Final Fantasy Hacktics

Projects => Completed Mods => Journey of the Five Ch.1 => Topic started by: 3lric on March 25, 2013, 08:11:54 pm

Title: Bug Reports
Post by: 3lric on March 25, 2013, 08:11:54 pm
All Bugs should be listed here, the OP will be updated with current known bugs,
and will be crossed out when they are confirmed fixed.

Hopefully there aren't too many since we did bug test the hell out of this.

Also, please accompany your bug report with a screenshot
of the error if you can capture one of it, and please make your description of the
error as specific as possible.

As Elric said did a lot of bugtesting across many different emulators for this release,
so if you find a bug chances are we will need to know your emulator, as much info
as you can on how to recreate it, and a screenshot to give it context just to be able
to find the damn thing.
- Raven

Known Bugs:

None!
Title: Re: Bug Reports
Post by: Jumza on March 29, 2013, 06:32:20 pm
Links Whirlwind Blade ability has a description stating that it has an effect of 2, however it appears to be 1.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 29, 2013, 07:05:36 pm
An effect of 2 in-game is classed as being a cross-area.  Whirlwind Blade is a cross-area.  You're mixing up the way that FFT notes AoE effects and how people tend to write them in things like Arena.

My descriptions are formed to be congruent to the notation used by Vanilla FFT, and as far as that is concerned:

Effect 1 = single target
Effect 2 = cross-target

Etc.
Title: Re: Bug Reports
Post by: Jumza on March 29, 2013, 07:23:57 pm
Oh ok, I guess I'm used to reading FFTPatcher settings, thanks!

Mmk error in the text this time,
I sincerely hope this description isn't accurate, I don't think I'm comfortable as classifying enemies as half-vegetables just because they look old. (:lol:)
If the image goes down for some reason, (which it often does for me), the description for beastmaster (Babus' Job) says that he is "Half-beats" instead of half beast.
(http://s22.postimg.org/ddznzahu9/Untitled.png)
Title: Re: Bug Reports
Post by: 3lric on March 29, 2013, 07:41:04 pm
hahahahahaha!
Goddammit Raven.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 29, 2013, 07:51:04 pm
BUT I LUUUURVE BEATS.
Title: Re: Bug Reports
Post by: Celdia on March 29, 2013, 08:39:57 pm
I've got some reports that are pretty much all text/grammar things; either consistency in form or things that felt wrong when I read them.


Move help text uses 'Gear' where Jump and Speed use 'Items'. Attack Scores help text also uses 'Gear'.

On reflection, the way the Jump and Speed help text seems odd in general.

Evasion help texts alternate between of/with from Class/Shield/Accessory. I suppose either works but again it makes my consistency nerve itch.

Hi-Ether skill help text inconsistent. Has spaces after the colons. I didn't see these spaces on any other item skill text.

Journal Entry 3, first sentence, page 2. "right in plain site".  Incorrect use of "site". Should be "sight".

Letter from Orlandu: "shaln't" isn't a word unless you're using a different dictionary than I am. Proper form is "shan't".

Letter from Olan: "saw you both pass.." If that's the end of the sentence you have one too many periods. If it is supposed to be an ellipsis then there are one too few. Third page, not sure why Delita's has the  's  on it.  Also third page, "I'll make sure its shown" that "its" should be "it's".

Journal Entry 8: 2nd page, last sentence, the second 'though' after the ellipsis feels awkward/excessive because of the 'though' not 4 words before it.

Protect and Shell status help text: Both list as reducing damage to .66%  That's less than 1%. I don't think you need the  .  there.


I think that's everything so far. Haven't noticed anything mechanically malfunctioning. Just the text stuff. Jumza already noted the BEATS above.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 29, 2013, 09:38:22 pm
Quote from: Celdia on March 29, 2013, 08:39:57 pmMove help text uses 'Gear' where Jump and Speed use 'Items'. Attack Scores help text also uses 'Gear'.

On reflection, the way the Jump and Speed help text seems odd in general.


I need screenshots of this because I'm not seeing this error in my .FFTTEXT file.

All other reported text/etc errors will be fixed in whenever we do the first bugfix release.
Title: Re: Bug Reports
Post by: Celdia on March 29, 2013, 09:46:52 pm
As you wish.

(http://img845.imageshack.us/img845/6836/itemgeardifference.png)
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 29, 2013, 10:08:41 pm
Found and fixed, finally.
Title: Re: Bug Reports
Post by: Jumza on March 30, 2013, 01:53:24 pm
I have 3 Hi-Potions... But what do they do?
(http://s22.postimg.org/ho7rd180x/Untitled3.png)
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 30, 2013, 02:00:59 pm
Strange, not only do I remember this being reported back during beta testing, I remember fixing it.  Maybe I forgot to press Save. :v

This might happen with a couple other Items too, but they function in-game fine.  It'll be fixed in the 1.01 release.
Title: Re: Bug Reports
Post by: Jumza on March 30, 2013, 05:33:58 pm
(http://s12.postimg.org/sxbtaq1od/Untitled5.png)

After defeating Tesnya (FINALLY took me all day >.<), everyone on my team that was dead quickly stood up before "congratulations" appeared, and then I recieved my rewards etc... then the scene changed to this, with Agrias and everyone else walking on the spot. Then as you can see a bunch of text boxes appear above Agrias' head with Ramza portrait, but they're names are Rad, Alicia (or lavian I forget) Alma and sephiroth, then an effect goes off but the camera flies off the map first, then back on. This happens several times, as more text appears then the scene changes and I'm prompted to save.
Also the Tutorial music was playing.

What just happened?

I have a save before the battle, and Save State at the very end (just one guy left with 7 or 5 hp, because I wanted to see if Cloud or Ramza could learn any skills from Tesnya's crystal) if someone want's to check if it's just my emulator or something.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 30, 2013, 05:58:40 pm
...Goddamnit, I know exactly what happened.

A certain somebody fixed another error then gave me a new TEST.EVT that didn't contain the fix for an error I had to fix myself because he forgot to add it to his.  Give me... 5 minutes.

EDIT: Fixed.  You can load a state from directly before killing Tesnya or a Save File from before the battle and defeat him to see the proper cutscene now, so please download v1.1.  v1.1 also fixes all reported text errors.
Title: Re: Bug Reports
Post by: Jumza on March 30, 2013, 10:09:13 pm
I do believe that there is something wrong with the Asura weapon.
It appears to be a fire elemental weapon because when you strike with it a red cloud appears like it does with all fire elemental weapons.
It gives Oil as well.

The fact that it gives Oil is not in the description, and even though it looks like a fire elemental weapon, it does not do extra damage or remove oil from an oiled target.

EDIT: Also, when a unit is oiled and has a movement ability, at the end of a move the game pauses like its showing a jp-move up action, but no text appears. Even if you have JP-move up on. (I am un-sure whether or not this stops it from working). Even with no movement skill, the game still makes that pause after you finish moving.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 30, 2013, 10:13:57 pm
That's... strange?  The description is definitely a typo and is now fixed.

I've never had an issue with the Asura not operating like a Fire weapon though.  What skill are you using it with? 

EDIT: And yes, that's a normal property of Oil now.  It suppresses trigger skills.
Title: Re: Bug Reports
Post by: Jumza on March 30, 2013, 10:21:11 pm
Skill? Attack. It's weird though because I have it on Dante, and when I use round trip it adds an extra 30 or so damage to the attack, even if it's not from behind. Makes it seem like the skill is activating the fire part of it.

Thats cool about oil though. I like how you've extra effects to make status' more detrimental to the target, like poison getting rid of MP as well as HP.

EDIT: Odd, Dante hit a bomb with the Asura and it healed it, so the element is definitely working. It's just not removing oil (could it be removing it, and then re-applying it without showing?)
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 30, 2013, 10:36:22 pm
Using Attack Command on a Squire at Bariaus Hill with Dante, Asura, and Oil on target.  I get 63 damage and my base damage is 32.  Using pSXfin 1.13.

What enemy were you trying to hit and on what Emulator?  I can't recreate this at all.
Title: Re: Bug Reports
Post by: Jumza on March 30, 2013, 10:39:04 pm
I edited my above post, I think the damage is probably going up. But it's not removing oil, see my theory above.
I use ePSXe 1.7.0
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 30, 2013, 10:45:05 pm
It's possible it's re-proc'ing Oil.  Let me see if I have an ePSXe to test on.
Title: Re: Bug Reports
Post by: MiKeMiTchi on March 30, 2013, 10:50:08 pm
I actually like it that way. That makes Asura a not so game-breaking weapon when given to Dante because of his low MP pool to begin with, if that's the case.
Title: Re: Bug Reports
Post by: Jumza on March 30, 2013, 10:52:30 pm
Also try it on a skeleton. They're weakness to fire may also have something to do with it. (and i was hitting a skeleton originally)

EDIT: Ok, now I am 100% sure thats why it isn't working. I think the game is applying the innate fire weakness of the undead, and not bothering to factor oil into it, because it removes oil on other targets, but not skeletons.

Damn you posted seconds before I edited my post XD. Oh well, glad I understand now.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 30, 2013, 10:58:43 pm
ePSXe 1.70, Dante, Asura, Oil proc on a Chemist, still yielded double damage.

I still can't replicate your problem.  Again, what enemy were you attacking?

NOT REALLY AN EDIT:

Yes, that'll do it, Jumza.   Oil won't give you double damage to a unit you already deal double damage to because it's coded to go through the Element Weakness routine.   It's not how I'd like it to be but it works.
Title: Re: Bug Reports
Post by: Jumza on April 01, 2013, 01:01:04 am
Sweegy Woods, the pre-battle event Leesha is not present when you get surrounded but she is when the battle starts, I think she should enter in the scene on Snake's right (your left). I know that technically that Cloud and Dante aren't in that scene either but you can still battle with them, it just kinda bugs me that Leesha isn't there :/.
Something to consider changing anyway.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 01, 2013, 01:36:16 am
Your grievance has been noted for the future if/when we ever revisit Chapter 1's events for anything other than bug fixes, though I wouldn't expect something any time soon.  :v
Title: Re: Bug Reports
Post by: Jumza on April 01, 2013, 03:11:54 am
Description typo here.
(http://s22.postimg.org/hvobksidd/Untitled6.png)

Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 01, 2013, 03:13:31 am
I already found and fixed that when I fixed the description on the Asura but forgot to note it in the OP.  Thanks, though.  :v
Title: Re: Bug Reports
Post by: Jumza on April 01, 2013, 03:41:36 am
Event typo (oops forgot to put that last one is spoilers! I'll do it this time.)
(http://s14.postimg.org/r8zwaivep/Untitled7.png) I think it's supposed to be relive, not relieve.


I think I got another one,
(http://s24.postimg.org/kwc23xvrp/Untitled8.png)Just because she's on a wall doesn't mean she has to fight it. Should be "all" I think.


Dang, I am on a roll with these things.
(http://s24.postimg.org/c48vlhes5/Untitled9.png) Even I don't know what she's trying to say... Maybe "when you're gone"?


In Zigolis Swamp, the rain and wind sounds persists into the formation screen.
Title: Re: Bug Reports
Post by: Pride on April 01, 2013, 04:38:52 am
After meeting Agrias in Dorter, I assumed she would have a brave story entry but... she did not. Not sure if its a bug or if it was intended.

During a random battle, ramza's profile during a spell quote was an enemies. I havent seen the bug again, playing on psxfin.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 01, 2013, 04:49:33 am
Quote from: Pride on April 01, 2013, 04:38:52 am
During a random battle, ramza's profile during a spell quote was an enemies. I havent seen the bug again, playing on psxfin.


You mention this like I have some clue as to what's going on there or how to fix it.  :u

That's just fucking weird, man.  Take some screenshots if it ever happens again, knowing what skill it's on would help, as would seeing the situation it happens in.
Title: Re: Bug Reports
Post by: Pride on April 01, 2013, 04:58:58 am
Ive seen errors like this before... not sure of the cause. I was mentioning it just in case others start seeing it too. It was one of Ramza's base set skills either wish, or encourage.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 01, 2013, 05:17:14 am
If you've seen those kind of errors before, I can only assume you mean in other mods which means it's probably an emulation error of some kind.  I see no reason for that to happen otherwise honestly.
Title: Re: Bug Reports
Post by: Xifanie on April 01, 2013, 09:31:51 am
I've seen this bug only occur in mods, never in vanilla.
Title: Re: Bug Reports
Post by: Jumza on April 01, 2013, 11:31:41 am
Got another one,
(http://s4.postimg.org/l8tkvuw59/Untitled_A.png) It says they have damage split, but they actually have PA Save


This is a graphical one,
I didn't actually manage to snap a screenie of it, but in deleted scene 2 (sephiroth) a battle condition shows telling the player to defeat Adramelak. I would either change it to the sephiroth one, or remove the condition showing from the event entirely.


Typo
(http://s14.postimg.org/uevkl911d/Untitled_B.png) I think it should be we've, not weve.


This one is a spoiler within the game itself
(http://s24.postimg.org/y316ipc0l/Untitled_C.png) This appeared before I hit Goug, after watching the 3 deleted scenes. I have yet to battle Ganondorf.


Uh?
(http://s16.postimg.org/wa78hz6hx/Untitled_D.png) I see you've added another difficulty factory to this battle known as "how far can I fucking move?" XD. Seriously though, this is an error within the map files itself, and I think can be fixed (Idk if it'd be easy or not) and can be fixed with Ganesha. You guys probably know this is here, and because all of the ranges for everything (move, abilities etc) are readily availible it's not that bad.
This was probably pointless to bring up, but I'll just leave it here because it should be listed in known bugs.


Walking on the spot during epic moments
(http://s22.postimg.org/v1nt5ob29/Untitled_E.png) I think there is a timing issue somewhere in the event because Ramza is walking on the spot here, unlike everyone else.


Ability incorrect-animation
I didn't get a pic of it, but Ganondorfs Warlock Punch's animation is him hitting you with a sword, you should change that to him punching you.


Accuracy Issue
Once again, no pictures (it's because I have to press fn as well as print screen, and I usually end up mashing the buttons next to them >.<) but Ganondorfs Energy Barrage is not 100% accurate. When he targets a character, like Ramza it will show up as hitting for 100% chance, however Ramza can still guard the attack. (this is just what happened to me) And every other member can guard it as well.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 01, 2013, 03:28:20 pm
The "Defeat Aldramelk" is intentional because those are scrapped events that were left in whatever form they were last in before we stopped using them.  There's a reason they suck, have terrible and badly formatted scripts, etc.  Nothing in any Deleted Scene is a bug.

Besriodio's House is not a bug, it's a feature, your characters are sick and having a harder time fighting so your range previews don't work anymore.  Did you not read the text at the start of the fight mister. :u

Otherwise the ability descriptions and battle animations are fixed.

Script and Event issues will be fixed later today when I go through them with Elric once he gets home.

