Final Fantasy 3 U.S. Slot ability guide

By Master ZED <http://masterzed.web1000.com/>

  1. Intro

  2. Explanation of Slot and its abilities

  3. Selecting your attack and screwing over the rigging

    1. The short method

    2. The long method
  4. List of RNG users

  5. The random number table

  6. No triple 7's allowed!?
  7. Relevant RAM offsets

  No numbers. Version history, credits, and legal bull
1. Intro

When most people think of Setzer, what probably comes to mind?

  1. To paraphrase Fighter of 8-bit Theater, "I like Fixed Dice!"
  2. "Setzer sucks!", or something along those lines.
The question "Why?" is simple; characters in Final Fantasy 3 can be made and broken on their special skills (not entirely, but it's a major factor). Edgar's Tools and Sabin's Blitzes are beloved by many for the power and looks. Strago's Lores are strange and sometimes ignored since usage seems awkward and unnecessary. Gau's Rage tends to be ignored based on lack of control. <opinion>Umaro just sucks.</opinion>

Setzer, however, has a pretty good skill in Slot. Attacks mostly have some good power behind them, he has an attack that is basically a much better version of the Magicite item, a free Bahamut summon, and Joker Doom, an instant kill to anything it hits.

But Setzer too is hated and ignored, or at least, Slot is. How can that be?

The command is called Slot, take a wild guess.

You select those attacks from a slot machine. A one-armed bandit, if you will. Which means to most people that luck is involved, as it is in most slot machines.

There is a ray of hope; you can confirm each slot individually, meaning some keen timing can take this ability quite far. That's good, right?

But even if you learn how to get what you want, you have another huge obstacle in your way; Slot is rigged. Which means for most people, you're not getting Bahamut, let alone Joker Doom, unless Hell freezes over. Luck is still involved to a great extent the more powerful the attack you seek.

But what if I told you there was a way to beat the system? That there is a way to master Setzer's primary special attack? Would you be interested in getting Joker Doom almost anytime you wanted it? Would you like to make Bahamut your pet long before defeating Doom Gaze, at least in attacking the enemy?

Would you like seeing Lagomorph when you wanted it, not because the system slapped you in your face again?

The entire purpose of this guide is to show you how Slot works, how to get what you want, what is slapping you in the face and how to slap it right back. Once you've read this guide and worked with it, you can give yourself all the tools you'll need to acquire access to Setzer's greater abilities. With such knowledge in place, it will actually sound like a good strategy to use a single Imp spell at the start of the battle versus the Cranes.

You'll figure out why by reading on. Enjoy. I know I have. >:)

One last thing; it is recommended you read the section 3 intro before reading the short/long methods if you have trouble getting the symbols you want, especially if you're one of those random button-mashers who doesn't place any rhyme or reason into any slot confirmations.

Hope you like Courier font! :P


2. Explanation of Slot and its abilities

Slot, Setzer's ability, calls up a window with three rotating slots with which to choose an attack. Any combination will result in an attack but the wrong combo won't do much good. Here are the combinations for each attack, what they are, and what they do:

Slot combinations and attack statistics
7-Flush
Hits all enemies
Strength: 84
Unblockable
Randomize target
Chocobop
Hits all enemies
Strength: 36
Unblockable
Randomize target, ignores defense, no split damage.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any earth-elemental spell)
H-Bomb
Hits all enemies
Strength: 130
Unblockable
Randomize target
Bahamut (Sun Flare)
Hits all enemies
Strength: 92
Unblockable
Ignores defense, only hits monsters, aborts on characters.
Joker Doom
Hits all allies
Causes instant death
Unblockable
Learn if cast (teaches L.5 Doom to Strago if he is capable of learning Lores)
Special effect:
Forces caster to hit all allies

SPECIAL NOTE: Joker Doom is merely a modified L.5 Doom spell. The only property taken out of Joker Doom that was in L.5 Doom is the instant death protection bit (causes spells to miss those protected from instant death).
Joker Doom
Hits all enemies
Causes instant death
Unblockable
Learn if cast (teaches L.5 Doom to Strago if he is capable of learning Lores)
Special effect:
Forces caster to hit all enemies

SPECIAL NOTES: Joker Doom is merely a modified L.5 Doom spell. The only property taken out of Joker Doom that was in L.5 Doom is the instant death protection bit (causes spells to miss those protected from instant death).

