This patch aims to fix bugs and oversights found in the original game, and in addition the game script was revised a little by removing typos, using correct spaces between words and punctuation marks, replacing some poorly translated lines with those taken from the Japanese version, using full names for the planets like the other installments of the series, etc. Some windows were enlarged in order to accommodate full words for the entries, like GIVE instead of GIV, or RIGHT instead of RGHT.
The project contains the main patch and an optional one to increase the walking speed. The main one should be applied first, then, if you wish, you can enable fast walking by applying the other.
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| PHANTASY STAR II BUGFIX |
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Introduction
=============
This patch aims to fix bugs and oversights present in the original game, and in addition
I revised the game script a little by removing typos, using correct spaces between words
and punctuation marks, replacing some poorly translated lines with those taken from the
Japanese version, using full names for the planets like the other installments of the
series, etc... Besides I had to enlarge some windows in order to accommodate full words
for the entries, like GIVE instead of GIV, or RIGHT instead of RGHT.
How to apply the patches
=========================
The project comes with 2 IPS patches: one is the main patch, while the other increases the walking speed.
You need to apply the main patch first and then, if you want, you can apply the Fast Walk one if you don't like
the original pace.
Use a program such as Lunar IPS to apply them to the original game.
Bug fixes and changes
======================
v7.1
----
- Changed Laconia Dagger defense power from 22 to 7 which is the value used in the original Japanese version. (Credit to Vector 67)
v7.0
----
- In the original game, when you approach Darum, the dialogue about him pops up automatically, however due to some previous changes in this
hack, the automatic function was inadvertently disabled. With this update, it's been restored.
- The timer before the alarm goes off on Gaira was restored to its original value.
- Fixed objects disappearing on the left and top edge of the screen even if they were still onscreen.
- Fixed characters' starting position for one map transition spot in the Yellow Dam.
- Now the camera is adjusted automatically when you get on the Jet Scooter.
- Fixed characters' facing direction when you get off the Jet Scooter.
- It's no longer possible to get off the Jet Scooter inside the Dam canals.
- Now the Espers at the entrance of the mansion will move out of the way at the same time.
v6.1
----
- Changed Laconia Dagger attack power from 40 to 45 which is the value used in the original Japanese version. (Credit to Vector 67)
- The Laconia Helmet is now equipped by Rolf and Kain rather than Rudo and Hugh. (Credit to Vector 67)
v6.0
----
- The characters behind the one in the lead are programmed to have the same animation frames as the leading character; as a result they use the walking
animation even if they are standing still and the leading character is moving. This is only noticeable at the start of a map when everyone's overlapped.
The logic's been changed in that the walking animation will not be applied when not moving.
- Dead characters show up one frame and then disappear right after a new map has been loaded. Now they will no longer show up.
- Fixed missing animation frame for the missiles launched by Mechoman, Sonomech and Attmech.
- When you go inside a building or change map, the characters' animation is not updated at all, and when you're facing right, the facing direction gets
changed to left. Now the correct facing direction will be used.
- Removed functionality included in version 1.0 where the cursor would jump directly to END when pressing Start in the naming window.
- You can no longer frame advance while pressing B and C in the game pause logic.
- Fixed demo input bug which caused the Start button not to register correctly.
- Reverted HEAL WOUNDS/CURE POISON to HEAL/CURE.
- In order to get Hugh, you need to get the Recorder; however if you skip either Arima or Oputa and thus Rudo or Amy, the variable that keeps track
of the next party member to join won't be updated, so Hugh will not turn up. That means you're stuck with Rudo and Amy only for the rest of the game.
As a workaround, I made it possible for Hugh to join after visiting Zema if somehow you miss the first chance.
- NPCs are initialized with an incorrect facing direction value and their animation frame is not updated at the start of a map, meaning that every NPC
will initially face upwards and have the wrong animation frame. This normally corrects itself after they start moving.
This patch ensures that all NPC objects are initialized with a random and correct facing direction.
- Fixed truncation issue in the damage formula if the attack stat is much higher than the target's defense.
- Fixed some other character rendering issues at map transition points.