That last error is just weird and I need to go yell at Choto.
Title: Re: Bug Reports
Post by: Jumza on April 01, 2013, 04:18:11 pm
Well all those errors in the deleted scenes were funny.

I do read the text before the battles! How else would I catch all these errors? (Although, as you've pointed out half of them were intentional) It's not like they said "I can't see where I can move because of *spoilers* evil power!" (although that would have been pretty lolzy)

Also another Leesha-like thing that's bugging me.
When you go outside of Besrodios house to confront Ganondorf again, CLOUD IS MISSING! This is a pretty epic battle, and I don't think he would miss it :/
Title: Re: Bug Reports
Post by: Xifanie on April 01, 2013, 10:37:33 pm
Assassinate gains 3 extra range under AI control regardless of the weapon equipped? And bugs camera zoom
Trick shot makes the camera zoom to 200% or something, and you have to fix it manually
Araguay woods camera for the battle doesn't seem to be set at 100% zoom
Finishing Touch is TRASH! 5-7% chance to hit, not even worth trying
Title: Re: Bug Reports
Post by: Celdia on April 03, 2013, 12:40:30 am
Feel free to delete this post if it's covered above but I'm avoiding reading the spoiler tags.
Not sure if this counts as a bug since it isn't something that fails to function, but Cloud's "Cntr Deathblow" Reaction both requires you to have and consumes 26 MP on use. Really just looking for some kind of note to be added to the skill description about this. Obviously I don't need it but other people might wonder why the reaction isn't triggering and they might not have the know-how to troubleshoot the reason.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 03, 2013, 12:50:04 am
I updated the description to include the MP Cost.
Title: Re: Bug Reports
Post by: Celdia on April 03, 2013, 02:29:26 am
A couple things I ran into on my way to Dorter.
Everything I picked up this time is under Brave Story/People.
Tensya: Typo, unsavory spelled unsavvory.
[Immediately upon completing the Dorter events and getting Agrias] Alma: Her text here now says she's been kidnapped by Romar. I'm pretty sure I didn't miss an event on my way here...
Daravon: Just a nitpick, but I don't think the very last comma in his entry is needed.


Quickedit:
Also, after returning to Lionel, the text for Alma is back to normal and King Delita's entry has Seymour spelled incorrectly as 'Seymore'
Title: Re: Bug Reports
Post by: Xifanie on April 03, 2013, 12:39:05 pm
Bart's brave story info isn't updated after his death
Tesnya/Romar still have their age displayed after their death
Alma's bravestory not updated after she's been rescued from Romar
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 04, 2013, 01:57:26 am
All reported bugs should now be fixed.
Title: Re: Bug Reports
Post by: Durbs on April 04, 2013, 04:38:48 pm
Not sure if this could be considered a 'bug', but why is he in here?

(http://img7.imageshack.us/img7/1762/jotfbugtestimage8.png)
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 04, 2013, 04:49:13 pm
Daravon opens automatically when you click Tutorial.   
Title: Re: Bug Reports
Post by: Durbs on April 04, 2013, 05:15:41 pm
Quote from: RavenOfRazgriz on April 04, 2013, 04:49:13 pm
Daravon opens automatically when you click Tutorial.


Mkay. Makes sense.
Title: Re: Bug Reports
Post by: Adramelk on April 04, 2013, 11:13:10 pm
Wow, I played the version 1.0 and there was a HUGE bug-jump from Tesnya's Fight to the first fight against Ganondorf (direct)... I realized now that I played the v3.0 :( that resolves the mistery of why Link had a stone and why everyone said that agrias can be seen in the shop.  :mrgreen:

Edit1: I also missed: scenes of golgorand, delita's castle, the return to the castle and the death of bartholume, also the oportunity of buy new equipment

Wow... now I can go to warjilis?? how much of the chapter did I miss because of the bug ? :O

Edit2: Now I have to go to thieves fort?? wow, I feel very bad for losing like a half of the chapter because of this problem, but I feel good because I defeated the final boss with a low-level team and the first equipment, and Agrias just like a level 7 guest
This patch is a lot better than I thought in a begining lol
Title: Re: Bug Reports
Post by: Zaane on April 05, 2013, 02:01:48 pm
during the Gannondorf battle when the arrow hits and kills him he says some stuff then the screen pans towards the sky...and then nothing...it just stays there like that. was playing on the emulator PSXfin
I would include the save state if I could but I'm not entirly sure how.

Edit: ok I tried to include the save state but I probably did it wrong.... I'm not good at stuff like this.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 05, 2013, 02:35:15 pm
It should be in psxfin -> saves -> quicksave_jotf_whatever

That crash is weird because it's only ever been reported twice and it's not something we can replicate.  (I test this patch on psxfin 1.13 myself and don't get it, for example.)  If you can post the quicksave it'd make experimenting with it easier, but we'd need it to actually happen on our end in the first place to debug it.


And Adramelk, yes, you missed over half the patch by continuing on that bugged ISO.  Have fun. :v
Title: Re: Bug Reports
Post by: Zaane on April 07, 2013, 06:42:17 am
oh yes i forgot to mention i got this in the little black box in the background while playing on PSXfin (V1.13)
when the error occured.

cuebin: read sector out of range (234992, max =234991)
cuebin: read sector out of range (235024, max =234991)
cuebin: read sector out of range (235056, max =234991)
cuebin: read sector out of range (235088, max =234991)
cuebin: read sector out of range (235120, max =234991)
cuebin: read sector out of range (235152, max =234991)
cuebin: read sector out of range (235184, max =234991)
cuebin: read sector out of range (235216, max =234991)
cuebin: read sector out of range (235248, max =234991)
cuebin: read sector out of range (235280, max =234991)
cuebin: read sector out of range (235312, max =234991)
cuebin: read sector out of range (235344, max =234991)
cuebin: read sector out of range (235376, max =234991)
cuebin: read sector out of range (235408, max =234991)
cuebin: read sector out of range (235440, max =234991)

not really sure what it means or if its important but thought I'd include it in case it is.
Edit: that fixed the problem perfectly Thanks a million :)
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 08, 2013, 02:31:04 am
Zaane, please download v1.4.  We think we found the problem and this .PPF should fix your issue.
Title: Re: Bug Reports
Post by: gil on April 08, 2013, 10:16:02 am
Just two things. One is just the sprite of the Toughskin when using Damage Split... The poor turtle got divided... (pun intended?  :D).

The other is a squire in a random that charged Cloud, got knockedback and then still hit him.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 08, 2013, 01:48:31 pm
Bugs like that with Charge, Knockback, and the AI have existed since Vanilla, sadly.
Title: Re: Bug Reports
Post by: Zaane on April 09, 2013, 11:02:30 am
these are of the same unit not really sure whats up here....but this unit was recruited from Zerekile Falls in a random? battle....at first i thought it was a unique unit cause its clothes were white and werent the normal ranger clothes sadly I didnt get a picture of that. anyway this unit appeared as a guest in that battle and joined me afterwards. when i went to look at her stats...well..this lol

Edit: Also whenever I put armor on her, her hp does not increase it just stays the same.
Title: Re: Bug Reports
Post by: Adramelk on April 09, 2013, 12:37:01 pm
I have the same problem that zaane... But In Battle, the new member of the group has a lot of skills  :shock:
Title: Re: Bug Reports
Post by: 3lric on April 09, 2013, 01:11:48 pm
Well... That's a new one... Raven must've derped on the random
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 09, 2013, 04:57:33 pm
Enjoy your Job Level 0 Monster Female Ranger that can't properly use equipment.

It's fixed for whenever the next release will be.  That entire ENTD was a bit messed up.  It's supposed to be a fight against 4-6 monsters with a friendly Female Ranger that will randomly offer to join your party afterward but a lot of the flags on the monsters and Ranger were not set quite right.  I remember doing this one right before passing out for the night I worked on it on so it's not surprising.
Title: Re: Bug Reports
Post by: fin7710 on April 09, 2013, 10:21:06 pm
In the cutscene after the battle at Thieves Fort, the dialogue from the fight intro is repeated.  The game seems to continue on fine, but the scene makes no sense.   I'm using v1.3 and ePSXe.  Gonna try 1.4 and see if it fixes this.  Anyone else see this issue?  I can supply pictures if needed.

EDIT: No, using v1.4 didn't fix it.  I used a save state to load back to the battle though.  I'll try loading from my memory card tomorrow and see if that fixes it.
Title: Re: Bug Reports
Post by: Argy on April 10, 2013, 02:29:39 am
This also happened to me as well using JoT5 1.4 on espsxe 1.8 for Android. Whatever fixes that are normally made also apply to this emulator as well.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 10, 2013, 03:50:13 am
Just confirmed that this (somehow) happens on my ISO as well.  Either this went unreported this entire time or someone good fixing a different error.

I'll make sure it's fixed for a release tomorrow.  Apologies everyone, that really shouldn't have happened.  That's just embarrassing on our part.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 10, 2013, 07:33:26 pm
v1.5 is released, it fixes this and a couple smaller errors and renames Link's Song list slightly to make a bit more sense.
Title: Re: Bug Reports
Post by: fin7710 on April 10, 2013, 07:46:05 pm
Awesome.  Thanks for the quick turn around.
Title: Re: Bug Reports
Post by: The Damned on April 11, 2013, 03:04:10 am
(I figure I might as well post this particular bug now instead of leaving it with the others I'll post up this weekend, just because this one will probably take a [lot] longer to address.)

So, about a few hours ago while screwing around getting ready to record at least the Araguay Woods Story Battle, I went back to Bariaus Hill from the North in a little attempt at revenge and discovered there's actually another story battle there that's actually doable (since I don't have to deal with negative status I still can't cure at all right now). Anyway, during that more massive yet far fairer battle, I noticed something...interesting with regards to Bombs and Ice Arrow, which I was beginning to regret buying.

For whatever reason, Ice Arrow is capable of basically OHKO'ing Bombs that already have more than 120 HP at this point. It's hitting them for 127 damage, which between the weakness of Bow Gun leading to 24 damage on average, which Ice Arrow doesn't increase, and the fact they're supposed to halve Ice, not be weak to it, makes no sense. It makes even less sense since factoring in good compat.--the best monsters can have--even if it was/is 25% still and the possibility of Ice Arrow accidentally being Water element instead of Ice, I should at most have done 60 damage, not more than twice that. I don't think the latter is even applicable though, since I vaguely remember using it on an Illithid (or at least targeting it to see what might happen) and it wasn't absorbed by them, which means it isn't Water (unless their element stuff is acting up).

I'll screw around with Ice Arrow more than I planned now as well as probably the other arrows, which I have yet to buy but was going to anyway, but...yeah. I have no idea why it would be doing that.


Yeah...good luck with figuring that out. I'd be "fascinated"--for lack of a better sincere word--to know why.

Oh, and it should be noted that this is in 1.3 since I still haven't updated to 1.5, though I can't imagine that would fix this if you didn't notice it while fixing the other issues.

Icy EDIT: Something just occurred to me.

I just reminded at that doomed battle at Zirekile Falls West against 3 Flying Eyes and 3 Illithids, with there being 1 for all three classes of both families, that when I targeted the Ahriman with Ice Arrow, it did relatively little damage, like 20~. This despite the Flying Eyes family (still) being weak to Ice. As above, even with Bad Compat. that wouldn't have accounted for such low damage, so...yeah.
Title: Re: Bug Reports
Post by: Zaane on April 11, 2013, 10:49:12 am
this may or may not be related but when I shot the final boss with Holy arrow the damage was always exactly 127 damage
Title: Re: Bug Reports
Post by: Jumza on April 11, 2013, 12:11:41 pm
@ Zaane: Have you ever played a LoZ game? I haven't but it was pointed out to me that that move pretty much does the same thing to him in those games as well :P
Title: Re: Bug Reports
Post by: 3lric on April 11, 2013, 01:53:58 pm
Correct. This was entirly intentional.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 11, 2013, 02:03:54 pm
Not sure why your Ice Arrow's herping its derp, though, The Damned.

I'll have Chotokukyan take a look at things later today when he's around to see if he can recreate your issues and find the problem.
Title: Re: Bug Reports
Post by: Choto on April 11, 2013, 03:31:32 pm
Raven, can you fix me save right before a battle with a bomb and a link with ice arrow? I get home late tonight but I'll see if I can fix it before I crash
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 11, 2013, 03:43:28 pm
Pride's already looking into it for me Chotoman, you can rest easy until you get home tonight and if it's not already fixed I'll give you whatever progress we've got.
Title: Re: Bug Reports
Post by: Pride on April 11, 2013, 06:10:08 pm
I got your back chotoman, it is done.
Title: Re: Bug Reports
Post by: 3lric on April 11, 2013, 06:56:19 pm
I'm gonna jump on the bandwagon and say it's about time we get a damn "Like" button.
Title: Re: Bug Reports
Post by: Choto on April 11, 2013, 07:21:03 pm
DOOOOOOOHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH You da man pride
Title: Re: Bug Reports
Post by: Zaane on April 16, 2013, 05:06:06 pm
not really sure if this is a bug or not but ''blue magic'' does not always teach you a move when a monster hits you with it. is this working as intended? for instance one ahriman hits me with circle...nothing then another hits me with it and it offers to learn it. Multiple ''zombies'' of multiple colors have used ''Soul taker'' on me and a majority of the time it does not offer to learn it but maybe 20%? of the time. Then theres the bombs blow up move which I don't know if its learnable or not I have NEVER been able to learn xD even forced a group of 5 bombs to each use blowup on my blue mage (took a some time and a lot of poison) the blue mage survived it all and no learns :(
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 16, 2013, 05:30:40 pm
Blue Magic has a 50% Learn Rate.

You cannot Learn Blue Magic if you become afflicted with Oil, Sleep, Paralyze, Confusion, Charm, Petrify, Dead (or are just killed by the move) or some other debilitating effect that would prevent you from Reacting to the attack that hit you.  This means some Blue Magic requires status protection to actually Learn and as such can't be learned in Chapter 1 despite the skill being on enemy monsters since it inflicts a status you can't defend against yet.
Title: Re: Bug Reports
Post by: sdw7sm on April 23, 2013, 01:23:21 am
As the images I attached show, it seems that the Mime class is calling the image of the classes after it for its portrait, which are monster classes. I admit, I did mess with FFTastic to unlock the classes for these characters so I could see what all of the classes looked like, but I don't think that is what is causing the problem.


I have downloaded these pictures for my team to review, I'm also removing them cuz they are spoilers, and you had them as attachments -Elric
Title: Re: Bug Reports
Post by: sdw7sm on April 23, 2013, 01:29:25 am
Quote from: sdw7sm on April 23, 2013, 01:23:21 am
As the images I attached show, it seems that the Mime class is calling the image of the classes after it for its portrait, which are monster classes. I admit, I did mess with FFTastic to unlock the classes for these characters so I could see what all of the classes looked like, but I don't think that is what is causing the problem.