Also, there are some fights (such as the WOB Guardian) that will NOT, UNDER ANY CIRCUMSTANCES, allow you to get three 7's. These will be listed in the next version.
This attack just picks any Esper at random and summons it, excluding Odin and Raiden. The Esper chosen is the attack Gogo will use if it selects Mimic, as this is not an actual attack. For stats, just see the Attack Guide.
Everything else
Lagomorph
Restorative
Hits one or all allies
Strength: 10
Lifts Dark, Poison, Sleep
Unblockable

You will also want to know where the symbols appear on the reels and what hex value the game has listed for them for later in the doc. They are listed from 0 to F0h here, but in the game it goes backwards from the 7 symbol which only appears on the 00h value, so to read it like the game scrolls the reels, start on the 7 symbol, then work your way up from the bottom. This will help you get attacks since by studying the layout here, you'll know when a symbol is coming up. The hex values are good for the long derigging method, but not much else.

Reel symbol order
Reel 1
Reel 2
Reel 3
00h
10h
20h
30h
40h
50h
60h
70h
80h
90h
A0h
B0h
C0h
D0h
E0h
F0h

3. Selecting your attack and screwing over the rigging

Now we get to the fun part!

There's two sections to this part of the guide: short (3A) and long (3B). Most of you will want the short method since in that case, I've done pretty much all of the real work for you. The long method is for those curious as to how I came to the final conclusions as so neatly condensed by the short method. Be warned though; character and enemy, and even event graphics, can mess with the random number generator. Section 4 tells about a lot of those.

Before you can derig the slots though, you should know how to get the right symbol. The best way to help with that is to pause/unpause the game while the reels are spinning, using the first reel as practice since there is no interference in the code with that reel. The reels will stop during the pause, allowing you a lot more control in getting an attack. The second reel is good practice with the more powerful attacks, but the third reel shouldn't be used for practice unless you've set up the game for a particular combo since that reel tends not to stop immediately (again, part of the rigging). If you can't get your attack in the first place, derigging the slots won't help you, so get good at that before going on. The pause/unpause technique helps with all of the reels, don't make that mistake, it's just wiser to practice on the reel that doesn't screw with you in any way.

3A. The short method

If you don't already know how to get the right symbols on the first reel, where there is no rigging against you, this method won't help you. Go to the introduction to this section before reading ahead.

The least you have to know is this:
  1. A random number generator determines whether you can get an attack or not.
  2. Chocobop and 7-Flush are not affected by this RNG.
  3. To get your attack, besides skills with which to get the needed symbols (your skills, not something in the game), you need to rig the RNG index in your favor for those Slot attacks beyond the two aforementioned abilities.
  4. The RNG index is the value that tells the game what number to pick from the random number generator's table, as seen in section 5.
  5. The value plucked from the random number table is what affects the symbols you may choose on reel 3, or IOW, for example, if the wrong number is picked from the table, when you choose the third 7 for Joker Doom, the game will skip over it, most likely to the diamond that follows the 7, causing a Lagomorph spell instead.
  6. The RNG index starts at 0 for every battle.
  7. All you need to get around this fate are certain attacks and spells that raise the RNG index to the number you need.
  8. The RNG is affected by the graphics used in these attacks and spells, so the full increase to the RNG index can only safely be assumed when the attack is finished, for example, when the damage numbers appear.
  9. If you use the attack against the player, and the spell's graphics do not appear (or a shield is raised instead, etc.), the RNG was not affected in almost all cases (Roulette, for one, is one of these rare exceptions since it is choosing the target, not the graphics of the spell, that raises the RNG index). Try again.
  10. The only time the RNG index falls is when it hits 256, at which point it becomes 0 again as it is an 8-bit integer, and those can't go higher than 255.
Now, to rig the RNG in your favor, simply figure out what attack you want, if it isn't Chocobop or 7-Flush, look in section 5 for your attack, pick a hex number from one of the X's (use the leftmost and top numbers to get your index from an X), and then proceed to section 4 to get the attacks/spells needed to set the index to that number. Obviously, this is most easily done at the beginning of a fight.

3B. The long method

If you don't already know how to get the right symbols on the first reel, where there is no rigging against you, this method won't help you. Go to the introduction to this section before reading ahead.

