Title: Holy Randomness Batman!
Author: Lenophis
Version: v1.6
Applies to: FF3us v1.0
Tested on: FF3us v1.0

Contents: Tweak - Holy Randomness Batman! - No header.ips
          Tweak - Holy Randomness Batman! - header.ips
          Anti random - header.ips
          Anti random - no header.ips
          readme.txt
          random - New C0.txt
          random - New C1.txt
          random - New C2.txt
          random - New C3.txt

ROM addresses: C0/0636 - C0/0639*
               C0/4012 - C0/4015**
               C0/6879 - C0/687B*
               C0/C48C - C0/C48F**
               C0/C4A9 - C0/C4AC**
               C0/BB32 - C0/BB35*
               C0/C17A - C0/C17C*
               C0/C331 - C0/C334*
               C0/C48C - C0/C48F**
               C0/C4A9 - C0/C4AC**
               C0/D6B0 - C0/D705
               C1/1861 - C1/1864**
               C1/CD53 - C1/CD56**
               C1/CECF - C1/CED2**
               C2/4B5F - C2/4B62**
               C2/4B6F - C2/4B72**
               C2/BBEC - C2/BBEF**
               C2/BC9B - C2/BC9E**
               C3/A445 - C3/A448*
               C3/F0FC - C3/F16B
               EE/149D - EE/14A0**
               EE/150D - EE/1510**
               EE/2515 - EE/2718**
               EE/2523 - EE/2527**
               EE/3281 - EE/3284**
               EE/32CF - EE/32D2**
               EE/5071 - EE/5074**
               EE/5081 - EE/5084**
               EE/5092 - EE/5096**
               EE/54C6 - EE/54C9**
               EE/54D6 - EE/54D9**
               EE/54E7 - EE/54EA**
               EE/56BF - EE/56C2**
               EE/56CF - EE/56D2**
               EE/56E0 - EE/56E3**
               EE/86A6 - EE/86A9**
               EE/86B4 - EE/86B7**

*: I replaced a 3-byte instruction with JSR $xxxx to increment the frame counter
then did the instruction I had delayed.

**: These are LDA $C0FD00,X calls that were replaced with JSL $C0D6B0 calls.

Urgency: Medium to annoyingly high
It depends on if you really believe that FF6 uses a random number generator. ;)

--------------------------------------------------------------------------------
Description:

Final Fantasy 6 uses a table of 256 values that it "randomly" loads from, which
then returns the psuedo-random-but-predictable-number.

--------------------------------------------------------------------------------
What this patch does:

Eliminates the old random number generator, of course. It is replaced with
something that I at least hope is better in the long run.

Note: The anti patches will remove the patch.

--------------------------------------------------------------------------------
Version history:

v1.6a - October 30, 2008
        I've righted a wrong, and finally added BMF54123 to the credits section.
        No changes made to patch.

v1.6  - January 18, 2008
        Removed the two last calls in bank C1, as they were causing massive
        spell animation slowdown. Added a ton of calls in bank EE.

v1.5  - There were more LDA $C0FD00,X calls than I thought.
        WARNING: This patch is no longer compatible with v1.1 of the rom!
        The code at C1/CD53 and C1/CECF has been shifted left three bytes. So,
        v1.6 of this patch will include a patch for v1.1 :)

v1.0a - Minor changes made in readme and in Random - new C3.txt
        While the branches were correct, where the text file said they were
        going was not correct.
        No changes made to patch.

v1.0  - Initial release

--------------------------------------------------------------------------------
Credits:

Imzogelmo - For writing the C0, C1, and C3 disassemblies. He also pointed out
            that I had missed a few LDA's.
Terii Senshi & assassin - For writing the C2 bank disassembly.
assassin - Double notice for looking at my code and making sure that I can
           indeed program with this insane assembly. :P
BMF54123 - For originally helping me with the idea.
