Patches
All patches require a ROM with a header, if applicable. Any patch labelled as a bug fix is optimized in a manner such that no free space has been consumed. It should therefore come as no surprise that certain patches classified as such only change a small number of bytes. "(Uncredited)" indicates that the bug in question is apparent or common to such an extent that it would be inappropriate to credit an individual for its discovery. The information contained herein may or may not apply to the PlayStation versions of the game.
- Bug Fixes
- Grass Tile Encounter Property Fix
- Prometheus, Fortis Formation Fix
- Airship/Game Over Fix
- Chocobo Stable Money Deduction Fix
- Missing Dialogue Fix
- South Figaro's Secret Shortcut Fix
- Flight of Storm Drgn Fix
- Naming Shadow Fix
- Vanishing Magicite Object Fix
- Transportation Device Fix
- Tunnel to Lete River Volume Fix
- Drop x3 Formation Fix
- Broken Gate Fix
- The Cowardly Dog Fix
- Missing Light Object Fix
- Narshe's Secret Entrance Fix
- Shop Menu Fix
- Magic Sorting Fix
- Misplaced Cursor Fix
- The Unilateral Blockade Fix
- Frozen Mosaic Fix
- Song Title Corrections
- Shadow Chupon Fix
- A World of Corruption Fix
- The Peninsula of Death Fix
| Bug Fixes | |
|---|---|
| File and Data | Description |
|
Grass Tile Encounter Property Fix Applicable for Bug discovered by |
This fix adds the "allow random encounters" attribute to all the light-green grass tiles with dark-green pixels in a corner; such tiles are only found in the World of Balance, outside of the Veldt. The following illustration provides a visual representation of how the aforementioned tiles are laid on the overworld map, specifically the area around Narshe: download. |
|
Prometheus, Fortis Formation Fix Applicable for Bug discovered by |
In order for each monster to fit the smaller screen of the Game Boy Advance, certain monster formations have been slightly altered from their original positions. The Prometheus, Fortis formation was done in such a manner that Prometheus, in a pincer attack, will appear on the same side as Fortis, where half of it will be off the edge of the screen. This bug was fixed for the European release. This patch fixes the bug by substituting each coordinate value of a monster with the corresponding value obtained from the European release. |
|
Applicable for Bug discovered by |
When you go aboard the airship while it is in flight, the game sets a flag that will put you in control of the airship the next time the overworld map is accessed. This flag, however, is not cleared when the game-over screen appears. As a result, it is possible to take control of the airship at any point in the game, depending on where the game is saved, and provided that the game is not interrupted once the flag is set, as it is not stored in SRAM. There are two ways to trigger this bug. The first method involves the Floating Continent and imposes certain requirements, which are summarized as follows:
The second method has yet to see the light of day, and—in response to all the negative publicity aimed at my Airship/Game Over Bug Guide—may never even be made public. The bug is resolved by secretly loading the overworld map before the game-over screen appears. As an alternative solution, it would have been possible to prevent the flag from being set, but I decided not to pursue this option, as I am not certain whether the flag serves any useful purpose to the game. |
|
Chocobo Stable Money Deduction Fix Applicable for Bug discovered by |
The game wrongly deducts 150 GP instead of 80 GP whenever the party rents a chocobo in Nikeah; this patch rectifies that. |
|
Applicable for Bug discovered by |
In the SNES versions, there are two instances where the End of Message control character is improperly used, which has the effect of preventing the remaining portion of the message from being displayed. They are as follows:
This patch fixes the bug by replacing each occurrence with the originally intended Page Break control.