The random number generator (RNG) we're going to rig in our favor is this one, ripped out of the previous section sans hex opcodes:

C1/185B: PHX
C1/185C: LDA $72
C1/185E: TAX
C1/185F: INC $72
C1/1861: LDA $C0FD00,X
C1/1865: PLX
C1/1866: RTS

In order to rig it, we must know the following:
  1. Whether the random number table's index is saved between battles or reset.
  2. If it is an 8 or 16-bit integer, meaning does it reset back to 0 when it goes past 255 or does it reset after 65535?
  3. If it is reset, what manipulates the number table's current index, offset 7E:0072.
    1. "Manipulate" meaning what uses the RNG, and if more than once, how many times.
  4. What to set the index to.
And here's what we know:
  1. 7E:0072 is reset for new battles, meaning we, the player, could possibly rig it if we know what affects the index.
  2. The RNG index is only 8-bit, meaning it resets after 255.
  3. There are three methods of manipulating the RNG:
    1. Using Slot, goes through the RNG once after confirming the first reel for the number to use in confirming the third reel.
    2. Using Roulette, enemy or ally, goes through the RNG once after confirming the attack.
    3. Miscellaneous graphic animations during battle may call on the RNG once or multiple times for randomization of the animation pattern.
  4. With the RNG table, the disassembly of the Slots' rigging above, the values of each symbol on each reel, and the values at C17EE1h, we can find out which numbers allow us to set any particular Slot combination, and figure out the correct values with which to set 7E:0072.
With all this knowledge, here's how to find out whether you can get a certain slot combination using Sun Flare as an example:

  1. Determine all possible combinations for slots 1 and 2.

    Joker Doom only has one, so that's the easiest to rig, and why it's not the example. There are eight different combos for Sun Flare if you work it completely through to reel 3, but we'll only need these four partial combos for steps 2 and 3. You can get the values from the section 1 table on reel symbol order.

    Sun Flare combos
    Reel 1
    Reel 2
    Combo 1:
    80h
    20h
    Combo 2:
    80h
    60h
    Combo 3:
    F0h
    20h
    Combo 4:
    F0h
    60h

  2. Figure out what kind of value you'll need from the RNG for Slot 3.

    I would say something about Slot 2, but I have yet to encounter a situation where the rigging on it stopped me from getting a particular symbol (for one thing, it's never stopped me from getting the second 7). Maybe I'm just lucky. Anywho, now we must figure out what kind of value we'll need to stop the game from stealing the last dragon symbol from us, and possibly if there are better combos than others. This is where our disassembly of C1/7F79 comes in:

    ;7E:617C's value explained
    C1/7F79: LDA $7B8C ;Slot 1
    C1/7F7C: JSR $7EE7 ;LSR x4, ASL, load from (C2A800 + new value worked from slot 1)
    C1/7F7F: STA $38
    C1/7F81: LDA $7B8D
    C1/7F84: JSR $7EF2 ;LSR x4, ASL, load from (C2A820 + new value worked from slot 2)
    C1/7F87: STA $3A
    C1/7F89: CMP $38
    C1/7F8B: BNE $7FAC ;if derived values from slot 1 and 2 subroutines do not equal,
    ;617C = FFh
    C1/7F8D: LDA $38 ;load value given by slot 1
    C1/7F8F: TAX
    C1/7F90: LDA $C17EE1,X ;load (C17EE1 + value given by slot 1)
    C1/7F94: STA $36
    C1/7F96: LDA $6179 ;this offset is CRUCIAL to getting the right attack!
    C1/7F99: AND $36 ;as is this one!
    C1/7F9B: BNE $7FA6 ;if 6179 (random number) has at least one common set bit with
    ;(C17EE1 + value given by slot 1), branch
    C1/7F9D: LDA #$04
    C1/7F9F: STA $617D ;617D = 04h
    C1/7FA2: LDA $3A ;load value given by slot 2 and store at 617C
    C1/7FA4: BRA $7FAE
    C1/7FA6: LDA $3A ;load value given by slot 2, add 128, store at 617C
    C1/7FA8: ORA #$80
    C1/7FAA: BRA $7FAE
    C1/7FAC: LDA #$FF ;set 617C at FF, stopping slot 3 rotation immediately once checked
    C1/7FAE: STA $617C

    Table of values at C17EE1h -

    1F 03 01 01 00 00

    Table of values at C2A800h -

    00 00 04 00 05 00 03 00 04 00
    05 00 02 00 05 00 01 00 04 00
    05 00 03 00 05 00 02 00 03 00
    01 00

