Glitches and Bugs Guide as:

Pink Gogo in Cyan's soul - When you first enter Cyan's soul, your now-three-man group is separated with you in control of the last character and the other two captured by a Dream Stooge. If Gogo is one of those captured, it will appear with a pink palette until you rescue it. This is because the game mistakenly gives it the Moogle/Umaro palette for this particular scenario (as long as it is an NPC). (Imzogelmo)

• Reflect barrier shown on bodyguards fix – If a Love Tokened or True Knight-wearing entity blocks a Scimitar or "X"-kill weapon attack, and the weapon activates its instant kill, the green barrier animation that's used when a spell is reflected will play out next to the blocker (as well as any attempted blockers). Also, the red "X" insta-kill animation is skipped. The cause of the bug is an uncleared variable with multiple meanings.

When a spell is reflected off of a target, the game marks the target in a variable to tell the Magic animation to display a green barrier in front of them. True Knight and Love Token mark candidate bodyguards in the same variable, to have them jump in front of an entity in the Battle animation. The problem is that Scimitar and the X-kill weapons add on a Magic animation when doing their insta-kills, and since the variable is still set from the bodyguarding, the barrier shows up.

The solution, employed by this patch, is to have the weapon special effect clear the variable before writing the Magic command data to the animation buffer. (assassin17)

• Running Popsicle / Lead-footed Esper fix – When you try to run in battle, a Morphed Terra isn't illustrated as running, even though she's fully capable of doing so (and will briefly be shown striding when she finally escapes). Meanwhile, a Frozen character will be given a running animation, even though they're unable to flee.

This purely graphical bug happens because when the game prevents Zombied, Petrified, Wounded, Sleeping, and Stopped characters from getting a run animation, it oddly counts Morphed characters as among those ineligible, but not Frozen ones.

This patch fixes the problem by changing one byte to check for Freeze status instead of Morph. (assassin17)

• Mine Cart Fix – The Mag Roaders that appear on the Mine Cart ride out of the Magitek Research Facility were intended to be randomized just like any event-based battles. Unfortunately, the programmers fell prey to a little known side effect of the MVx opcodes, which causes the data bank to be changed. This de-coupled the choice from the random number result, and instead it is based on some graphics data from the first character. This patch corrects the minor oversight. (Imzogelmo)

• Deceptive Tapir – Tapir, summoned by Mog's Dance, heals any ailment besides Freeze or those that can't be healed normally (such as Charm). On top of that, its special effect will fully restore the HP and MP of sleeping targets. When the special effect detects that a target isn't sleeping, it will trigger a "Miss" message, which is misleading because the status ailments are still removed from the target.

This fix causes the Tapir special effect function to essentially do nothing for awake targets. No "Miss" message appears; their ailments are simply cured. This does NOT influence the unnamed tapir that appears automatically to wake up snoozers, as that's not even the same spell. (assassin17)

• SrBehemoth Fix – This fix simply adds a non-present living SrBehemoth to the first slot of the undead SrBehemoth formation. When the game determines what item to give you for the first slot it will read its data and give you the correct item (The second BehemothSuit) instead of the incorrect items you would normally get. (Dragonsbrethren, used instructions instead of patch)

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Comments for Final Fantasy VI - Woolsey Uncensored (with Bug Fixes)

towlie4444 05-12-16 - 02:14 PM
 So are all the other bug from the original still in the game? I can only remember a few I think, but does the Vigor stat do anything or no?

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