I have downloaded these pictures for my team to review, I'm also removing them cuz they are spoilers, and you had them as attachments -Elric


That is fine. I would have hidden them in the spoiler box if I knew how.
Title: Re: Bug Reports
Post by: The Damned on April 23, 2013, 02:47:05 am
(Belated thanks to Pride for quickly fixing that issue, though I am still intrigued as to why that is happening. Also, I still object to the addition of a "Like" button ever. Some of us would like to able to escape Facebook & social networks in some capacity.)

Anyway, getting ready to record a few things again before I finally post up the first batch of videos on Youtube, I also remembered to check something. As I suspected from noticing it about a week ago, it would seem that Oil blocks Move-Get Jp (and probably Move-Get Exp/other things.)

It's not really a huge issue, but I'm not entirely sure if this is intentional like how Immobilize both blocking and canceling Defending is probably intentional.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 23, 2013, 03:31:58 am
That is an intended function of Oil.

Oil will suppress Reactions, Move-HP/MP/EXP/JP UP, cancel Charging/Performing/Defending along with several positive statuses when applied, double Fire Damage for a single hit, make you unable to learn [REDACTED], and several other minor things.

Basically, it's a bitch.  Many statuses operate differently than they did in Vanilla and all those changes are indeed intentional.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 23, 2013, 08:47:24 pm
v1.9 was released a few hours ago for anyone who somehow missed it.  It fixes the issue sdw7sm mentions, the bow damage ability bug where abilities with weapon strike + animation + bow will display damage twice, fixes an error where units with below 10 Brave or over 94 Faith (Or whatever the binding values were) would leave your party, a feature from Vanilla that's supposed to no longer exist in Jot5, and tweaks a couple random battles and the War Trophies of several story missions to help smooth out the rough spots in the difficulty curve once you break out to the World Map.  It also makes Araguay Woods a bit more challenging (and have a much better reward), because many people have commented that fight was too easy.  Shouldn't be too rough though for anyone whose already gotten that far.

Enjoy.
Title: Re: Bug Reports
Post by: Pride on April 23, 2013, 09:22:40 pm
QuoteBelated thanks to Pride for quickly fixing that issue, though I still intrigued as to why that is happening.


Very weird things were happening in the elemental routine. Such as Oil seemed to /always/ make a unit "weak to" elemental damage. There were other things I didn't like in the routine and, thus, I just did a quick rewrite of the routine that is easier to read. Also fixed a minor thing where Oil made a unit weak to Fire instead of stacking, so units weak to Fire and under Oil take x4 damage.
Title: Re: Bug Reports
Post by: dexio123 on April 25, 2013, 03:32:24 am
Dante's job change to samurai. Can't change even though i hit the requirements... i know ridiculous that i've gotten that far with jobs on first chapter only.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 25, 2013, 03:35:04 am
Can you upload a screenshot in a spoiler?

EDIT: I can Job Change to Samurai fine.  The requirements for Samurai are not the same as they are in Vanilla FFT.

http://gyazo.com/50d4b00ae21dbfc9bf0ab0d2d46be2bd
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 25, 2013, 04:10:53 am
I removed the attachments because I asked you to please upload them into a spoiler.  Next time please upload the images to a third party host site and put them in a spoiler tag when asked to put images in a spoiler.  Just because someone has a Bug to report doesn't mean they want to see what's further down if they didn't bother unlocking this or that.

Anyway.

Your problem is a simple text error.

Samurai also requires Level 3 Dragoon.  Ninja has a similar error where the Level 3 Geomancer requirement is missing.  For some reason these Jobs list a nonexistent Level 5 Squire requirement instead.


It'll be fixed in a small 1.92 release soon along with another cleanup error.
Title: Re: Bug Reports
Post by: brittmarv on April 26, 2013, 12:42:23 pm
A couple here

Ever since the patch that fixed the double archery damage indicators, they have stopped showing up at all most of the time. They seem to work fine with Link's Ice Arrow for some reason though. ( Because it is a spell rather than a phystical attack maybe? )

Second - At the beginning of the random battle against 6 Turtles on Zirekile Falls, I hit the front middle green turtle with an Air Trick from Dante. As soon as the turtle countered with Damage Split, the camera had to pan up into the air to where Dante was just hanging out, about a screen and a half's length up. He remained there afterwards. I aborted the fight before his next turn so I am not sure if it was going to fix itself or not.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 26, 2013, 09:37:42 pm
Re: First Bug - Are you on 1.92?  A small fix for that was added in the 1.92 release after we noticed this behaviour on 1.91.  Test on the 1.92 release of the game and see if that still happens because we're not getting that issue on our end.

Re: Second Bug - That's just a display bug with the animation for that attack I can fix next time we do a bugfix release.  You can continue to play normally even when that happens and everything will still work properly.  You can avoid making that bug happen by not mashing the confirm button when launching an attack as that seems to be what causes that to happen.  (Random, I know.)
Title: Re: Bug Reports
Post by: brittmarv on April 26, 2013, 11:01:40 pm
I patched to 1.9.2 as soon as I saw it posted this morning. However, there is a slight chance that through some oversight or mouse-fail that I accidentally chose the 1.9.1 patch in PPF-omatic by mistake.

I will re-patch and let you know.

As funny as it sounds, maybe it is only NPC delivered crossbow attacks specifically that are not showing up?
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 27, 2013, 12:03:58 am
That's what we noticed but I set some characters to Auto Battle with 1.92 and the damage displayed fine with both Crossbows and Longbows.  I can test with "actual" NPC archers later but I don't think there would be a difference.
Title: Re: Bug Reports
Post by: brittmarv on April 27, 2013, 09:02:26 pm
Nothing major here but as I was working on the wiki I noticed that practically all of Black Magic's in-game help pages (the "press select" pages) have incorrect MP and Speed listings

Also, if I am not mistaken, "Absorb MP" restores half, not all, of the expended MP from a skill targeting you, correct? If so then it's help page is also wrong.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 27, 2013, 09:15:39 pm
I fixed all the speed and a lot of the MP typos this morning actually as part of some cleanup for another bugfix release.  You did help me catch one I missed just now though.  I've been going through as you updated the Wiki and comparing anything that looks wrong to my TacText and FFTPatcher and it's helped me find some random errors like Barrage saying it hits every enemy on the map. (lol.)

Absorb MP absorbs the full MP cost of whatever Ability was cast on you at a Br% rate, as long as you are not the originator of the Ability in question.  So yes, that's actually correct.

EDIT:  Also, for your own reference, Speed isn't a derivative stat of the Job, that's based on the unit.  The Job-derivative stats are Move, Jump, and C-EV, not Move, Jump, and Speed.  :v
Title: Re: Bug Reports
Post by: brittmarv on April 27, 2013, 09:31:06 pm
Quote from: RavenOfRazgriz on April 27, 2013, 09:15:39 pm
EDIT:  Also, for your own reference, Speed isn't a derivative stat of the Job, that's based on the unit.  The Job-derivative stats are Move, Jump, and C-EV, not Move, Jump, and Speed.  :v


Thanks for that catch! Does C-EV grow with level or is it safe to put in the values I currently have while unequipped?

Also I'm happy that the wiki is already helping out, though in an unexpected way :) Thanks for all the help with it.

EDIT: Nevermind, I see you already handled up on that!
Title: Re: Bug Reports
Post by: The Damned on April 28, 2013, 01:30:56 am
(Wait, Absorb MP is supposed to work on every MP having ability? At Brave?)

I ask because I've noticed that it seems to activate at 100% on quite a few things, but never on Cure.

Then again, that experience is all on v1.3. I suppose I'll see if the same occurs in v1.93.
Title: Re: Bug Reports
Post by: MiKeMiTchi on April 28, 2013, 01:51:38 am
I tried Absorb MP with cure. It works fine on my end. :)
Title: Re: Bug Reports
Post by: The Damned on April 30, 2013, 04:24:38 am
(I tried testing it more before I upgraded to v1.92 and yeah, it eventually worked. I'm not sure why pretty much everything else activated a lot more than it. Apparently the RNG likes screw with me even when it's not actively messing me over.)

Now, let's turn some things I just saw in v1.92 that I'm sure are bugs. During a certain fight at Zirekile Falls North (or is it West?), I noticed at least two bugs and one possible bug:


1. Fell Turtle's Resonate skill actually adds Paralyze and Immobilize, which is frankly rather ridiculous, especially since like the previous Lilith's Kiss problem, the description doesn't note the correct thing: it only notes that it can Paralyze.

2. Despite its description implying that the Paralyze is guaranteed, Toughskin's Headbutt doesn't 100% Paralyze. I'm not sure it Paralyzes at all, actually, given that was the only time I've got hit by it.


Lastly, I'm not sure if this is a bug, but I'd ask that you make sure that Zirekile Falls has all four of its Move-Find Items like all maps are supposed to. I've found all spots in Araguay Woods & Bariaus Hill, but it seems like, for whatever reason, there are only three Move-Find Item spaces at Zirekile Falls.

I'm not going to spoil where they are and I don't want to know where the last one is, but I could have sworn that I literally double-check every spot on the map on Sunday and didn't find a fourth. So far all I've found is a Bow Gun, an Iron Armor and a Feather Hat.
Title: Re: Bug Reports
Post by: brittmarv on April 30, 2013, 01:53:03 pm
A bug and a text error..

Text Error: Leesha: "We used work for King Delita" - missing a "to." This occurs at Warjilis

Bug: Berserked units have serious trouble targeting characters on bridge tiles which have accessible tiles beneath them.
This was witnissed at Zirekile falls. Two units were berserked, one using melee and one using ranged attacks. Both units continually targeted an empty water space below the bridge space where a Piscodemon was standing.



Quote from: The Damned on April 30, 2013, 04:24:38 am
I'm not going to spoil where they are and I don't want to know where the last one is, but I could have sworn that I literally double-check every spot on the map on Sunday and didn't find a fourth. So far all I've found is a Bow Gun, an Iron Armor and a Feather Hat.


I can confirm there are indeed 4 spots working. If you decide you need help finding it, check out the JoT5 Wiki. It has the information you need. The wiki is arranged in a way that should prevent unneeded spoilers.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 30, 2013, 02:02:12 pm
EDIT: Nevermind, I just woke up and apparently can't read.  It'll be fixed... later I guess.  Herp.

And that's not a bug, that's standard FFT Berserk AI at work.  The Berserk AI is retarded, which is kind of its entire point.  It'll shoot/attack walls, shoot allies in the back with ranged weapons, walk into a corner and swing at tiles I'm not sure it can even target, and all sorts of crazy shit to try and get the guy they want. It's quite a display to watch on some maps.


Also, v1.93 coming out in about 5 minutes, fixing everything The Damned mentioned and a bunch of other cleanup that's accrued over the last few days.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 30, 2013, 05:44:23 pm
Fuck I accidentally deleted your post.  Goddamnit.  Sorry, Arek.

Well, I just put out 1.931 to fix that Formation bug you posted.  Thanks you.

That should've been fixed back in Beta but it somehow got un-fixed.  Woo.
Title: Re: Bug Reports
Post by: Arek on April 30, 2013, 05:56:43 pm
LOL That's OK. Thanks for the quick fix.  :mrgreen:

--Arek
Title: Re: Bug Reports
Post by: brittmarv on April 30, 2013, 06:57:56 pm
Lol

I just witnissed a Priest cast protect. It landed on Himself, and on a Wizard that was 6 spaces away from him. I recounted them to make sure. Only time i've seen this sort of error so far. I'm pretty sure that in the rounds preceding this, the wizard was inside of the protect effect range but then he walked away to cast a spell. Somehow or another Protect decided "no man left behind"
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 30, 2013, 07:08:02 pm
I... I... wat.

(http://images1.wikia.nocookie.net/__cb20070420152054/wowwiki/images/2/2b/Emot-psyduck.gif)
Title: Re: Bug Reports
Post by: 3lric on April 30, 2013, 07:19:36 pm
Quote from: brittmarv on April 30, 2013, 06:57:56 pm
Somehow or another Protect decided "no man left behind"


This made me LOL hard...
Title: Re: Bug Reports
Post by: Durbs on April 30, 2013, 08:20:12 pm
Quote from: RavenOfRazgriz on April 30, 2013, 07:08:02 pm
I... I... wat.

(http://images1.wikia.nocookie.net/__cb20070420152054/wowwiki/images/2/2b/Emot-psyduck.gif)


He found a usable psyduck emoticon... dear god, it's begun...
Title: Re: Bug Reports
Post by: 3lric on April 30, 2013, 08:24:39 pm
...now I want to use it at you because he's been using it for over a year...
Title: Re: Bug Reports
Post by: brittmarv on April 30, 2013, 08:59:10 pm
It happened on a Mandalia Plains (aka Holycrapthere'samillionofem Plains) random battle if that helps
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 30, 2013, 09:31:25 pm
Were there two Priests present in that battle when the error occurred?  I have a small theory on what happened and I'll laugh if it's correct, but it relies on both Priests being present.  I've gone through and other than what I'm thinking, there was nothing wrong with either the Ability settings on Protect or that battle's ENTD settings.
Title: Re: Bug Reports
Post by: brittmarv on April 30, 2013, 09:50:53 pm
Quote from: RavenOfRazgriz on April 30, 2013, 09:31:25 pm
Were there two Priests present in that battle when the error occurred?  I have a small theory on what happened and I'll laugh if it's correct, but it relies on both Priests being present.  I've gone through and other than what I'm thinking, there was nothing wrong with either the Ability settings on Protect or that battle's ENTD settings.


Hmm.. I can't rightly remember.

But, I think I know what you are thinking - in some way, when the game checked the wizard it found him within range of a priest, even though it wasn't the right priest?

That would be funny. I know nothing about PSX code, but that seems highly unlikely. It would surprise me if that were the case.

What if, by astronomically slim chances, both priests had the same name? That would increase the odds of that particular error a bit more toward plausible eh?

EDIT: turns out I had a savestate from the loading screen for that battle.

There are two priests actually.

Two wizards, two knights, and a ranger ( just for reference sake )

The priests both have distribute.. now here is a crazy ( and dumb ) idea..

What if distribute wigged out because the priests were at full HP and then distributed the protect across the field to the wizard? Have you guys messed with it's settings any?


Lastly, I can attempt to recreate to the best of my memory the moves I did leading up to the bug. It wasn't long into the fight because I was just checking one last Move-Find item and the only character I was really moving around was Snake (pre-fight Invis is my favorite kind of Invis!)

EDIT 2.0: The priests have different names :)

EDIT 3.0: One dry run yielded no success. Too many turns involved for everything to turn out the exact same.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 30, 2013, 10:19:31 pm
It has to do with the Unit ID.  For some reason both Priests in that fight have the same Unit ID, and I've never intentionally messed with that so I don't know what the hell that could cause.