    Table of values at C2A820h -

    00 00 04 00 01 00 05 00 03 00
    04 00 01 00 05 00 04 00 03 00
    02 00 05 00 04 00 03 00 02 00
    05 00

    We mostly don't have to worry about anything for C1/7F9D onward. Let's figure out what new hell the first dragon symbol will bring us:

    C1/7F79: LDA $7B8C ;Slot 1
    C1/7F7C: JSR $7EE7 ;LSR x4, ASL, load from (C2A800 + new value worked from slot 1)
    C1/7F7F: STA $38
    C1/7F8D: LDA $38 ;load value given by slot 1
    C1/7F8F: TAX
    C1/7F90: LDA $C17EE1,X ;load (C17EE1 + value given by slot 1)
    C1/7F94: STA $36

    What this means is to take the Slot 1 value, halve it four times, multiply it by 2 and get whatever value matches it at C2A800h (in the makeshift value table above, 00 means the first number on the first line, 01 means the second number on the first line, 0A means the first number on the second line, etc.). Windows calculator can handle the hex division/multiplication (you may have to do it in hex for an accurate result). Once you have your value, you must find the corresponding value in the C17EE1h makeshift table (00 meaning the first number, 01 the second, 02 the third, etc.). We have two values for dragons in the first reel: 80h and F0h. Let's see here...

    1. 80h divided four times is 8h, times 2 equals 10h...
    2. the corresponding value in C2A800h is 01...
    3. and the corresponding value in C17EE1h is 03.

    Now what about F0h...

    1. F0h divided four times is Fh, times 2 equals 1Eh...
    2. the corresponding value in C2A800h is 01...
    3. and the corresponding value in C17EE1h is 03.

    Now how about that. Both values aren't very good. Here's why:

    C1/7F96: LDA $6179 ;this offset is CRUCIAL to getting the right attack!
    C1/7F99: AND $36 ;as is this one!
    C1/7F9B: BNE $7FA6 ;if 6179 (random number) has at least one common set bit with
    ;(C17EE1 + value given by slot 1), branch

    This takes the number that you got out of the RNG ($6179), uses a Boolean AND operation on it, and if it shares any common bits, in a nutshell, it screws you out of the last dragon symbol as a result. No matter the dragon you got on slot 1, you have two bits in this operation that will lose Sun Flare. To get a successful last dragon symbol will now require that you get a value out of the RNG that does NOT have bits 0 and 1 set, or rather, a value you can stick in your calculator, AND with 3, and get a result of 0. Unless...


  3. Figure out if one of the dragons in Slot 2 can evade the nightmare of Slot 3's rigging.

    You can skip this step if you want to, it's really just my excerise in futility. Namely, the code in question is this:

    C1/7F79: LDA $7B8C ;Slot 1
    C1/7F7C: JSR $7EE7 ;LSR x4, ASL, load from (C2A800 + new value worked from slot 1)
    C1/7F7F: STA $38
    C1/7F81: LDA $7B8D
    C1/7F84: JSR $7EF2 ;LSR x4, ASL, load from (C2A820 + new value worked from slot 2)
    C1/7F87: STA $3A
    C1/7F89: CMP $38
    C1/7F8B: BNE $7FAC ;if derived values from slot 1 and 2 subroutines do not equal,
    ;617C = FFh

    The basic gist of this is that we must halve Slot 1's values four times, multiply by 2, pluck the value out of C2A800h (same operation as before), do the same for Slot 2's value (except you pull the last value from C2A820h), and see if they match. If they don't (or if they're both 0), the rigging for slot 3 will be avoided. This means no having to deal with the RNG!

    Of course, what do you think the chances are it'll happen for Sun Flare? 0? Probably. But let's do it anyway:

    1. We already know the value we'll get from slot 1 will be 01h from before, so skip that...
    2. The values of the dragon symbols for slot 2 are 20h and 60h...
    3. 20h put through mathematical butchering will come up as 4h...
    4. the corresponding value to 4h is 01h in C2A820h. One down...
    5. 60h put through purgatory will come up as Ch...
    6. the corresponding value to Ch is 01h in C2A820h. If you bet against this working, hit yourself for being pessimistic. The hell if I'm rewarding you for my failures!

    At least we, well, I can say I tried....