|
|
South Figaro's Secret Shortcut Fix Applicable for Bug discovered by |
In South Figaro, it is possible to cross the river via a secret passage behind the cafe and thereby go through Locke's scenario without stealing clothes, which produces a few oddities. The existence of the shortcut is a direct result of having a black, passable tile on the first background layer at the specified location. The resolution of the problem is achieved by using a black, impassable tile from the respective tileset, which coincidentally appears immediately before the faulty tile in the said tileset. |
|
Applicable for Bug discovered by |
This patch fixes the bug where Storm Drgn is shifted one space up each time it performs a complete revolution—a process that causes Storm Drgn to eventually loop around the map and, in a sense, become invisible. |
|
Version 1.1 Applicable for Bug discovered by |
The function that invokes the naming screen for Shadow during Sabin's scenario fails to account for the fact that the party's leader may not necessarily be Sabin. As a result, minor oddities will arise should Cyan be the lead party member when the event occurs. This patch eliminates the bug by replacing all of the references to Sabin in the code with references to the lead party member. |
|
Version 1.1 Applicable for Bug discovered by |
In Zozo, when you see the Maduin magicite glow in Terra's presence, it is actually the Siren object that serves to represent Maduin. One problem that arises is the fact that a single map object cannot exist in two places at the same time. If one deliberately omits to acquire Siren prior to the completion of the Opera House sequence, the object will disappear from its original location for the rest of the scene. This patch fixes the oversight by using the Ramuh magicite object, which effectually prevents such a situation from occurring, as one cannot extricate oneself from acquiring this particular esper. |
|
Applicable for Bug discovered by |
The game wrongly places two mismatching tiles on the westernmost transportation device of the Floating Continent each time it finishes its animation; the patch corrects this minor defect. The following image illustrates the difference between the tiles: download. |
|
Tunnel to Lete River Volume Fix Applicable for Bug discovered by |
Following the inclusion of Banon at the Returners' Hideout, the ambient music heard within the tunnel leading to Lete River is played 28% louder than intended, and will only adjust itself upon leaving the menu or reentering the area; the patch addresses this issue. |
|
Applicable for Bug discovered by |
In order for each monster to fit the smaller screen of the Game Boy Advance, certain monster formations have been slightly altered from their original positions. The Drop x3 formation was done in such a manner that the monsters appear as if they were suspended by an invisible support structure, as none of the sprites actually touch the top edge of the screen. This bug is exclusive to the Japanese version of the game. The bug is resolved by substituting each coordinate value of a monster with the corresponding value obtained from the American release. |
|
Applicable for Bug discovered by |
After Vicks destroys the gate inside the mines of Narshe, the game wrongly places a mismatching tile in the newly revealed area; the patch corrects this minor defect. The following image illustrates the difference between the two tiles: download. |
|
Applicable for Bug discovered by |
The function that integrates Shadow into the party at Albrook fails to account for the fact that Shadow may never have been granted Interceptor status. As a result, it is possible for Interceptor to remain unavailable until Shadow is recruited in the World of Ruin. This patch corrects the oversight by inflicting the aforementioned status on Shadow as the party disembarks at Crescent Island. |
|
Applicable for Bug discovered by |
The light object that sits on a chest inside Kefka's Tower was configured to disappear after the interconnected switches for the second and third parties have been pushed simultaneously. The purpose of this object is simply to demonstrate that the chest serves as a switch. While it is reactivated when you exit the tower, the object ceases to exist after Poltrgeist is defeated. This patch corrects that behavior by preventing the object from becoming unavailable. |
|
Applicable for Bug discovered by |
The game wrongly places a mismatching tile on the secret entrance in Narshe following the party's escape from the cave at the beginning of the game; the patch corrects this minor defect. The following image illustrates the difference between the two tiles: download. |
|
Version 1.1 Applicable for Bug discovered by |
This patch fixes the bug that causes the shop menu to display improperly when the player closes the buy menu on the first possible frame; under certain circumstances, reentering the buy menu would freeze the game. This bug is exclusive to the Super Famicom and Super Nintendo versions of the game. |
|
Applicable for Bug discovered by |
In both SNES versions, the function that makes the magic menu more compact in battle fails to account for the fact that the standard, triple-column format was abandoned. As a result, the algorithm excludes three unavailable spells at a time rather than two, which can make the menu more difficult to navigate. This fix makes the necessary adjustments to the code. |
|
Applicable for Bug discovered by |
Returning from a subscreen in the Espers menu causes the scrolling cursor to be shifted upward by eight pixels from its intended position; the patch corrects this minor defect. |
|
Applicable for Bug discovered by |
Bug description courtesy of assassin17: A lone Latimeria and a lone L.90 Magic can both pincer attack your party. That's obviously illogical. Maybe you're pincered between the single enemy and a volatile pocket of air? Almost all formations of single enemies have pincer attacks disabled in the data (or have a forced front, back, or side attack), but somehow these two slipped through. Curiously, they do have back attack disabled. Note that this bug was fixed for the European Game Boy Advance release. |
|
Applicable for Bug discovered by |
This bug requires the activation of the mosaic effect from a subscreen in which you can switch between characters. For instance, try to access SwdTech from Terra's skills menu, then quickly press L or R. After the screen fades back in, the mosaic pattern will remain, and will only dissolve once the main menu is closed, or if the mosaic effect is triggered again. The SNES versions correct this behavior to a degree, as the requirements are more restrictive, thereby requiring more precise timing. |
|
Applicable for Bug discovered by |
In the music player, the string "Magi" is not displayed as such. Rather, "h_control" takes its place, which is what the data actually contains; this patch rectifies that. |
|
Applicable for Bug discovered by |
Betting the Striker at the colosseum will result in two names appearing under the opponent if Shadow is the contender. The function whose purpose is to overwrite the name of the rival with that of Shadow fails in doing so, as it employs incorrect coordinates. Hence, regardless of the circumstances, Chupon will always be listed. The issue is resolved simply by substituting the aforementioned coordinates. |
|
Applicable for Bug discovered by |
This patch corrects a problem in the Super Famicom version where attempting to simultaneously board the airship and access the main menu will result in the corruption of map tile graphics. |
|
Applicable for Bug discovered by |
The zone covering a large portion of the peninsula directly east of Kefka's Tower has its enemy encounters set to default, thereby resulting in encounters that solely involve Leafers, which occasionally ally with Dark Winds. This patch addresses the issue by reproducing the characteristics of the zone that covers the rest of the peninsula. |