I'm checking through all the Random Battle ENTDs now and making sure I catch all these errors in one sweep.  I'll put out a v1.94 in a bit to fix this since it affects gameplay in a clearly negative and buggy manner and is present in multiple fights.
Title: Re: Bug Reports
Post by: brittmarv on April 30, 2013, 10:26:56 pm
Quote from: RavenOfRazgriz on April 30, 2013, 10:19:31 pm
It has to do with the Unit ID.  For some reason both Priests in that fight have the same Unit ID, and I've never intentionally messed with that so I don't know what the hell that could cause.

I'm checking through all the Random Battle ENTDs now and making sure I catch all these errors in one sweep.  I'll put out a v1.94 in a bit to fix this since it affects gameplay in a clearly negative and buggy manner and is present in multiple fights.


I had assumed no two units could have the same ID, which is why I was skeptical of the two priest's scenario matching the situation I had imagined.

It makes perfect sense of course now knowing they do in fact have the same ID.

I'm glad we caught that!  :mrgreen:
Title: Re: Bug Reports
Post by: Choto on May 01, 2013, 08:14:14 am
I smell a Corsican Brothers Patch!!!*

(The Corsican Brothers was a movie made by cheech and chong in which if one brother was hit by something, the other would feel the pain from it)
Title: Re: Bug Reports
Post by: brittmarv on May 01, 2013, 04:26:18 pm
small grammar stuff

"MA Save" help file reads "Stats: PA +1"

"Linen Robe"'s description is identical to "Leather Clothes"
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 01, 2013, 04:39:15 pm
The second one was fixed in 1.94.

The first one is fixed for whenever a new bugfix release comes out.
Title: Re: Bug Reports
Post by: 3lric on May 01, 2013, 04:44:51 pm
Hahaha @ Choto. I was thinking the exact same thing when I read it was unit ID related but i didnt think anyone would get the reference! XD
Title: Re: Bug Reports
Post by: brittmarv on May 01, 2013, 09:14:32 pm
couple things

grammar: Besrodio: "If this person mistaken or lying"



And here is an overlooked Move-Find Item table. It's all Phoenix Downs
Possible spoilerage if clicked.
http://jot5.wikia.com/wiki/File:Goug_mfi.png (http://jot5.wikia.com/wiki/File:Goug_mfi.png)

On that note - Is Lionel Castle Interior supposed to be 4 x Linen Robes? Not that I'm complaining. Phat lewt. Maybe too phat.

Also.. Zigolis Swamp move-finds seem just a bit disproportionately weak and not consistent with the trend. At the very least, the Wide Edge is far behind the times. The rest are not too bad. Of course, for variety's sake, its fine as it is. Just thought i'd mention it while I'm at it.

Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 01, 2013, 09:20:34 pm
That isn't an overlooked MFI table.  In Vanilla, that map has no MFI data.  If you've beaten that fight, you've probably figured out why it's four Phoenix Downs, but it's definitely intentional.  You're in for rough times so you'll probably need those chicken feathers.

The four Linen Robes are also intentional since that battle is fairly hard to control if you've been playing through "normally", so you get proportionately large reward.  Zigolis Swamp is mostly just making sure you have the items you'll need for the upcoming battle series.  Wide Edge is still the strongest knife in Chapter 1, after all.  The only one that might need to change is the Linen Robe with a Crossbow because I don't think you can get a Crossbow from Move-Find Item in Chapter 1 but it's fine as is I think, honestly.  The point of these items though is to make sure you're ready for the Chapter's boss, not to give you ahead-of-the-times loot.
Title: Re: Bug Reports
Post by: 3lric on May 01, 2013, 09:41:21 pm
Dammit people, we have dem spoiler tags for a reason, use em.
Title: Re: Bug Reports
Post by: brittmarv on May 01, 2013, 09:52:59 pm

Understood.

Actually found Ganondorf easier than Sephiroth. Due mainly to coincidence, based on how my units were set up. They really had no strong advantage over Seph. I'm trying to round out everyone though for completeness sake, rather than max out the more useful ones.

Needless to say, two units with Melt obliterates the Death Brigade, especially if oil lands.

I enjoyed both fights. I think they are balanced very well, and as long as people realize they need to grind abilities they should do fine.

Lol.. the thought had crossed my mind that the phoenix downs were a message of some sort. And I would have probably lost Ramza due to silence, had Agrias not hit him with that feather.
Title: Re: Bug Reports
Post by: 3lric on May 01, 2013, 10:07:05 pm
Be sure to leave some feedback on the event proceeding the next battle ;P Worked quite hard on tht one.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 02, 2013, 12:09:33 am
And now you know why the last two fights have Phoenix Downs in their Move-Find Item slots.

You should probably move your post to the Battle Logs, though.
Title: Re: Bug Reports
Post by: CT5Holy on May 05, 2013, 02:43:09 pm
Just some small things. Also found some typos, but I told Elric about them already.
Title: Re: Bug Reports
Post by: The Damned on May 08, 2013, 06:00:35 am
(I can vouch for the weird "crossbows not showing the damage they're doing on hit" bug.)

Having just upgraded to v1.941 and fought two matches/fights, I've noticed two bugs already:


1. Piscodemon's Energy Blast still says it has Effect: 1 instead of the Effect: 3 it has now.

2. Wizard no longer has Tornado. They instead have Death twice.


As per bold, the latter is the far more important one and I'm honestly not sure how no one had noticed that (or at least hadn't spoken up about it) since v1.94x has been out for a week already. But, yeah, when reshuffling things, it would seem that Tornado accidentally got left out this time, which is a shame since I wanted to buy it this time to have the fight against those damn turtles go faster.

Quick EDIT: Speaking of speed, I'm not sure if the order is wrong in the v1.94 update in the download thread, but Dimensionalist actually has Float before Quick in-game and not the other way around; personally, I think this is for the best if the update post is not what's in error. The order of that and the other changed classes I can see--so all but Summoner & Lancer--seems otherwise fine.
Title: Re: Bug Reports
Post by: The Damned on May 08, 2013, 06:43:48 am
(I apologize for double-posting so soon again.)

Considering I already edited the above post and possibly have seen another significant glitch/bug already, I think it's merited though.

So, having literally just finished the Zirekile Falls battle with the Ranger, upon winning this time, unlike in v1.92, I received no prompt to actually recruit her despite the fact that she was still alive/not Crystallized. I'm not sure though if she's supposed only randomly join you, since I know that's possible, which is why I only said it was a "possible" bug.

Still, if she is, then it seems as with Tornado and the crossbows, something got knocked out of place in the upgrade.
Title: Re: Bug Reports
Post by: Arek on May 08, 2013, 02:49:19 pm
Not sure if this is a bug or not, and I don't have a SS of it, but once (a while back) on Barius Hill South I ran into the Beastmaster/Chocobos fight....and there weren't any chocobos there, just the BM.  Is this supposed to be able to happen?  It seems odd in retrospect. :)

--Arek
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 08, 2013, 04:11:02 pm
The Ranger does not always join you.  The Beastmaster randomly comes in with 0-2 Chocobos and 0-2 Bombs.  If you get a 0 roll be happy.

I know about the other bugs, there hasn't been a release to fix those because I'm trying to clean up some unrelated bugs and get them all fixed in a single release.
Title: Re: Bug Reports
Post by: The Damned on May 08, 2013, 05:36:19 pm
(Okay. I see.)

I guess I just got unlucky twice then when I attempted it again last night. Oh well....

There was something else "odd" I had noticed, but now I can't remember what it was. Hmm....

Oh! You probably already aware of these two things if you're aware of the other, but I noticed them before kicking the Lamia Harem's ass again:


1. Dante's Dash skill is blocked by Silence for some reason even though his other skills (at least in Trickster, though I don't have Air Trick) aren't.

2. Cloud's Finish Touch is susceptible to Double Magic while his other Limits don't seem to be. This one seems like more likely to be intentional though.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 08, 2013, 06:03:37 pm
Dante's Dash is an oversight, it's fixed for the next release. 

Both of Cloud's "Level 3 Limits" are susceptible to Double Magic.
Title: Re: Bug Reports
Post by: The Damned on May 11, 2013, 03:17:37 am
(I see.)

So, outside of the video that I literally just posted in the Battle Log (http://ffhacktics.com/smf/index.php?topic=9591.msg188354#msg188354) thread showing two possible issues, I've noticed that Shove seems like it might be acting up as well.

I tried to show that non-riding unit Ranger into the water at Bariaus Valley and he just stayed in place. Not sure why, though now that I think about it, I can't ever remember seeing a unit get Knockbacked into water. So maybe it's hardcoded for that not to happen since some units have "Cannot Enter Water". Hmmm....

(For the other two glitches, I figure I'll say that the lesser one is Break Magic doing a lot more than the 50% of MP damage it's described as supposed to be doing. The other one has to be seen to be "believed".)
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 11, 2013, 04:11:37 am
It would help if you posted the timestamps for each error in your bug report so I can find them easier when I wake up tomorrow.  Saves me a good 20+ minutes and ensures I actually see all the same bugs you did.
Title: Re: Bug Reports
Post by: The Damned on May 11, 2013, 05:17:40 am
(Ah, apologies. I refrained from posting links since it felt like that would be whoring myself.

It help that I quite literally forgot how to link to specific times for a bit.)

Also, I figured it was rather obvious that the most important of the glitches was at the end of the video I just posted. Regardless, that one occurs around 17:25. (http://youtu.be/LfZ5dLDccto&t=17m25s)

The Magic Break one is shown around 14:40. (http://youtu.be/LfZ5dLDccto&t=14m40s)

As for the Shove one, I either didn't record it or it was in the very last recording I did, which was Thursday night, meaning it probably won't be up until next Thursday at the earliest. I'll perhaps have tested it fully by that point though, so....
Title: Re: Bug Reports
Post by: alkarl on May 12, 2013, 12:22:32 pm
I haven't actually dug too deep into the descriptions or noticed any big bugs other than the no damage shown for crossbows or damage shown twice, but I just threw together a few mistypes as I went through. Only up to Sweegy Woods so not too much... anywho.

At the event with Tesnya at Dorter, Agrias says this after intervening, "With some digging, I quickly learned that then 'Duke of Lionel' was here, and... Should be "the"

In the same scene she says "Never would I abandon a friend whose in need."  I think it's supposed to be who's. Could also be who is, if that flows better.

In Dorter and Barius Valley(possibly)  Tesnya got switched around to Tesyna.

Delita's conversation with Romar after Tesnya got axe'd, he says Tesnya shouldn't have been chasing down "rouge agents." Should be rogue.


Again nothing major, and I'm thoroughly enjoying the patch. Excellent work!

-Edit-

When using the Knight skill Invigorate, it doesn't follow it's target. I don't know if this is intended or not, but thought I'd ask anyway.
Title: Re: Bug Reports
Post by: The Damned on May 14, 2013, 08:29:30 am
(Invigorate isn't supposed to follow its target. Not every ability with a CT followed its target, even in vanilla.)

Here's two things I noticed in the past...eight hours playing the game:


1. The female Wizard at Bariaus Valley South, the one who is comes in riding a Chocobo, is flagged as male.

2. Counter Deathblow seems to be acting...odd with regards to monsters. (And maybe humans as well.) I got hit by Dragons' world-ending shit and, despite the fact they already have 300+ HP, the resulting Counter Deathblow only did 80. What.


I still need to check out some other things, but that's all I've noticed for now.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 14, 2013, 07:42:47 pm
I think I know why (Cntr) Deathblow is behaving oddly.  The X and Y labels in FFTPatcher are probably backwards because people can't document formula properly.  300 *.3 = 90.  I'll look into that later today.

If it seems like we're replying to bug reports less, don't worry, we're working to make the next bugfix release address a very large amount of errors all at once, and working on Chapter 2 at the same time, so we've had less time to be spamming new bugfix releases.  It's better off this way anyway, since people don't need to constantly download new patches and update their game. 
Title: Re: Bug Reports
Post by: kyozo22 on May 15, 2013, 04:03:34 am
Hey, dunno if this has been reported, but the generic Wizard can't learn Death - it'll take the jp but not learn the spell.

Like I say, dont know if its been reported or not, but thought I'd say. Enjoying these randoms, they're great fun!
Title: Re: Bug Reports
Post by: The Damned on May 15, 2013, 09:54:32 pm
(Out of curiosity, which Death was learned, kyozo22? I doubt it will change much and, hell, it may be the reason why generic Wizard can't learn Death since there's accidentally two of them presently. That said, I'm just wondering if it's the one replacing Tornado currently or the "actual" Death. The AI might be have to learn both of them at present to actually use it, which could have rather...interesting applications.)

Anyway, conjecture aside, I noticed something else about an hour ago that I can't tell if is intentional from the update post about version 1.8:


Is the 25% HP damage that Phoenix Down was changed to do to those with Undead status supposed to go off Max HP or Current HP? I ask because I idly noticed it's currently going off the latter apparently.


Other than that, the other only thing I've noticed so far (that might be a bug) is that Jump seems to be capping at 7 Jump for some reason. I could have sworn it went higher in vanilla, ARENA and other patches, but maybe it doesn't. Hmm....
Title: Re: Bug Reports
Post by: Eternal on May 15, 2013, 09:59:07 pm
It can functionally go higher, it just won't display in the menu as anything above 7.
Title: Re: Bug Reports
Post by: The Damned on May 15, 2013, 10:17:39 pm
(I see.)

Hunh. That's odd. Never noticed. Wonder if this will affect my plans for some monsters then....

Regardless, thanks Eternal.

Raven, I'll try and have the Shove stuff figured out by Friday. I have to head back to Bariaus Valley though. That shouldn't take too long, though, considering I at most have six battles left to record in the northwest; maybe seven, but Sweegy Woods East seems to only have one encounter unless I'm just getting extremely unlucky encountering the other one (again).
Title: Re: Bug Reports
Post by: kyozo22 on May 16, 2013, 08:27:07 am
I could learn the 'original' one, I think.
Title: Re: Bug Reports
Post by: alkarl on May 16, 2013, 10:05:01 pm
Back again with a couple of things. I know this isn't the place but I just finished it and my overall feeling/experience... is freaking excellent. I loved it, great script, story, events, sprites, the ASM work is superb and...ahem.

Anyhow, just a couple of typos I'll throw in the spoiler here


Sephiroth @ Zigolis Swamp "I suppose I should thank those monsters for weaking you..."

Snake @ Goug First Visit "I'm also glad it worked. Congradulations, Link."  (Not sure if this one is correct or just a difference in native languages or...you get the idea. Preference, really.)

Agrias @ Thieves Den   "Let's heaad for Lionel and get some rest."

Cloud @ Lionel Castle  "I've defeated him more that once before... and yet..."


Also a couple more things, the Female Priest @ Mandalia Plains East encounter is flagged as male.