  4. We must find what RNG index values will net us a number that will allow us Sun Flare.

    In case you forgot, we determined that the first dragon symbol would end up giving us a 03 value from C17EE1h, meaning we need a value from the RNG that does not have bits 0 and 1 set (or anything you can AND with 3 and get 0 back, in case you forgot that too).

    All you have to do for this is look in section 5 at the random number table. Find an appropriate number and get its index. Example: if we could get 1C out of the RNG, Sun Flare would work. In order to do that, look in the table for 1C (use the Find feature of your browser if you must), and match up the leftmost and top rows of numbers to make the hex value you need. For this example, we must set the index to 83h. Well that was simple...


  5. Last, we must find out how to rig the RNG to our needed index.

    This may not be so simple. In section four is a list of attacks that will use the RNG, increasing the RNG index. If you want to use Sun Flare ASAP, you must look in that section for a combination of attacks or other spells you have on you that will set the RNG index to the desired value of 83h.

    So how do we get 83h? Here's an example combo:

    1. Flare (increases to 75h)
    2. Fire Dance
    3. Imp

    Use that at the beginning of battle (or if you know the RNG index is at 0), and secure the first dragon. You'll have your number, all that's needed now is a little skill. Remember though, once you confirm the first slot and get the needed number, the RNG index will increase by 1, and in the case of index value 83h, that means increasing to 84h, and no second Sun Flare without Mimic, another spell cast to rig it back in your favor, or the Bahamut Esper itself. But then again, you'd have to get lucky to get another one anyway since Sun Flare is one of the spells that uses the RNG.
Took awhile to read, huh? It's not that hard a process, just a little long, but once you do this and know what bits can't be set in order for a slot combination to be successfully completed, all you require from there is how to rig the RNG, which is only a few spellcasts anyway.
4. List of RNG users

This list gives you the index increases for single-target attacks, such as Regen, and single-graphic multi-target attacks, such as Meteor. If a spell's graphics repeat multiple times based on the number of targets, Cure 3 for example, all you have to do to get the index increase is to multiply the index increase given here with the number of times the graphics showed up. Note that I would say the number of targets, but this won't hold true if a player's character uses a shield graphic to block the attack. The list is incomplete as far as events, Fight, and Throw are concerned. Otherwise, if it's not listed here, it has no effect on the RNG index.

White Magic
Black Magic
Grey Magic
Spell
RNG index increase
Spell
RNG index increase
Spell
RNG index increase
Cure 3
38h
Drain
1Eh
Rasp
30h
Life 2
16h
Pearl
12h
Mute
0Ah
Antdot
18h
Flare
75h
Imp
02h
Regen
18h
X-Zone
08h
Osmose
1Eh
Meteor
22h
W Wind
02h
Espers
Skeans
Blitz
Spell
RNG index increase
Spell
RNG index increase
Spell
RNG index increase
Sun Flare (Bahamut)
3Ch
Water Edge
84h
Fire Dance
0Ch
Earth Wall (Golem)
18h
Dance
MagiTek
Slot
Spell
RNG index increase
Spell
RNG index increase
Spell
RNG index increase
Harvester
0Ch
X-Fer
3Ch
H-Bomb
0Ch
Land Slide
30h
7-Flush
14h
Cave In
12h
Snowball
12h
Whump
0Ch
Lore
Spell
RNG index increase
Roulette (enemy cast/player confirms use)
01h
Blow Fish
06h
Exploder
18h
Enemy spells
Spell
RNG index increase
Imp Song
06h
Virite
09h
Mute
0Ah
Net
06h
Fire Ball
12h
Atomic Ray
12h
WaveCannon
02h
Raid
1Eh
TekBarrier
0Ch
Love Token
08h
S. Cross
27h
Cold Dust
33h
Meteo
12h
Dread
18h
Lode Stone
12h
Near Fatal attacks/Desperation attacks
Spell
RNG index increase
Red Card
12h
Item
Item
RNG index increase
Tonic
0Ch
Potion
0Ch
X-Potion
0Ch
Tincture
0Ch
Ether
0Ch
X-Ether
0Ch
Megalixir
08h
Fenix Down
0Ch
Antidote
0Ch
Soft
0Ch
Remedy
84h
Echo Screen
10h
Smoke Bomb
10h
Throw
Item
RNG index increase
Water Edge
84h
Throw and Fight
Item
RNG index increase
Cards
06h
Darts
06h
Doom Darts
06h
Trump
06h
Tools
Item
RNG index increase
AutoCrossBow
04h
Miscellaneous
Spell/Item/whatever
RNG index increase
Slot command (confirming 1st reel)
1h
smoke entrance/exit animation
10h