- Most of the time at the start of a new map, the battle step counter gets incremented immediately even when you haven't even taken a step. This has
been corrected.
- Sometimes a random battle happens right after closing the menu/dialogue window even if you are not moving. This has been fixed.
- Reverted the starting command to Defend for Amy, Hugh and Shir when you reload the game or when you reorganize the party.
v5.0
----
- In the original game, the paralysis recover logic uses a wrong offset which causes a bug when your characters target the second enemy group.
When a character recovers, that character will attack right afterwards and the enemy target gets set to the first group automatically.
This has been addressed so it no longer happens.
- When you finish the game, the event flags don't get reset and, as a result, when you watch the opening cutscene, the dams are shown
as already open. This has been fixed.
- When you select the STGY option in battle, the cursor option is not reset to 0 if you keep holding Down so you will automatically
select RUN even if the red cursor is on ORDR. Needless to say, it's been fixed.
- Normally when you press a directional button, your characters move automatically 16 pixels to the next tile. During this time you can still open
the menu and interact with stuff, however there are some issues that can arise: for example, when you land by pressing A too early,
the characters' position will be off and they will be on top of the Jet Scooter; or if you press the interact button too early, you end up with the
'nothing-is-here' message even if you're next to an NPC or chest. To solve these issues, now the menu and the interaction dialogues will only
open after the characters have automatically moved 16 pixels.
- During the Climatrol flooding event after Neifirst's death, you can control the Jet Scooter when the Motavia world map is shown.
This no longer happens now.
- While on the Jet Scooter, when you press the land button as soon as you collide with the ground, your characters' position will be off
by 2 pixels causing the camera values to be off as well. As a result, if you attempt to open the menu, the game will freeze.
This has been fixed as well.
- Now you can't die from eating the bad cake in Roron so that you don't end up with a ghost party.
v4.2
----
- The luck stat determines your chances of evading an enemy special attack. However there's a bug in the success rate calculation logic which causes
luck to have a very high value. This makes enemies miss very often. This bug has been fixed.
- Reverted most of the defense logic to the original version, meaning the defense flag will carry over to the next battle
if a character used defend in the previous battle, and it will be cleared when a character acts rather than at the start
of a turn. The only difference is that in this patch the defense flag is cleared when you use techs and items unlike the original.
- If Rolf dies in the battle against Neifirst, he's automatically revived afterwards to prevent a possible ghost party if Nei is the
only one alive. (For those who don't know, you can revive Nei in the second Neifirst battle if you have a Moon Dew, but she will die
again after the battle)
v4.1
----
- Toader has a skill which is supposed to lower your agility according to the battle message that pops up, however it
actually lowers your defense instead. This has been fixed so it properly affects your agility.
v4.0
----
- Fixed tile collision detection in Menobe.
v3.2
----
- Now Shinb only works against Biomonsters.
- In light of the above change, the Green Sleeves were reassigned to cast Shinb.
v3.1 Rerelease
--------------
- Restored the original walking speed, but if you don't like it, you can still enable the faster pace by
applying the Fast Walk patch.
v3.1
----
- Fixed the Shinb technique which never worked in the original game: basically it allows a
guaranteed escape from regular battles. For the sake of balance, the Green Sleeves now
cast Shift instead of Shinb.
- The defend command in battle is broken: if you defend one turn and in the next turn
you use a technique or an item, the defend flag is still active; it also remains active
after a battle and the only way to cancel is to use the attack command.
This has been addressed and now defend will work only when selecting the command and
character gets the turn, and will be turned off in the other cases, including when the next
turn begins.
- Increasing the walk speed made me notice a bug on Gaira: you know that, after you're
there for a while, the alarm goes off? Well, if you examine the control panel before
triggering the alarm, the alarm message will pop up during the walking to Central Tower
cinema in Paseo. To prevent this, I decreased the alarm trigger timer, so the message
will pop up earlier.
v3.0
----
- Now the "Push Start Button" text shows up immediately instead of waiting for a button press.