MA Save states in the description PA +1.

Sorry if any of those have been brought up already. I'll be doing more playthroughs/grinding/exploring/etc so I'll be around!
Title: Re: Bug Reports
Post by: cowcow96 on May 24, 2013, 07:47:09 pm
I didnt read all replies so sry if this bug was already reported. Whenn my charakters move with the ability move-get-jb the number of jb dont appears sometimes but I know that i get the Job Points so it is only a little text bug i think.
Title: Re: Bug Reports
Post by: The Damned on May 24, 2013, 08:49:31 pm
(Move-Get Jp won't function if the character is Oiled or Confused and maybe still if Berserk[ed]. If it's not any of those things, then, yes, it's probably a bug; otherwise, no. Your information is too vague to tell though.)

Oh, good, alkarl also noticed the female Priest being male thing at Mandalia. (Ugh EDIT: NOT Sweegy. Such an idiot.) I only noticed a day before that post myself, but failed to report it. Then when I recorded that random encounter last night, I had the sound off, so I'll have to note it in video (like with that Wizard at Bariaus Valley); otherwise, it would be nigh impossible to tell.

***

Anyway, far more disconcerting is a big problem I've noticed just in playing last night and screwing around at Mandalia Plains & Bariaus Valley. In fact, it's such a big problem that it's almost impossible for someone on the staff not to have noticed at this point, but I'll note it formally anyway: percentage-based abilities are currently utterly fucked-up when targeting monsters and, for some reason, Dante.

What I mean by this is that at present, if you target a percentage-based ability on a monster or monsters, you'll be lucky to be breaking double digit damage (as in 11 HP at best)...even when those monsters are already breaking 300 HP (and your face). So far I've noted this affects Soul Taker, Death & Gravity and it probably affects other things. The previously reported Phoenix Down and Counter Deathblow's issues, however, seem slightly different than these since the former almost definitely seems based on Current HP, not Max HP, even on humans and the latter still does decent damage on monsters, just not nearly as much it should.

I'm not sure why the hell it's affecting Dante (and only Dante of the Five), even if he is a half-demon. Whatever the reason, though, it means that Royalguard's Ultimate ability is currently trash because it heals only 11 HP...for 12 MP. So basically it's half a dozen times as expensive as Flipper on a style that has no offense and, now, has no healing. Joy.

Even more vexing is that when I was doing the aforementioned screwing around, it seemed like this effect "wore off" on a Critical Yellow Chocobo, so the Critical status might dispel it or it might have just been that Chocobo. Still, given that this is similar to that Floating Lamia I showed in v1.3 before Pride's fix, it probably wasn't just that Chocobo and it might be related to that previous elemental (or Holy Arrow) problem.

***

Given part of the reason I was screwing around last night was test to Shove, I finally finished testing that (as I should have last Friday). The "bug" I reported last time seems to not have been a bug, but merely a little known aspect of the game that's nigh impossible to notice since nothing in vanilla was guaranteed to cause Knockback: you cannot, apparently, be knocked back into water tiles, even if you can move in water, even if you are in water and even if you are Floating above the water.

It's weird, but that's what it seems to be. At present, I've decided this doesn't need a video.
Title: Re: Bug Reports
Post by: The Damned on May 25, 2013, 07:48:32 pm
(Sigh. I loathe double-posting, but I forgot to post some things yesterday. Of course.)

Well, I also discovered more issues yesterday after finally getting Train and Beastmaster Supports, but I still forgot at least two things I had also meant to report above.

First, though, I'll say that for some reason, the MP-damage percentage-based moves of Circle and Break Magic work fine on monsters (and Dante), even though the latter has the previously reported problem of doing too much. I figured that deserved a slight amendment.

As for the other problems, well...I'll just enumerate those:


1. Jumping with a Knight's Sword seems to do double the damage of the normal attack, which means that Jumping with one of those would do more damage than a Spear despite the fact that Spears are supposed to be strongest with Jump. It might just be Snake and his crappy Brave skewing results though (and Spears still not being available for me yet), but...yeah, Knight's Swords are doing more damage than they should seem to. (*realizes he should test Asura too now*)

2. Chicken Run is doing -30 Brave despite the fact that its description says it should be doing only -20 Brave. Combine this with its hit rate, its range, it being instant and Chicken only recovering -1 Brave still and Hello, abusiveness.

3. Mass Hypnosis is only single-target and can target self despite the fact it's at least supposed to be AoE 1.

4. Munch may not be working at all. I need to double check this one and possibly just got really unlucky considering my horrible luck considering an actual percentage shows up, but not even a "missed!" seems to happen like it would/should otherwise.


I feel like I might be forgetting something else now, but that might just me having forgotten that magickal attacks don't trigger Train or whatever. Hurray.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 26, 2013, 04:51:51 pm
There will be a bugfix out soon-ish.

No one can replicate your %HP problem, The Damned, so I can only assume you applied to a dirty or faulty ISO to get that error.
Title: Re: Bug Reports
Post by: The Damned on May 26, 2013, 09:05:41 pm
(Hunh. Weird. I'm 99% sure that I applied to a clean ISO since I've been using same source ISO, re-copied of course, for every patch since I've been here the past years.)

I'll tell you what, though. I'll try re-patching 1.941 on to a different copy and see if I can replicate it, especially now that a new version is out.

Regardless, I guess that's for the best, so I'd rather it have be particular to me than a universal problem. I at least got it on recording too.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 26, 2013, 10:00:33 pm
Also, Jumping with a Knight Sword doing more damage isn't a bug, Jump uses a strict PA*WP formula, with an added multiplier for Spears.  This is how it works in Vanilla and wasn't changed in Journey of the Five for various reasons.  This is partly why Dragoons were chosen to be a second class that can equip Knight's Swords, as they for all intents and purposes get the Spear Jump Bonus when using one.
Title: Re: Bug Reports
Post by: alkarl on May 27, 2013, 09:38:28 pm
I can confirm some of the problems with %HP that TheDamned is having, I'll keep an eye out on it though. My personal issue was using Full Life on Cloud while he was afflicted with Blind and Regen. I'll play with it a little bit, otherwise thanks for keeping an eye on this!
Title: Re: Bug Reports
Post by: kyozo22 on May 28, 2013, 08:05:40 am
Hey guys, on the 1.95 patch the game just hangs whenever somebody does an action. I dont know what the problem is as I patched the vanilla Iso that I always use.

Help would be appreciated! Cheers guys
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 28, 2013, 08:27:12 am
I already know, something broke somewhere.  It's being worked on.  1.951 will be released ASAP to fix that problem and hopefully the %HP Damage thing The Damned and alkarl have mentioned as alkarl's post has given me an idea of where to look.
Title: Re: Bug Reports
Post by: kyozo22 on May 28, 2013, 11:00:22 am
Ok brilliant, thanks!
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 28, 2013, 05:04:30 pm
Quote from: kyozo22 on May 28, 2013, 11:00:22 am
Ok brilliant, thanks!


There's a temporary version up that removes the problematic ISO.  Info in the downloads thread.  This way you guys can at least play with the new changes and other fixes in 1.95 while we figure out the problems here.

Quote from: alkarl on May 27, 2013, 09:38:28 pm
I can confirm some of the problems with %HP that TheDamned is having, I'll keep an eye out on it though. My personal issue was using Full Life on Cloud while he was afflicted with Blind and Regen. I'll play with it a little bit, otherwise thanks for keeping an eye on this!


I tried multiple %damage moves (in particular, all 3 contained in Blue Magic) on Dante (who The Damned reported as being bugged), Dante with Blind, and Dante with Blind and Regen, and I still can't replicate this problem.  If you or The Damned can replicate this and give me some screenshots (not a video, The Damned :v) I can try and recreate it on my end and see what's going on, but nothing I can think of to do that would coincide with the circumstances you and The Damned are describing can make this error happen on my end.
Title: Re: Bug Reports
Post by: alkarl on May 28, 2013, 06:19:45 pm
Quote from: RavenOfRazgriz on May 28, 2013, 05:04:30 pm
I tried multiple %damage moves (in particular, all 3 contained in Blue Magic) on Dante (who The Damned reported as being bugged), Dante with Blind, and Dante with Blind and Regen, and I still can't replicate this problem.  If you or The Damned can replicate this and give me some screenshots (not a video, The Damned :v) I can try and recreate it on my end and see what's going on, but nothing I can think of to do that would coincide with the circumstances you and The Damned are describing can make this error happen on my end.


Hm, that's odd. Here's the most information I can provide, screenshots and all. At first I thought Zodiac compat but...just no. Full Life only worked for a percentage of HP on everyone except Snake, and I didn't try Ramza since he is the one casting it. Since it was more of an afterthought, I just took a picture of Snake's setup since it was after battle. He only had Blind on.

If there is anything more I can provide for you I'll do my best.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 28, 2013, 06:56:10 pm
I just tried my party with as close to those exact same setups as I can make on my debug save file (aka they didn't have Small Capes) and I cannot produce the error even with my entire party having Reraise.

(http://img836.imageshack.us/img836/3766/fullwtf.png)
(http://img59.imageshack.us/img59/606/fullwtf2.png)

It didn't happen to you on Snake so the Small Cape is clearly not a deciding factor, it seemed like Reraise was but I'm still not getting the effect.

What emulator are you both using?  Also, can you reproduce this error on 1.95TEMP?
Title: Re: Bug Reports
Post by: The Damned on May 28, 2013, 09:48:21 pm
(I didn't want to post without having time to get screen-shots, but....)

I personally use ePSXe160 (and ePSXe170 for the normal speed videos). I haven't tried 1.95TEMP yet or even repatching with 1.941 to see if that's the problem since, as I already said, I'm 99% sure that ISO I've had for years is perfectly fine.

Since this is important though and I no longer feel as horrible I did all weekend, I'll try to post up some screenshots before I have to leave early tomorrow morning. So...sometime within the next 12 hours for you since you're on the East Coast.

For the record, though, despite alkarl's problem looking the same as mine, it never affected the other Five for me, just Dante (regardless of the class he was in). I never did try using Full-Life on him, much less when he already had Reraise or other status though.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 28, 2013, 10:23:58 pm
Yeah we found the problem, you can all go yell at FFMaster for not checking both HP bytes on the %HP is Min(CurHP,999) ASM.

Also fixed the crashes regarding the bow damage display but we're fixing a few other things before releasing 1.951.  It should be set to go by tonight or tomorrow at worst.
Title: Re: Bug Reports
Post by: alkarl on May 28, 2013, 11:02:10 pm
Quote from: RavenOfRazgriz on May 28, 2013, 10:23:58 pm
Yeah we found the problem, you can all go yell at FFMaster for not checking both HP bytes on the %HP is Min(CurHP,999) ASM.

Also fixed the crashes regarding the bow damage display but we're fixing a few other things before releasing 1.951.  It should be set to go by tonight or tomorrow at worst.

Sorry for going off topic but...

You(and the team) are amazing. I just felt like this needed to be said again.
Title: Re: Bug Reports
Post by: 3lric on May 28, 2013, 11:08:12 pm
Lol, thank you very much.
Title: Re: Bug Reports
Post by: 3lric on June 01, 2013, 09:52:48 pm
Moving this here, since it was in the wrong section FFH

Quote from: iostream on June 01, 2013, 05:33:02 pm
First off, nice job on all the work you guys have done, great stuff!  :D

I have stumbled on a few bugs so far on the FFT Journey of Five patch:

1. Snake's name reads 00000000000000=/T

2. Enemy evaded 100% strike rate (Link Whirlwind) (and yes the enemy sprite blocked the attack - just to clearify the enemy was in a valid attack area [1n, 1s, 1e, 1w])

3. Using save state to reset scenario to prior turn: A 46% chance of success had a success rate of 100% - I understand this could be an argument of infinity, but maybe take a look to tweek success rate %.  (mermaid's poison frog attack)

4. Poison status does not end after death (maybe you wanted this, but not sure)

5. Cut scene at slums typo found "brtravelling"
=========================
I will let you guys know if I find other issues.  Thanks again for the new release!  :D
Title: Re: Bug Reports
Post by: RavenOfRazgriz on June 01, 2013, 10:07:50 pm
1 + 3 sound like a dirty ISO.  3 will also occur if you save state after the RNG is "locked", because all RNs for the AI are rolled before their turn and save stating at the wrong spot will cause them to always get the same result.  The most common way for this to happen is to Move and Act, then save state just before or just after choosing a direction to end your turn facing, with the next turn being an AI turn.  All the RNs are rolled at this point for all the AI's actions and skills so loading state will just cause the same thing to happen over and over again.

2 + 4 aren't bugs.  (2 technically is, but that's because Whirlwind Blade isn't meant to actually display the way it does and I keep forgetting to fix it.)

5 is fixed on the scripts and should be all set for the next release.
Title: Re: Bug Reports
Post by: kyozo22 on June 05, 2013, 05:49:14 am
Ok, pretty massive bug now on my 1.951 iso - ramza's name has magically changed to vincent, his job is now completely blank/ unnamed and his job wheel status has completely reset.

No idea how this happened, but am really pissed of with myself now for not having a backup save! Don't think its an ISO issue as I've been using the same one for years with no problems. Thanks for reading guys.
Title: Re: Bug Reports
Post by: 3lric on June 05, 2013, 04:51:08 pm
That issue has been found. someone else reported it a few days ago, and Raven had been trying to replicate it, once we found out where it was coming from it was fixed. Expect a new patch for this within the next few hours
Title: Re: Bug Reports
Post by: iostream on June 05, 2013, 06:50:12 pm
Quote from: kyozo22 on June 05, 2013, 05:49:14 am
Ok, pretty massive bug now on my 1.951 iso - ramza's name has magically changed to vincent, his job is now completely blank/ unnamed and his job wheel status has completely reset.

No idea how this happened, but am really pissed of with myself now for not having a backup save! Don't think its an ISO issue as I've been using the same one for years with no problems. Thanks for reading guys.


Haha, that blows, was a fix found?
Title: Re: Bug Reports
Post by: Jumza on June 05, 2013, 07:09:56 pm
Quote from: Elric on June 05, 2013, 04:51:08 pm
That issue has been found. Expect a new patch for this within the next few hours
Title: Re: Bug Reports
Post by: kyozo22 on June 05, 2013, 07:52:19 pm
Ah cool, cheers. I'm already at Mandalia now so have almost caught up anyway! Just playing it REAL cautious now! Cheers.
Title: Re: Bug Reports
Post by: 3lric on June 05, 2013, 08:40:20 pm
Glad you are still enjoying it :D
Title: Re: Bug Reports
Post by: iostream on June 07, 2013, 06:51:19 pm
Just curious if any update patches (with link) have been released in the last week or so?  I noticed some posts about a few bugs that makes me save every 5min just in case they happen to me.  Thanks
Title: Re: Bug Reports
Post by: Jumza on June 07, 2013, 07:46:48 pm
http://ffhacktics.com/smf/index.php?topic=9583.msg186512#msg186512
Get the newest version here, which is v.1952.