Untested graphics include most event graphics (smoke entrance is the only tested graphic of this sort), most weapon graphics (all of Setzer's were tested), and most throw graphics.
5. The random number table

This first table is just the random number table itself, the tables afterward are the same, except X's have replaced the numbers that correspond to a successful confirmation of the appropriate reel values (i.e. for Joker Doom (00-00-00), 60h (at index # 10h) is replaced by an X because it's a number you can get Joker Doom (00-00-00) with).

0 1 2 3 4 5 6 7 8 9 A B C D E F
0 07 B6 F0 1F 55 5B 37 E3 AE 4F B2 5E 99 F6 77 CB
1 60 8F 43 3E A7 4C 2D 88 C7 68 D7 D1 C2 F2 C1 DD
2 AA 93 16 F7 26 04 36 A1 46 4E 56 BE 6C 6E 80 D5
3 B5 8E A4 9E E7 CA CE 21 FF 0F D4 8C E6 D3 98 47
4 F4 0D 15 ED C4 E4 35 78 BA DA 27 61 AB B9 C3 7D
5 85 FC 95 6B 30 AD 86 00 8D CD 7E 9F E5 EF DB 59
6 EB 05 14 C9 24 2C A0 3C 44 69 40 71 64 3A 74 7C
7 84 13 94 9C 96 AC B4 BC 03 DE 54 DC C5 D8 0C B7
8 25 0B 01 1C 23 2B 33 3B 97 1B 62 2F B0 E0 73 CC
9 02 4A FE 9B A3 6D 19 38 75 BD 66 87 3F AF F3 FB
A 83 0A 12 1A 22 53 90 CF 7A 8B 52 5A 49 6A 72 28
B 58 8A BF 0E 06 A2 FD FA 41 65 D2 4D E2 5C 1D 45
C 1E 09 11 B3 5F 29 79 39 2E 2A 51 D9 5D A6 EA 31
D 81 89 10 67 F5 A9 42 82 70 9D 92 57 E1 3D F1 F9
E EE 08 91 18 20 B1 A5 BB C6 48 50 9A D6 7F 7B E9
F 76 DF 32 6F 34 A8 D0 B8 63 C8 C0 EC 4B E8 17 F8

For Joker Doom:

0 1 2 3 4 5 6 7 8 9 A B C D E F
0 07 B6 F0 1F 55 5B 37 E3 AE 4F B2 5E 99 F6 77 CB
1
X
8F 43 3E A7 4C 2D 88 C7 68 D7 D1 C2 F2 C1 DD
2 AA 93 16 F7 26 04 36 A1 46 4E 56 BE 6C 6E
X
D5
3 B5 8E A4 9E E7 CA CE 21 FF 0F D4 8C E6 D3 98 47
4 F4 0D 15 ED C4 E4 35 78 BA DA 27 61 AB B9 C3 7D
5 85 FC 95 6B 30 AD 86
X
8D CD 7E 9F E5 EF DB 59
6 EB 05 14 C9 24 2C
X
3C 44 69
X
71 64 3A 74 7C
7 84 13 94 9C 96 AC B4 BC 03 DE 54 DC C5 D8 0C B7
8 25 0B 01 1C 23 2B 33 3B 97 1B 62 2F B0
X
73 CC
9 02 4A FE 9B A3 6D 19 38 75 BD 66 87 3F AF F3 FB
A 83 0A 12 1A 22 53 90 CF 7A 8B 52 5A 49 6A 72 28
B 58 8A BF 0E 06 A2 FD FA 41 65 D2 4D E2 5C 1D 45
C 1E 09 11 B3 5F 29 79 39 2E 2A 51 D9 5D A6 EA 31
D 81 89 10 67 F5 A9 42 82 70 9D 92 57 E1 3D F1 F9
E EE 08 91 18
X
B1 A5 BB C6 48 50 9A D6 7F 7B E9
F 76 DF 32 6F 34 A8 D0 B8 63 C8
X
EC 4B E8 17 F8

For Sun Flare:

0 1 2 3 4 5 6 7 8 9 A B C D E F
0 07 B6
X
1F 55 5B 37 E3 AE 4F B2 5E 99 F6 77 CB
1
X
8F 43 3E A7
X
2D
X
C7
X
D7 D1 C2 F2 C1 DD
2 AA 93 16 F7 26
X
36 A1 46 4E 56 BE
X
6E
X
D5
3 B5 8E
X
9E E7 CA CE 21 FF 0F
X
X
E6 D3
X
47
4
X
0D 15 ED
X
X
35
X
BA DA 27 61 AB B9 C3 7D
5 85
X
95 6B
X
AD 86
X
8D CD 7E 9F E5 EF DB 59
6 EB 05
X
C9
X
X
X
X
X
69
X
71
X
3A
X
X
7
X
13
X
X
96
X
X
X
03 DE
X
X
C5
X
X
B7
8 25 0B 01
X
23 2B 33 3B 97 1B 62 2F
X
X
73
X
9 02 4A FE 9B A3 6D 19
X
75 BD 66 87 3F AF F3 FB
A 83 0A 12 1A 22 53
X
CF 7A 8B 52 5A 49 6A 72
X
B
X
8A BF 0E 06 A2 FD FA 41 65 D2 4D E2
X
1D 45
C 1E 09 11 B3 5F 29 79 39 2E 2A 51 D9 5D A6 EA 31
D 81 89
X
67 F5 A9 42 82
X
9D 92 57 E1 3D F1 F9
E EE
X
91
X
X
B1 A5 BB C6
X
X
9A D6 7F 7B E9
F 76 DF 32 6F
X
X
X
X
63
X
X
X
4B
X
17
X

For 3-BAR and H-Bomb:

0 1 2 3 4 5 6 7 8 9 A B C D E F
0 07
X
X
1F 55 5B 37 E3
X
4F
X
X
99
X
77 CB
1
X
8F 43
X
A7
X
2D
X
C7
X
D7 D1
X
X
C1 DD
2
X
93
X
F7
X
X
X
A1
X
X
X
X
X
X
X
D5
3 B5
X
X
X
E7
X
X
21 FF 0F
X
X
X
D3
X
47
4
X
0D 15 ED
X
X
35
X
X
X
27 61 AB B9 C3 7D
5 85
X
95 6B
X
AD
X
X
8D CD
X
9F E5 EF DB 59
6 EB 05
X
C9
X
X
X
X
X
69
X
71
X
X
X
X
7
X
13
X
X
X
X
X
X
03
X
X
X
C5
X
X
B7
8 25 0B 01
X
23 2B 33 3B 97 1B
X
2F
X
X
73
X
9
X
X
X
9B A3 6D 19
X
75 BD
X
87 3F AF F3 FB
A 83
X
X
X
X
53
X
CF
X
8B
X
X
49
X
X
X
B
X
X
BF
X
X
X
FD
X
41 65
X
4D
X
X
1D 45
C
X
09 11 B3 5F 29 79 39
X
X
51 D9 5D
X
X
31
D 81 89
X
67 F5 A9
X
X
X
9D
X
57 E1 3D F1 F9
E
X
X
91
X
X
B1 A5 BB
X
X
X
X
X
7F 7B E9
F
X
DF
X
6F
X
X
X
X
63
X
X
X
4B
X
17
X

6. No triple 7's allowed!?

There are a few select battles in which the game will not allow you to use Setzer's ultimate Slot technique, Joker Doom, against the enemy party. This section was made to draw attention to this fact and inform you of just which battles this held true. The table consists of the formation number, what the formation contains, and is listed by formation number.

Battles that don't allow triple 7's
79
Pirahna x5, Rizopas
387
Ultros (third battle)
420
Phunbaba (first fight)
421
Phunbaba (second fight)
422
Phunbaba (third fight)
432
Whelk (shell), Head (Whelk's head)
435
Vargas, Ipooh x2
439
Ifrit, Shiva
445
Guardian (Invincible)
452
SrBehemoth (living form)
456
Chadarnook (woman and demon forms)
462
Wrexsoul, SoulSaver x2
471
Short Arm, Long Arm, Face (first tier of final battle)
473
Ultros (first battle)
477
Chupon, Ultros
512
Hit, Tiger, Tools, Magic (second tier of final battle)
513
Girl, Sleep (third tier of final battle)

7. Relevant RAM offsets

This is just a list of offsets relevant to the Slot ability code I have disassembled so far. The disassembly was cut from the guide except the snippets in section 3 (the long method in particular), but this section can still be used with the files included with the Slot derigging patch (which I also created). At any rate, here are the offsets I know have something to do with Slot and possibly what they are for, if available. Please note I interchange the words reel and slot frequently (though I obviously won't call the Slot command the Reel command! :P ), so it may happen here (in fact, it does happen in this section), but they both mean the same thing (slot 1 = reel 1, etc.).