- In the original game, it's possible for a character to use Sak on themselves or Nasak when all
the other characters are dead: this produces a wrong behaviour outside of battle, that is
no characters are visible on the screen, but you can still move; in battle it is game over, but
I wanted to make sure the caster wouldn't be able to use them on themselves because I think it's
unfair. Now Sak and Nasak will not work if you try to use them on the caster (Sak) or if all the other
characters are dead (Nasak).
- Shir will no longer steal from shops when the other characters are dead to avoid ending up with a
ghost party, just like the Sak and Nasak bug above.
- Fixed inventory glitch in the Central Tower Room. Also fixed incorrect behavior when you press the
B and C buttons together on the NEXT option for the inventory, technique and equipment windows.
See the link below for details:
https://www.speedrun.com/psii/guide/r4tjj
- In the original game, the random encounter logic is skipped when you take a step and you keep opening and closing
a window every frame; this is done when pressing the A button to examine stuff or the C button when you enter and
exit the menu repeatedly. This patch makes sure that the random battle logic is run all the time.
v2.0
----
- Replaced xdelta with ips format.
- Walking speed is doubled.
- Fixed spillover issue when talking to Teim.
- Amy, Hugh and Shir now default to the "fight" command.
v1.1
----
- Changed AC SLASHR to LAC SLASHR.
- Changed SWD OF ANG to ANGERSWORD.
v1.0
----
- Fixed music crash when talking to Lutz after collecting all the Nei weapons.
- Fixed cut-off text bug when you analyze Uzo mountain.
- Fixed cut-off text bug when you analyze Climatrol.
- Fixed Laconian Dagger (LAC DAGGER) attack rate: now it's 40 instead of 4.
- Hugh can now cast Gires outside of battle.
- For some reason Sar/Gisar/Nasar, Sak/Nasak and Anti didn't have any sound associated to
them when used outside of battle. Now a sound has been included for these techniques.
- Included sound when you suffer damage from eating the cake in Roron.
- Fixed wrong text pointer when you try to re-arrange your team when Rolf is alone; now it
displays a proper, new message.
- Fixed word misplacement when you talk to Mother Brain: basically the word "destruction" that
Mother Brain uses at some point was located in a separate piece of text, and, since this same
dialogue is spoken in two different occasions, that word was used isolatedly without context.
- Fixed wrong text pointer for an old man in Paseo; he's been given a line never used in the
original game.
- Shir no longer steals on Dezolis.
- Fixed dexterity bug which truncated a value when used to calculate the attack success rate.
- There was a very small chance (like 1%) to run away from boss battles; this could cause a
problem with Army Eye because nothing happens after that. Now it's fixed, and there's a new,
unique message for boss battles when you try to escape.
- There was an unused piece of dialogue for the inventor in Kueri: it was supposed to be used
after he gave you the gum and you entered his house again. Now this "new" message is displayed.
- Expanded the following windows in order to display full words:
. USE/GIV/TOS - GIV is GIVE and TOS was replaced with DROP
. STATE/ORDER - STATUS/ORDER
. RGHT/LEFT - RIGHT/LEFT
. the library window with the 5 options: MOTHRBRAIN is now MOTHER BRAIN
. HEAL/CURE - HEAL WOUNDS/CURE POISON
- Pluralized some words in menus, and made a few changes for some other entries:
. EQP - EQUIP
. LEGS - FEET
. BAR - CLAW
. KEY TUBE - TUBE KEY
. LETTER - THREATNOTE
- Fixed instances where punctuation marks (mostly commas) were used without spaces.
- Used full names for planets and other: now you'll see Motavia, Dezolis, Palma, Algol, Alisa,
Dark Force instead of "the dark force".
- Some lines were lost or were poorly translated like Ustvestia will say the line seen only in the
Japanese version when you teach a male character the Music technique, some more generic text, etc...
- Removed instaces where the article "the" was used when referring to Mother Brain.
- Included a small feature on the window when you enter names for your characters: basically
when you press start, the cursor will move directly to the END option.
Phantasy Star II (USA, Europe) (v1.2)
CRC32 904FA047
MD5 0FA38B12CF0AB0163D865600AC731A9A
SHA-1 0711080E968490A6B8C5FAFBB9DB3E62BA597231