There were 2 yesterday, and the second was a temporary fix to a bug in the first.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on June 07, 2013, 09:31:46 pm
Quote from: iostream on June 07, 2013, 06:51:19 pm
Just curious if any update patches (with link) have been released in the last week or so?  I noticed some posts about a few bugs that makes me save every 5min just in case they happen to me.  Thanks


If you need to know when the newest patch was released, just look at the Last Edit line in the download OP or my most recent post in the same thread. 

There is always a post whenever the new version is released that details whatever changes are in it.
Title: Re: Bug Reports
Post by: alkarl on June 08, 2013, 06:59:32 pm
There is nothing really pressing but I figured I might as well throw in some things I noticed.

1. On the Learn Ability screen for Summoner, Fairy and Sylph both list 16 MP. Descriptions show 28 and 34 respectively.

2. Geomancer's description for Demon's Fire has "Effec:t2"

3. When Paralyzed or Oil'd (as far as I've seen) Move HP Up doesn't work. I don't know if this is intentional or not, just thought I'd ask.

Also I don't know if this is a bug or not but... I fought a lone Beastmaster and it absolutely would not attack me when I was riding a chocobo.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on June 08, 2013, 07:13:27 pm
1. Fixed.

2. Fixed

3. Anything that stops Reactions stops Move-HP/MP/EXP/JP UP along with a couple other Support/Movement abilities.  Basically, things like Paralyze, Oil, Stop, etc. will suppress anything with an activated effect.

As for the Beastmaster, sometimes the AI is herp and Beastmasters don't particularly Attack Gud anyway.  I would have to know which Battle you were in to diagnose the issue further though.
Title: Re: Bug Reports
Post by: Fortexfiend on June 09, 2013, 08:38:14 pm
Not sure if this has already been addressed, but right when you gain access to the world map, all I see is a black screen.  I can still see Ramza's small sprite and the available locations to go to, but am unable to see anything else.  Is there a way to fix this problem?  Again I apologize if this was already addressed.  I am using the latest ePSXe emulator. 
Title: Re: Bug Reports
Post by: brittmarv on June 09, 2013, 08:46:49 pm
Quote from: Fortexfiend on June 09, 2013, 08:38:14 pm
Not sure if this has already been addressed, but right when you gain access to the world map, all I see is a black screen.  I can still see Ramza's small sprite and the available locations to go to, but am unable to see anything else.  Is there a way to fix this problem?  Again I apologize if this was already addressed.  I am using the latest ePSXe emulator.


ePSXe is notoriously difficult to configure properly for FFTactics. It can be done, but honestly, you are better off just using a more stable emulator.

http://psxemulator.gazaxian.com/ (http://psxemulator.gazaxian.com/)

This link will allow you to download pSXfin. This is the most stable emulator and requires no plugins. The only big drawback is you don't get to enhance the graphics and sound very much, but that isn't really needed unless you can't live without the luxury.

If, after using pSXfin, you still have graphical issues, then you have another problem altogether;

a) You could have a bad ISO. Re-rip your disk, or whatever, and see if that fixes it.

b) You aren't using the latest version of PPFomatic. Find the latest version on this site and use it.

c) One or more of your files were corrupted during the download process. Re-download the patch, try again.

Looking forward to you enjoying this wonderful expansion to FFTactics!
Title: Re: Bug Reports
Post by: iostream on June 10, 2013, 02:14:53 am
Quote from: Fortexfiend on June 09, 2013, 08:38:14 pm
Not sure if this has already been addressed, but right when you gain access to the world map, all I see is a black screen.  I can still see Ramza's small sprite and the available locations to go to, but am unable to see anything else.  Is there a way to fix this problem?  Again I apologize if this was already addressed.  I am using the latest ePSXe emulator.


  Use P.E.O.P.S Soft Driver 1.17 - video plugin.. This is the only driver I could get perfect video settings with.. gl
Title: Re: Bug Reports
Post by: iostream on June 10, 2013, 02:27:38 am
Word to your mother, I just finished chaper uno mas without any super bugs detonating (except Snakes name which almost triggered my ocd to edit the problem myself, but ended up just ignoring it in the end.  Some of the fights were a super bitch, and probably would of kicked my dog if it wasn't for load state, ya that's right I cheated (want to fight about it?)  Anyway, thanks and good job guys.. But where the eff is chapter 2 already? 
Title: Re: Bug Reports
Post by: iostream on June 10, 2013, 02:41:55 am
I noticed after checking the AT list before every turn Ganon would sometimes cut in line.. What gives?  P.S. His arms looked super kewweeuuull.. good work.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on June 10, 2013, 02:58:06 am
That's actually part of his boss dynamic.  He does a lot of stuff you can't see.
Title: Re: Bug Reports
Post by: headlesscabbage on June 10, 2013, 06:57:14 pm
Hey, I've been a long time lurker on this web site, and a total newb at actually doing anything...

The game was going smoothly (and amazingly) until after the five characters introduce themselves to each other at the beginning of the game, inside the castle.  After Cloud started telling his story and the screen was fading out, I got stuck at an eternal loading screen. 

I'm using the most recent updated patch.  I'm using PCSX (i have a mac  :cry: ) idk if that might be the problem...  I doubt this is a bug in the patch, and I REALLY need to play this game!!  Any suggestions?
Title: Re: Bug Reports
Post by: brittmarv on June 10, 2013, 07:43:32 pm
Quote from: headlesscabbage on June 10, 2013, 06:57:14 pm
Hey, I've been a long time lurker on this web site, and a total newb at actually doing anything...

The game was going smoothly (and amazingly) until after the five characters introduce themselves to each other at the beginning of the game, inside the castle.  After Cloud started telling his story and the screen was fading out, I got stuck at an eternal loading screen. 

I'm using the most recent updated patch.  I'm using PCSX (i have a mac  :cry: ) idk if that might be the problem...  I doubt this is a bug in the patch, and I REALLY need to play this game!!  Any suggestions?


Are you using basic PCSX, or are you using PCSX-Reloaded? From what I understand, PCSX SVN-R works flawlessly. I don't know if the SVN version is for Mac or not though.

Here is SVN-R

https://launchpad.net/~rebuntu16/+archive/pcsx-reloaded-svn+unofficial (https://launchpad.net/~rebuntu16/+archive/pcsx-reloaded-svn+unofficial)

Here is PCSX-R Mac OSX, if SVN-R doesn't work

http://pcsxr.codeplex.com/releases/view/50048 (http://pcsxr.codeplex.com/releases/view/50048)

If you still have problems, then most likely your ISO is bad. This is very common. Probably 80 % of problems come from a bad ISO. Re-rip your disk, or whatever, and use a fresh ISO.

If all else fails, re-download the latest version of PPF-omatic and re-download the latest patch, because you may have an outdated ppf-omatic, or the files may simply have been corrupted in the download process. This happens.

Let me know buddy and good luck.
Title: Re: Bug Reports
Post by: 3lric on June 10, 2013, 08:40:19 pm
Also I might note, that it doesn't HAVE to be an ISO. I've seen people mess up an image by trying to convert it TO an ISO.
ISO/BIN/IMG are all the same thing.
Title: Re: Bug Reports
Post by: headlesscabbage on June 11, 2013, 09:51:54 pm
Quote from: brittmarv on June 10, 2013, 07:43:32 pm
Are you using basic PCSX, or are you using PCSX-Reloaded? From what I understand, PCSX SVN-R works flawlessly. I don't know if the SVN version is for Mac or not though.

Here is SVN-R

https://launchpad.net/~rebuntu16/+archive/pcsx-reloaded-svn+unofficial (https://launchpad.net/~rebuntu16/+archive/pcsx-reloaded-svn+unofficial)

Here is PCSX-R Mac OSX, if SVN-R doesn't work

http://pcsxr.codeplex.com/releases/view/50048 (http://pcsxr.codeplex.com/releases/view/50048)

If you still have problems, then most likely your ISO is bad. This is very common. Probably 80 % of problems come from a bad ISO. Re-rip your disk, or whatever, and use a fresh ISO.

If all else fails, re-download the latest version of PPF-omatic and re-download the latest patch, because you may have an outdated ppf-omatic, or the files may simply have been corrupted in the download process. This happens.

Let me know buddy and good luck.


Hey guys, thanks for the help--

I used PCSX-R Mac OSX, since SVN-R didn't work

Rather than re-ripping my disc (i never trust it working anyway) I followed the directions from an old post on ffhacktics that explained how to get a reliable ISO of the game

I kept it in .BIN form

I downloaded fresh copies of the patch, and the ppf-omatic, and patched the .BIN

I started a new game

Same problem-- I get stuck at the loading screen right after the dialect within the castle.  It doesn't freeze; the music keeps going and the now loading keeps flashing infinitely. 

Maybe I'm just not meant to play this game lol
Title: Re: Bug Reports
Post by: Ramza1 on June 11, 2013, 10:54:47 pm
bug in bandit fort shes just sitting there the entire battle and her health and mp are just wacked out high

(http://i40.tinypic.com/ngwzk.jpg)
Title: Re: Bug Reports
Post by: brittmarv on June 11, 2013, 11:15:44 pm
Quote from: headlesscabbage on June 11, 2013, 09:51:54 pm
Maybe I'm just not meant to play this game lol


I used to feel that way. For some reason, with every previous computer I have owned, I haven't been able to get FFT running properly with any plugins or emulators or settings.

Fear not

Check out this thread..

http://portingteam.com/topic/2443-psxfin/

I know basically nothing about Mac, but I have heard of "Wine" and I guess it is an application that lets you run windows programs. Many people seem to have gotten pSXfin working on mac. Just type "psxfin wine" in google and you get a lot of hits.

Look into this, and let us know
Title: Re: Bug Reports
Post by: RavenOfRazgriz on June 11, 2013, 11:19:22 pm
@Ramza1

You modified your save game data, didn't you?

That bug is a result of the game not finding valid data for Leesha in your party and loading whatever garbage data it could find instead.
Title: Re: Bug Reports
Post by: Ramza1 on June 11, 2013, 11:26:26 pm
I tried modding the game but this isnt that save? nobody would help me use the memtool so i kept going without it
Title: Re: Bug Reports
Post by: The Damned on June 15, 2013, 02:04:58 am
(Blegh. I finally got my Internet back after a week. I really need to change my provider.)

Anyway, the first thing I shall do upon my return is kvetch so as to verify my authenticity. Well, that and I idiotically didn't record all of these in writing while I beat the game during this week, but off the top of my head, here's what I've noticed (that alkarl didn't point out):


1. Bladebiter's Munch still isn't working. It can target a unit like it's going to break the weapon and even give a percentage, but if you actually try to use it, the Bladebiter's sprite will just spaz & glitch a bit and...nothing (visible) happens. Something is going on, though, since it can trigger Reactions and there's a bit of audio, but nothing actually happens to the weapon and not even "Missed!" or "Guarded!" comes up, much less the target dodging. It could possibly break something and just be my freaking horrible luck, but considering that Munch can also target monsters and units without weapons....

2. Clarification about the Chapter End boss's "rejection of reality" aside when it comes to the AT, someone might want to check to make sure that Slow (the status) is actually only lowering the AT of the target to 75% because it seems like a LOT more than that. Granted, I'm pretty horrible at eye-balling Slow and Haste's returns given how little I actually use them, but...yeah, I don't think double-checking Slow or Haste would do any harm.

3. Circle is vulnerable to Silence while, at present, the rest of the Blue Magick I have--Chocobos', Turtles', Skeletons' and Malboros'--are not. I'm unsure what's intentional, but if I had to guess, I'm guessing Blue Magick as a whole isn't supposed to be subject to Silence ala FFV and other FFs, so this just seems like an an accident as with Dante's Dash previously.


4. Redguard's Mist's description doesn't say what it does in terms of actual action. Thankfully, considering my research for Embargo and such, I knew the name referenced to MP healing and restoration almost right away. I doubt, however, that this is at all clear to more casual players or even other people here who just haven't played FFXII or other FFs much (if at all).

5. Redguard's Bane seems to be working as intended, but its targeting is a bit...weird. It will Poison anything it actually hits, but it wouldn't show that when using it on anything save for the chapter end boss, who it showed was vulnerable to Poison (in the first form)...even though Bane had a 00% chance of hitting. Again, not terribly problematic, but yeah....

6. Not sure if this is intentional, but Samurai is missing Koutetsu as an ability. At present, its ability list skips from Asura to Osafune.


I have footage of everything but the third issue, so I can get up a screen-shot if needed. A mere screen-shot won't help in the case of the first issue; video is needed to show how screwed Bladebiter currently is.

I'm pretty sure there were other weird things I noticed in finishing up Chapter 1--well, unintentionally weird things since otherwise I'd have to count both of those Marks. (*shakes fist at Durbs*) I'll have to check my notes and look over the videos I'm editing even more though, even though there's a lot of stuff I didn't show on camera on my way to and from Mark 2's location.

There's also other things I merely "suspect", but those need further testing.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on June 15, 2013, 02:54:40 am
Slow seems a lot more than Speed xx .75 because your guys should be averaging 8-9 Speed.  The difference between 6 Speed and 8 Speed is a ton.  (13 Clock Ticks v 17 Clock Ticks to be precise.)  I'll have someone else look at it to be sure but that difference is really kinda large, especially when you have some characters like Snake who are much faster than the final boss.

Samurai is not missing any skills.

Bane has the wrong formula, it'll be fixed in the coming release.  Same with Mist's description.  I'll also be cleaning up Blue Magic's Silence inconsistencies.

Not sure why Munch is acting up because nothing is actually edited on it.  I'll look into it to be sure.
Title: Re: Bug Reports
Post by: The Damned on June 15, 2013, 03:47:24 am
(Back from walk.)

Okay. I see. My characters' speed actually tends to be like 10 now due to how high I ended up being in levels, so it's good to know it's working as it should, possibly. Goes to show how little I use Haste and Slow despite them always been so powerful and Time Mage being one of the classes from vanilla I actually liked better.

When it comes to Munch, yeah...I'm not sure what the hell is going on with it either since I didn't suspect anything changed from the Weapon Break formula, which may be itself be the problem. Given I have vested interested in finding a solution for my own patches (or, at least, for Human Advancement), I'll edit it in at the beginning of the Thieves Fort video I'll post up later today even though I didn't remember to actually record Munch acting up until Wednesday of this week around the time when I was trying to open up Dancer.

In the meanwhile, I'll try to remember the other things I noticed because I vaguely recall one more thing being kind of important to fix....
Title: Re: Bug Reports
Post by: RavenOfRazgriz on June 15, 2013, 04:05:37 am
I found something strange in the animation bytes for Munch that would cause the strange graphics when the attack is cast.  I'm going to have to test the skill tomorrow and see if those bytes were the problem.  I don't see why they would be but FFT was coded by monkeys so you never know.
Title: Re: Bug Reports
Post by: The Damned on June 18, 2013, 12:40:48 pm
(Now now, [pretend to] be nice.)

