This is a collection of bugfix and improvement patches for the Japanese version of Final Fantasy V for the Super Famicom from Inu's Sandbox.
Release URI: http://x11.s11.xrea.com/ff5_bugfixes.zip
Last Modified on: 8 July 2010
Inu
Final Fantasy V (SFC) correction patch set
Introduction
--------
ff5_bugfixes - Final Fantasy V (SFC) correction patch set is a patch file (IPS format) that corrects / improves various bugs and defects of SFC version Final Fantasy V (FF 5). Please apply patch file to ROM image file without header.
Use, modification, and redistribution of ff5_bugfixes are free, but shall be provided "as is" (AS IS). There is no warranty.
Contents
----
This archive contains the following files:
asm /
This directory contains the source code.
base /
This directory contains patch files for using extended functions.
bugfix /
This directory contains patch files for bug / defect fixes.
improve /
This directory contains a patch file for function improvement.
uninstall /
This directory contains files to restore the state before applying each patch file.
updates /
This directory contains patch files for incremental updates.
BUG-LIST.txt
It is a reference material showing bugs fixed by FF 5 (PS) and FF 5 A (GBA) and functions implemented.
CHANGES.txt
The past changes are written.
NEWS.txt
The notes on updating etc are written.
README.txt
This is the file.
Commentary
----
The following is a description of each patch file.
* Dependencies indicate files that need to be applied before applying each patch file. If you update a dependency file, you also need to reapply the dependent files. If you want to undo changes using the files contained in the uninstall directory, apply them in reverse order.
* Conflict indicates files that can not be applied at the same time.
* Note that supplemental information is written in the Note.
ff5_core - *. ips
Update the system:
- I made it possible to specify for the 8th monster
- Change the process of setting monster name / parameter:
o I made it work properly even if the upper bits of each monster number are different
o Monster number 0xFF is always treated as 0x00FF
- Stoker handling has been made available for less than 4 monster parties
- It was possible to specify whether to display the message after magic use by the enemy or the attacker of the friend side (* 1)
- Make it possible to set the maximum MP of the monster from the value of the monster data instead of 9999 fixed (* 2)
- Fixed effect processing:
o Adopted to invalidate all effect patterns after effect processing (countermeasure of white hole bug)
o Fixed a bug that Reflex effects are not displayed with item · special technique
- Up to 9 characters for character code 0x11 (item name)
- Up to 6 letters of character code 0x12 (magic name) corresponded
- Fix incorrect process of determining character that can act first
- Fixed a bug that enemy monster raises ability value of wrong character when singing song whose ability value rises
- Corrected to correctly check the value of the upper byte in the branch of the monster party
- Fixed a bug in which the first message is not displayed when the library is reflected by reflex
- Fixed a bug that overflows during damage recovery MP recovery
- Fixed a problem that there is an error in calculation formula for treasure box recovery rate
- Fix to reset gill consumed during battle on return
- Fix to initialize the position of alternate battle at the start of battle
- Fixed bug that maximum HP does not rise when level up in battle using giant's medicine
- Program optimization
Note 1: You can specify $ D129E0 to $ D129EF whether to display when an ally attacks, or $ D129F0 to $ D129FF whether or not to display on enemy attacks.
Note 2: This function can be disabled with $ C23FE8: 90 -> 80. For compatibility, the lower limit of the maximum MP of the monster is set to 9999.
ff5_ext - *. ips
It is a summary of common parts and free space of programs necessary for correction. This is necessary to apply the following patch file:
- ff5_condemned.ips
- ff5_item_evade.ips
- ff5_item_weight.ips
- ff5_mimic_blank.ips
- ff5_mimic_weapon.ips
- ff5_powerdrink.ips
- ff5_reapply_item_element.ips
- ff5_reapply_item_state.ips
- ff5_swdslap.ips
ff5_ability_menu.ips
Even if you do not remember any abilities like FF 5 A, I will allow you to set the ability of impersonation. This is smarter than FF 5 A, and if you change to a job other than impersonation check whether you remember the abilities.
ff5_dash_ps.ips
ff5_dash_gba.ips
Change the specification of B dash in the same way as PS or GBA version.
ff5_fast_nothing.ips
We will speed up the processing of monster 's "do nothing" behavior.
Note: It corresponds to not doing anything (0xAA), no damage damaging (0xAC), changing monster appearance state (0xEE).
Dependency:
ff5_core.ips
ff5_item_menu.ips
In places where tents / cottages and telephones can not be used, like FF 5 A, they are displayed in gray.
ff5_kiss_of_blessing.ips
Change the effect of the blessing kiss so that it does not affect specific monsters. This means that the effects on "04: Silence, 08: Berserk, 10: Confusion, 20: Paralysis, 40: Sleep" out of "State Change 2" due to the blessing Kiss effect do not affect specific monsters change. This fix applies only to monsters that set bit 6 (0x40) of 26th byte of monster data after applying this patch file.
Various parameters of the monster (after application)
25: Various flags
* bit 0 - 2: (not used)
* bit 3: Resistance of "Capture"
* bit 4: Resistance of 'Ayatsuru'
* bit 5: (ff 5 _ lv 5 _ death.ips used: level 5 durability of the death)
* bit 6: Resistance of "blessing kiss"
* bit 7: The HP display in the library becomes "????"
ff5_lv5_death.ips
Change Level 5 Death so that you do not hit a particular monster. This fix applies only to monsters that set bit 5 (0x20) of the 26th byte of monster data after applying this patch file.
Various parameters of the monster (after application)
25: Various flags
* bit 0 - 2: (not used)
* bit 3: Resistance of "Capture"
* bit 4: Resistance of 'Ayatsuru'
* bit 5: Resistance of "Level 5 Death"
* bit 6: (use ff5_kiss_of_blessing.ips: tolerance of blessing kiss)
* bit 7: The HP display in the library becomes "????"
ff5_player_name.ips
As in FF 5 A, let's be able to specify the default name in the scene of determining the main character's name. The default names are stored in $ D15500 to $ D15505 (defaults to $ 20, $ BC, $ 82, $ FF, $ FF, $ FF: bats).
ff5_sort.ips
We will improve the algorithm to "seize" the item column. This sorts the item columns in order of type. The order of types can be specified with $ C2E096 (hereafter, default setting).
org $ C2E096
db $ FD; normal items (0xE0 to 0xFF)
db $ E7; knife
db $ E3; sword
db $ E8; Spear
db $ E9; ax
db $ EA; sword
db $ EB; Rod
db $ EC;
db $ ED; bow and arrow
db $ EE; harp
db $ EF;
db $ F0; bell
db $ FF; Blank: Twin Lancer, Sensor, Purpose,
; Blue, soot, rising sun
db $ F1; shield
db $ F2; helmet
db $ F3; Armor
db $ F4; Accessories
db $ 00; (eof)
ff5_atomos_wormhole.ips
Atmos
File: Final Fantasy V (Japan).sfc
Length: 2097152 Bytes (16 Mbit)
CRC32: C1BC267D
MD5: D69B2115 E17D1CF2 CB3590D3 F75FEBB9
SHA1: E937B54F FF99838E 2E853697 E4F55935 9AA91FD6