Relevant RAM offsets
00:0036
For the subroutine at C1/7F79, a value grabbed from C1/7EE1, the table for the AND values to use on the number stored at 7E:6179. For slot 3's rigging, a value derived from slot 3 (halve slot 3 four times, double, use value as index to get a number out of C2:A840 and store to this offset). This value is then compared to 7E:617C, and stops slot 3 rotation if the two are not equal.
00:0038
Value derived from slot 1 (halve slot 1 four times, double, use value as index to get a number out of C2:A800 and store to this offset), used in the subroutine at C1:7F79.
00:003A
Value derived from slot 2 (halve slot 2 four times, double, use value as index to get a number out of C2:A820 and store to this offset), used in the subroutine at C1:7F79.
00:0072
Index value of the random number generator at C1/185B. This is the value the guide teaches you how to manipulate.
7E:5FFD
7E:5FFF
7E:6001
7E:6003
Add 4Ch to Reel 1's value and store to these addresses. Unknown function.
7E:6007
7E:6009
7E:600B
7E:600D
Add 4Ch to Reel 2's value and store to these addresses. Unknown function.
7E:6011
7E:6013
7E:6015
7E:6017
Add 4Ch to Reel 3's value and store to these addresses. Unknown function.
7E:617B
Value derived from slot 1, used in slot 2's rigging.
7E:617C
Value derived from a procedure involving slots 1 and 2 at C1:7F79. This value is what is ultimately rigged in the player's favor by the techniques taught in this guide.
7E:617D
If 0, slot 2/3 must stop (depends on which reel was just confirmed). Decrements as the specified reel's position is modified by the rigging code.
7E:7B8C
Reel 1 value
7E:7B8D
Reel 2 value
7E:7B8E
Reel 3 value
7E:7B8F
Is reel 1 stopped? (0 for no, more than 00 for yes)
7E:7B90
Is reel 2 stopped? (0 for no, more than 00 for yes)
7E:7B91
Is reel 3 stopped? (0 for no, more than 00 for yes)
7E:7B92
Branch past stop reel 1 rotation code if zero. (Unknown)
7E:7B93
Branch past stop reel 2 rotation code if zero. (Unknown)
7E:7B94
Branch past stop reel 3 rotation code if zero. (Unknown)

No numbers. Version history, credits, and legal bull


Version history:

  v0.851 - Minor but important text changes to section 3A and section 4. The changes involve two very important details (for 3A, the RNG index starts at 0. For 4, the list only covers single-target spells an single-animation multi-target attacks, go to section 4 for more).

  v0.85 - Sections 6 finished, section 7 ready for release. I'm not sure if I got all of the offsets, but at least I got all of the offsets that matter to the disassemblies I already have. Also, section 8, the disassembly section, has been cut entirely. If I work on it again, it will be a standalone release, but for the purposes of this guide it was simply too much to bother with. Section 7 can be used in conjunction with the long method or the disassemblies released with the Slot derigging patch on this very site. Plus I wasn't going to scrap it since section 7 did have relevance at least to section 3, and it was done already when I decided to leave out section 8. ^_^

  v0.8 - Initial release, sections 1 thru 5 ready, 6 thru 8 unfinished but commented out.
Credits:

  Shark, Assassin, and Mnrogar - Suggestions and proofreading, and possibly other things. :)


Copyright ©2003 Master ZED
The Unoriginal White Sheet: http://masterzed.web1000.com/
Final Fantasy 3/Final Fantasy 6/Final Fantasy Anthology and any related data such as images, code, etc. copyright ©1994 Squaresoft.
I'm not responsible should anything stated in this FAQ/guide do anything.
I'm not responsible should anything stated in this FAQ/guide do nothing.
I'm not responsible for whatever you or anyone else do with this FAQ/guide or the contents within it.
I'm not responsible for whatever you or anyone else don't do with this FAQ/guide or the contents within it.
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