Ah, okay. I think I at least remembered one of the things that was bugging me, if only subconsciously. I only "remembered" it because I'm currently editing videos that should be up later today finally:


The spell Gravity is supposed to an AoE 2 spell now, right? Because if it is, then its description is incorrect since it says its an Effect 2 ability, which is equivalent to AoE 1. If the description is what's correct, though, then it should be said that Gravity has been an AoE 2 spell when it isn't supposed to be for like..."forever" (read: probably longer than v1.941).


There's doubtless something else I'm forgetting still, but meh.
Title: Re: Bug Reports
Post by: The Damned on June 19, 2013, 03:45:44 pm
(Bleh. I hate double posting, but I remember something I forgot now.)

I also discovered something new and, coincidentally, both of these things are related to the Ghost type enemies:


1. The Grease Touch ability adds All Oil & Slow while its description says it only adds Oil. It's sort of the problem that Lilith's Kiss had only it's not as off.

2. The Ghost Beastmaster ability appears to be acting a bit...off, if only in terms of units that are supposed to absorb Dark. It overkills them twice over due to the way that Absorb on monsters has been done for Jot5. This may be intentional given it would basically amount to a full-heal anyway, but...yeah. (I'm also surprised it has such a huge AoE, but meh.)


I think that might be it given what I've figured out so far.
Title: Re: Bug Reports
Post by: Finale on June 24, 2013, 01:06:19 am
Hi there!
I'd like to start by saying that I love the work put into this mod.. but unfortunately I've hit a bit of an issue. < <;

So, fairly early on in the game (After the encounter at Zirekile Falls) I decided to backtrack and get some JP before moving forward.
I ran into a battle in Bariaus Hills, and after clearing it I ended up with this:

(http://i1338.photobucket.com/albums/o697/aZtralFINALE/JOTF_94221_24062013_005104_0315_zps0f7079c8.jpg)
Sorry for the small image, I don't think it needs to be much bigger to see my issue though.

Ramza is simply missing. When I hit random encounters he's not present on the formation or in my roster, and when I progress further in the story he shows up in the cutscenes, and he is shown in the formation but after the battle begins he's just not there. I'm stuck with just the other 4 heroes.

I even went back and redid my previous encounter and came out with the same result.

I'm using the PSX 1.13 emulator.
Title: Re: Bug Reports
Post by: Xifanie on June 24, 2013, 09:39:45 am
Finale, could you described what happened in your battle at Zirekiles?
For the time being, you can send me a quicksave/memory card save and I should be able to fix this for you, you shouldn't lose anything.

Or you could even just do it yourself if you have the debugger under Debug/Monitor/r3000, in the memory window, ctrl+g and type 0x80057F75 , type 00 and then re-enter the formation screen. All your equipment should be removed, hopefully still in your inventory. Even if you do this, it would be important to provide us something to test with especially if you can reproduce the bug with your save.

More questions:
Did you just load your quicksave after upgrading JotF (if you did)?
What version are you currently using?

I'm a bit clueless because finishing the battle in 1.952b and 1.96 doesn't trigger Ramza to disappear, and in 1.96 I tried killing Ramza and when he crystallized it resulted in a Game Over, so idunno.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on June 24, 2013, 06:30:31 pm
Did you start your Save File on 1.952b, then upgrade to 1.96 and load a Save State? 

If so, please load your Save State before this happens in 1.952b, make a hard save (to a Memory Card), then load that Memory Card into 1.96, because you should always change versions via a save from a Memory Card and never a Save State.

If you started your New Game on 1.96 then the above obviously doesn't apply to you.  Do try saving to a Memory Card and reloading if you use a Save State anyway just to be certain, and if it still happens, please send us the Save State and Memory Card because we can't seem to replicate your error and the lack of other people reporting a similar error leads me to believe this is an isolated case.

Tl;dr if nothing we suggested stops this from happening, we'll need your Save State or Save File before Ramza is removed from your party so we can dig into it ourselves.
Title: Re: Bug Reports
Post by: Ulric on June 24, 2013, 09:07:36 pm


Possible bugs listed in the spoiler, which contains a video also showing these. There -will- be game spoilers in the video, so if you don't want to see that, you've been warned.

About 7 minutes into the video, you'll see everything I have to report. I'd recommend just skipping to it.
http://www.twitch.tv/zevranus/b/421406857


1)When a character levels up, they have an odd symbol in front of their name.

2)One of the skeletons appears as a Guest, which I hadn't noticed until reviewing the video.

3)The other skeleton was given boss status and a large amount of HP, I didn't find anything else about it though.

This was using an unedited (You'll see that File 2 was edited) save from the memory card, on version 1.96. I updated from the previous version and continued from this save to find these three things were all different. I'm not sure how much of it would be intended, but that's all I've found.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on June 24, 2013, 09:17:27 pm
You updated by patching a clean ISO and not just patching 1.96 on top of 1.952b, correct?

Those are all very weird things and there's no reason they should be happening, assuming you didn't do the above, so uh, we'll throw a wrench at it and pray that helps.
Title: Re: Bug Reports
Post by: Ulric on June 24, 2013, 10:13:21 pm
I do believe I did but I'll do it again, for thoroughness' sake.

EDIT:So far, no guest monster, no boss monster, although I think the boss thing happened mid-battle.

EDIT 2:The icon before a character's name when they level up is still there for me.

If it's just me, I'll look more into anything I may have done.

EDIT 3: Nevermind, both of the other bugs just happened. I wasn't recording this time, though.

It happened after using Link's Fire Arrow. I just looked at the previous video as well, and I notice the changes occur after using it there as well. I've only done this particular story battle since patching, so I don't know if it is exclusive to it.
Title: Re: Bug Reports
Post by: Xifanie on June 24, 2013, 10:41:13 pm
Yes, I can confirm Link's Fire Arrow bugs the game pretty badly, so for the time being, DO NOT USE FIRE ARROW.
I was able to reproduce the bug perfectly.


~fixed in 1.96b~
Title: Re: Bug Reports
Post by: Arhuhamel on July 21, 2013, 11:20:43 am
when i start to play, in the first battle vs the skeletons, when is the turn of the knight the game stops, and shut down my pc, what i need to do to fix this?

sorry if my english is bad, isn't my standard language
Title: Re: Bug Reports
Post by: brittmarv on July 25, 2013, 08:45:53 pm
Quote from: Arhuhamel on July 21, 2013, 11:20:43 am
when i start to play, in the first battle vs the skeletons, when is the turn of the knight the game stops, and shut down my pc, what i need to do to fix this?

sorry if my english is bad, isn't my standard language


Hi, and welcome to the forums!

Before anyone can help you, it would be helpful to know a few things.

What emulator are you using?

What version of JoT5 are you using?
Title: Re: Bug Reports
Post by: Kaffe on August 05, 2013, 12:57:23 pm
Hmmm, where to put that fifth unit...

(http://www.uppic.org/thumb-2FED_51FFD622.jpg) (http://www.uppic.org/share-2FED_51FFD622.html)

ETA:
Avy pic and unit not matching very well.

(http://www.uppic.org/thumb-0244_51FFDA46.jpg) (http://www.uppic.org/share-0244_51FFDA46.html)

ETA2:

And a similar one...

(http://www.uppic.org/thumb-5FBA_51FFEC53.jpg) (http://www.uppic.org/share-5FBA_51FFEC53.html)
Title: Re: Bug Reports
Post by: 3lric on August 05, 2013, 02:21:40 pm
Whoa. What battle is that formation from? Also no idea why the ports would show up that way. Ill look into these after work.
Title: Re: Bug Reports
Post by: Kaffe on August 05, 2013, 02:48:23 pm
Sephirpth battle.
Title: Re: Bug Reports
Post by: Xifanie on August 05, 2013, 03:14:09 pm
Maybe he did something that triggered RAM corruption, like the Fire effect did with Choto's hack.
Title: Re: Bug Reports
Post by: 3lric on August 05, 2013, 04:05:07 pm
Its possible. Since ive done the Seph battle countless times and never encountered this issue. If no one checks the attack.out by the time i get home i will check it out.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on August 05, 2013, 04:08:05 pm
Yeah the Attack.out had a 5 set.  I dunno what's up with that portrait stuff though, once I've had coffee and something to eat I'll look into it and see if I can replicate it.
Title: Re: Bug Reports
Post by: 3lric on August 05, 2013, 04:41:32 pm
If the attack.out had 5 set why is one not showing up o_O
Title: Re: Bug Reports
Post by: Kaffe on August 05, 2013, 04:47:38 pm
Didn't get a screenshot of it, but Alma says "some silver-hairedpsycho just", guessing it is missing a blank space there.

I'm just assuming you know exactly where that is. (After Sephiroth battles, outside the castle)
Title: Re: Bug Reports
Post by: Pride on August 05, 2013, 04:49:33 pm
Maybe RAM corruption or a dirty ISO? It seems like a strange error that other people haven't really gotten.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on August 05, 2013, 04:53:52 pm
Quote from: Elric on August 05, 2013, 04:41:32 pm
If the attack.out had 5 set why is one not showing up o_O


Because it's supposed to only be 4 since Cloud deploys automatically now and I just forgot to make the 5 into a 4.

EDIT: I also can't recreate the Miluda Portrait bug on my master ISO, but I'm gonna patch one later and try that to be certain.
Title: Re: Bug Reports
Post by: Kaffe on August 05, 2013, 05:04:15 pm
I could try different emulators to see if I get different results as well.
Title: Re: Bug Reports
Post by: Xifanie on August 05, 2013, 05:34:45 pm
No this wouldn't be an emulator issue... you might've used a specific hacked skill or something or triggered a hack's buggy effects which corrupted the RAM, I don't know. You have the latest version right? If you had an older version this could totally happen.
Title: Re: Bug Reports
Post by: 3lric on August 05, 2013, 06:05:22 pm
Also, just to verify, you are using the newest version and did not add any other hacks to the game correct?

Also, you downloaded the Vanilla ISO from EP not the 1.3 iso from there right? You might try finding an iso/bin/img from
somewhere else, since there have been issues with the EP iso before.
Title: Re: Bug Reports
Post by: Kaffe on August 05, 2013, 06:34:58 pm
Yes, EP iso (I lost my own personal ISO long time ago). I'm using the latest version (downloaded two or three days ago). No extra hack. Just stumbled upon a funny issue again:

(http://www.uppic.org/thumb-FB37_5200286F.jpg) (http://www.uppic.org/share-FB37_5200286F.html)


Guess I'll have to find another iso... I've personally never had problem with EP one before.


ETA: This is another ISO, actually my original one, I actually found it:

(http://www.uppic.org/thumb-D0CC_52002DEE.jpg) (http://www.uppic.org/share-D0CC_52002DEE.html)

ETA2: This is also an odd place to be able to stand...

(http://www.uppic.org/thumb-C69F_52002F9B.jpg) (http://www.uppic.org/share-C69F_52002F9B.html)

ETA3: And now Dante got messed up. Anyone in the back row seems to get strange. Or the last person I choose. Don't know which just yet.

ETA4: Sorry to be bombarding you, but here Ganondorf is in some way standing on top of the tile, so I can't hit him. It doesn't alter between two levels either, as it usually would if there were tiles "on top" of each other.

(http://www.uppic.org/thumb-191A_520033D0.jpg) (http://www.uppic.org/share-191A_520033D0.html)
Title: Re: Bug Reports
Post by: RavenOfRazgriz on August 05, 2013, 07:28:37 pm
I see your problem.  I forgot to make that 5 a 4, again, so you're breaking the sprite limit.

Just deploy 1 less unit, Kaffe.
Title: Re: Bug Reports
Post by: Xifanie on August 05, 2013, 07:45:53 pm
I don't think that will work Raven, if the squad allows 5 units, I'm pretty sure the game will forcefully allocate space for only 4 other spritesheets (9 - 5). Or maybe I'm just confusing myself with random battle stuff, dunno.
Title: Re: Bug Reports
Post by: 3lric on August 05, 2013, 08:05:15 pm
Something is wrong here, I thought Twinees fixed that map for us before we even released?
Title: Re: Bug Reports
Post by: Pryn on August 08, 2013, 10:19:40 am
Greetings,

I would like to notify that since the release of the patch (v1.97b):

-The reaction ability "Nature's wrath" of the Piscodemon procs at a higher rate, I did not see any change about this in the patch notes. (Got 1 character petrified and 3 characters "stopped" within 4 consecutive procs).

-The "paralyze" effect of mustang did not occur for me after nearly 25 hits. Maybe it's just bad luck. I don't know.

-The "Immobilize" effect of Cross-slash did not occur after 12 hits although the spell's description states that it's a 100% add.

-The passive ability "Ignore Terrain" as a geomancer does not work. If the character is not on the field's associated ability, he cannot use the geomancy talent.

- Steal techniques don't show 0% chance to steal when an item is already stolen helmet, armor and accessories and the following message is shown when an item is stolen a second time : Got "".
Title: Re: Bug Reports
Post by: RavenOfRazgriz on August 13, 2013, 12:02:51 am
Just pointing out that Ignore Terrain has nothing to do with the Geomancy skillset.

The procs being wrong have been fixed.
Title: Re: Bug Reports
Post by: kyozo22 on August 13, 2013, 10:37:49 am
Hey, here to be a pain in the arse again! It would appear that Monster's Kin/ learning blue magic isn't working. After using the skill to be learned, when the choice is due to pop up/ exp gain is then the game just crashes. Tried it with multiple monster skills, Animist and non-Animist jobs alike on the same freshly-patched ISO that I've been using fine for years (been patching a clean vanilla version every update, of course.)

Assuming that its something ASM related? Thought you guys should know, in any case. Cheers
Title: Re: Bug Reports
Post by: RavenOfRazgriz on August 13, 2013, 02:43:35 pm
Time to go yell at Pokeytax, hooray.
Title: Re: Bug Reports
Post by: kyozo22 on August 13, 2013, 03:05:30 pm
if I ever see him around the forums, will make it a point to hurl some abuse. ;D
Title: Re: Bug Reports
Post by: Advent on August 14, 2013, 09:22:58 pm
Got a text bug for ya.


(http://i.imgur.com/GNIfXJl.png)
Title: Re: Bug Reports
Post by: 3lric on August 15, 2013, 02:05:21 am
Well that's a bit strange, is that on the most recent Patch?
Title: Re: Bug Reports
Post by: RavenOfRazgriz on August 15, 2013, 03:12:10 am
I already know why it happens, people giving me incorrect information.  I'll fix it when Pokeytax gets back to me on the PM I sent him regarding the other thing or I can get someone else to handle it.
Title: Re: Bug Reports
Post by: DaTruthDT on August 15, 2013, 03:46:31 pm
I encountered the same one as kyozo22.

A monster used a learnable Animst skill on my Animst. Right when you would get the message to learn the skill the game crashed.

Also a lot of the proc %'s seem strange. Agrias gets procs on her skills maybe 80 or 90% of the time.

I've noticed the same with both the Pisco Demon's Nature's Wrath reaction & the Green Skeleton's Aqua Soul frog proc.
Title: Re: Bug Reports
Post by: Advent on August 19, 2013, 12:36:58 pm
1.97d crashes whenever you try to change someone's reaction. Truth and myself are both having this issue.


(http://i.imgur.com/A65nbWA.png)


Also, yeah Elric it was with the current version at the time. Sorry for the late reply; been busy lately.

EDIT: It's not just for reactions; it's for all abilities. Secondary, Reaction, Support, and Move. Wonder what caused such a huge bug.

Also, I'm not sure what the numbers refer to (I'm guessing where the data's located in the ISO), but they're different for each ability slot you try to change (Reaction is different from Move, etc). I'm talking about the numbers in parenthesis, in my screenshot's case, the (3152,66).
Title: Re: Bug Reports
Post by: shoruke on September 12, 2013, 02:34:00 am
Well, I just finished Chapter one. 'Twas barrels and oodles of fun! I thought to myself, "Let's do that again! And this time, we'll do it in SHORUKE IS A NITPICKER mode. And with more Move-JP Up."

All of these were encountered in v1.96b

-Cloud's Counter Deathblow description is... not great. "Damage: 85% HP". Cloud's HP or the target's? Max or current HP?  :? Either tell me how much damage I'm doing, or don't...
-During the opening cutscenes, Dante says "I wish one day I can find a real challenge". I might not have all the words in exactly the right order there, but the point is it should be "could" instead of "can".
-Description for Wish states that it heals 1 to 9 HP. Try to use it on a skeleton, it projects that it'll do 20 damage. Odd, that's more than 9... (then again it also says it cancels Dead, so you know, whatevs)
-I still don't get why Ramza's first thought after seeing Cloud wasn't "I'm going to go ask Besrodio why the f**k." Ramza even mentions Goug when introducing Cloud, and was on the topic of the thinger ("orrery", I think is the proper term) that teleports people across dimensions, so... like... why. Yeah, I know the patch is already out and you're working on Chapter 2 already and it's unworthily hard to change the whole plot around, but it's just so weird.
-During the Mass "No who the hell are YOU" sequence just after the first fight, Cloud interrupts Dante. "Demons?" "Yes. Can I finish your holy lordship?" That needs a comma.
-"Where the hell is my goddamn nose!?!" There's nothing at all wrong with this, I just thought it was hilarious and worth mentioning  :mrgreen:.
-(maybe more of an "exploit" than a bug, and may be more related to vanilla AI; I don't know how much AI tweaking was done for this patch) The knights in the second fight outside Lionel's gates were perfectly willing to jump into the water on their left, if Invisible Snake stands in their way and prevents them from using half of the bridge (even if they could use two turns and go around him, staying on dry land), and then stay stuck in the water if the perpendicular ledge is blocked up, declining to move towards the far land.
See those two dudes in the water? They can't jump onto the bridge and the other nearby ledge is blocked, so they sit there. They could slowly make their way to the little slope on the left, the water doesn't seem to slow them down much, the top one can even make it onto land there, but nooo, we feel like sitting here like failed geese.
(http://oi42.tinypic.com/2w3uo1z.jpg)
Once that ledge cleared up though, they all jumped out and started doing things... And on the turn after that, they all jumped back in again, like dumb sweaty sheep.

-Ramza's skill list bugged out. I checked it in the middle of combat, and... well... look at the picture.
(http://oi44.tinypic.com/5x1uhg.jpg)

-Whenever people level up, that same "washed out" symbol appears in front of their name.
Okay, it's slightly different, but...
(http://oi43.tinypic.com/jl4ims.jpg)

-Why is there a Formation menu screen to change the specs for Ramza's team right before Alma's debut battle? Seems unnecessary. (I know vanilla did that a lot, not sure how hard it is to get rid of...)
-The plot kinda takes a while to resume once you leave Lionel Castle. "Let's go this way and talk to people!" *some time later* "Didn't work." "Well, let's just keep going this way! Something's bound to happen!" Then Mr. Plot shows up and hands them a rock.  :?  We have all these really interesting characters, why don't they drive the plot instead of stumbling around in a vaguely northwest-ish direction and waiting for the plot happen to them? (Personally I'd change it so that Ramza had already heard of the two information brokers in Dorter, and so led the group to go find them)
-We never do find out what Alma meant when she said Lionel Castle's glory was "arrested", do we? Did Queklain damage the brickwork when he died? Or is Ramza just a pitiful Duke who can't keep house and now it's all dusty and out of ketchup? Is the place not cool enough now that the resident politician isn't an evil, fat man?
-Concerning Olan's Letter and Journal Entry 5: "soon even [Olan will] realize I'm still alive here, somewhere..." Hey, Ramza? He SENT YOU A LETTER. He is WELL AWARE you're still alive. He's apparently read your Change of Address form, too.
-The Letter From Delita is something that no sane King would write, especially one who got into power by murdering (or causing the death of) most of a country's nobility in ascending order. You DO NOT write national secrets in explicit detail on paper and send them across the country. They get stolen by bandits, or the messenger gets caught in a blizzard, or attacked by monsters, or the messenger turns out to be some kind of traitor... etc. etc. Some obfuscation is in order. "My dearest, oldest friend, I've arranged a pleasant surprise for you at Lionel Castle, which henceforth is under your care. Please gather all your possessions and relocate there as soon as possible. I've stationed someoner there to act as Duke during your journey there, and who will fill you in as to the details of your new circumstances upon your arrival." etc. etc. Then Ramza shows up at Lionel, and Tesnya (or Balmafula or someone) is waiting there to tell Ramza "you're actually under house arrest"
-Incidentally, where are Olan and Balmafula in the Brave Story? Olan wrote one short letter, but I can't tell if Balmafula is still Delita's friend or Olan's friend or a church spy or what.
-The Letter from Agrias is missing a period at the end of the last sentence
-There are all these cool new classes that do cool new things, but they have stricter entry requirements than in vanilla and the JP rewards for actions are smaller, and The Five have really neat Squire-substitute classes that need a lot of JP to master. I'd like to give you the benefit of the doubt and guess that it's set up like this to make it so that you're still earning JP that's worth something near the end of the game (as opposed to Vanilla where having some mastered classes by the halfway point is fairly standard, and having ninjas before reaching Dorter isn't unheard of). But it still feels like the game is just being a big tease with the Job system. "Hey, here's these new classes, but you can't use them. They're for important people." Each fight that has a new AI guest is like that, too. "Here's a new team member! He/She does something cool! See, watch th-" *SMITE* "Nevermind! Revive them and THEN hope they do something cool!"
Title: Re: Bug Reports
Post by: Angel on September 12, 2013, 01:55:02 pm
While I'm not the one to properly field the majority of your concerns, I can at least say that the text corruption is very much known and has since been fixed - the fix just hasn't been posted as of yet. The long and the short of it is, an ASM hack was written over some text space that shouldn't have been written over.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on September 12, 2013, 06:54:01 pm
The description on Cloud's Cntr Deathblow is the same format as any other % based healing or damaging attack in Journey of the Five and operates the same as any % based healing or damaging, meaning 85% of the Target's Max HP.

Dante's line in his Intro is:

//Message x07
{font:08}Dante{br}
{font:00}
Hmm... dead already huh?{br}
{br}
Man, I wish one of these{br}
days I could find a real{br}
challenge...{br}
I'm so tired of dealing {br}
with these idiots.{end}


So I'm not sure what you're talking about there.

Wish deals the same amount of damage to Undead as Phoenix Down, which has always been different than the amount it heals.  Wish does Cancel: Dead.  Skeletons don't have the Dead status.

Cloud was Summoned in Vanilla by combining the Orrery with a Zodiac Stone.  Cloud in Journey of the Five isn't Summoned by either the Orrery or a Zodiac Stone as far as Ramza knows, and people from other worlds are also summoned to the same spot.  Ramza has no reason to believe that Besrodio or Mustadio are involved and no source of magic that could be combined with the Orrery regardless.

The AI is the AI.

That screenshot of Ramza's skillset shows you're not playing on the newest version (v1.97e) as the only text item that was replaced in that version was the asterisk "*" symbol.

...The scenes you're referring to as "vague northwest-ish direction" set up things like the state of Ivalice after the Lion War and the foundation of the interplay of the Five's personalities, with Ramza and Link's motives being the general drive across Chapter 1.  So uh.

... ...Alma's "arrested glory" statement is explained in the same scene she makes it, by Ramza, after she leaves.  It's also further explained in the Brave Story.  You've read the Brave Story so I'm not sure how it's not clear.

Here's a full screenshot of Journal Entry 5:

(http://img94.imageshack.us/img94/3852/dljc.png)


Posting because uh, the pronoun here very clearly refers to the other male referenced, not Olan.

Delita's Letter makes no reference to national secrets or anything beyond the fact Ramza is believed to have died and is a Heretic as decreed by a church already waning in power.  He is not personally obligated to pursue Heretics as the Kingdom of Ivalice and the Glabados Church are two very distinct and separate entities - the fact they were was one of the central points of the original game, with the Glabados Church attempting to work its way as the power house in Ivalice.

You know what Ramza knows about Olan and Balmafula.  He doesn't know anything that you've asked so it's not going to be found anywhere.  Outside of the cutaway scenes to Delita and similar things, you the player only know the things that Ramza knows.

The Job Wheel is strict because uh, if you can't tell, this is a long game, and what you're currently playing is only the first part.  You're only meant to have ~6-8 classes open upon completing Chapter 1, and if you look at the skills used by most enemies in the Chapter you'll find they they also only pull from roughly the same amount of classes sans "boss" enemies.  If you were expecting to leisurely get Summoners and such by Chapter 1 or early Chapter 2, you're not going to.  Period.  If you want them early, you're going to need to put some real work down on opening them.   As for "A lot of JP", Ramza takes 3100 JP to master all purchasable abilities, Cloud takes 3300, Link takes 2100 (!), Snake takes 2600, and Dante is the main expensive one at 4550, though this is because he has 16 skills which you only need 4 of at any given time, and overall they take more JP to Master due to their unique RSM choices.  Again, you're not meant to master a class in 3 battles.  Your average Generic class only takes 1600-2000 JP to master their Active abilities, and on average, RSM choices on them are very cheap, with no RSM in the game besides First Strike costing more than 400 JP and the majority of the ones you'll find in Chapter 1-appropriate classes only costing 100 to 200.  In Vanilla these prices could easily exceed 1000 JP for a single R/S/M and the Active abilities could literally take over 9000 JP to Master (hello Wizard and Lancer).  Yes you gain less JP, yes the Job Tree is more restrictive, but the JP costs have also been slashed tremendously in most cases, so I can't even tell what you're on about unless you just want every Job with tons of JP by the end of Chapter 1 - in which case I again point out to you that is the the exact opposite of the intent of this mod and is not going to change.

As for your Guest units, they all come on your level with plenty of JP and high-end gear that you probably can't even afford for yourself at the time they join - and you can bring them into Random Battles if you're grinding so they don't fall behind.  The only reason your Guests should be weaker than your main characters is if you let them be, and I can't fix that.
Title: Re: Bug Reports
Post by: Jackwastaken on October 11, 2013, 12:27:43 am
hi, im using a epxe emulator version 1.7.0. similar issues as the guy on page 9 with the map. only the worldmap shows itself briefly if i were to press circle (to enter a town) or press /\. also noticed it'd show if i moved the game cursor around the map. the dots on the map still show though. just dont have the actual map backdrop. also have same issue when checking brave story on menu. backdrop disappears. menu is still visible to be manipulated.

I tried fixing it by switching video plugins but the result was exactly the same. I tried using another emulator but i couldnt even get it to run then.

this may seem like an easy fix to most of you. but untill 6 hours ago i had no idea a world as wonderful as this existed. brings back memories when games were actually games.
Title: Re: Bug Reports
Post by: 3lric on October 11, 2013, 12:36:58 am
Hello Jack,

Try this tutorial for that black map issue:
http://ffhacktics.com/smf/index.php?topic=7128.0

Also, have you tried PSXFin (aka pSX)? If so, what was the issue
you had getting it to run?
Title: Re: Bug Reports
Post by: Jackwastaken on October 14, 2013, 06:27:38 pm
got it to work fine. thanks. glitch with the bow skills. 1 it registers a hit twice. and 2. when it does a knock back crit. it did it twice with me. not sure but i think the 2nd knock back send it off to  the right instead of left. the event caught me completely off so no screens. im on 1.97. great game.
Title: Re: Bug Reports
Post by: Devreckas on November 01, 2013, 02:20:59 am
Now I'm not sure if this is actually a bug, or maybe I did something wrong while patching the mod, but the Lamia monsters aren't patching over the panthers correctly, leaving some grainy picture in the background.  I've noticed this with a few of the other graphics, but this is the most noticable.
Title: Re: Bug Reports
Post by: 3lric on November 01, 2013, 03:32:56 pm
This is all you buddy, you likely expanded your ISO in Shishi before patching, which has been mentioned many times to NOT do.

Otherwise you patched an unclean ISO :P
Title: Re: Bug Reports
Post by: Devreckas on November 01, 2013, 09:29:26 pm
Yep it was def on my end  :roll:... don't know what the problem was, but patched it to another copy of vanilla and it's working fine now!
Title: Re: Bug Reports
Post by: 3lric on November 01, 2013, 09:46:16 pm
Glad to hear it. Also be sure to give some feedback on what you like/don't like about the mod.

Thank you
Title: Re: Bug Reports
Post by: Heisho on January 05, 2014, 11:57:14 pm
Hi!
I'm completely new on this project and I'm liking it so far (2 battles) but my main concern is that the game crashes at the first fight on the 3rd turn of Bartholomew (or somehing like that) I had to use cheats in order to advance the game and avoid seeing the whole intro again and again. That happened 3 times at the exact same point.
The other crash happened on the 2nd battle in the 3rd turn (if I remember correctly) of Cloud.

Now the point is that I'm using my PSP to play this hack, I don't know if this happens with all CFW or only mine at the moment.
The version is 5.50 Prome-4, and if somebody can't use cwcheats just make a new set on the cheats editor and use JOTF_94221 the Sony code.

Hope this helps, thanks for a great project!!
Title: Re: Bug Reports
Post by: 3lric on January 05, 2014, 11:59:12 pm
It has been stated many times that Jot5 does not currently work correctly on Console or PSP.

The only way to play it crash free until the next update is by playing on a emulator such as PSXFin or ePSXe
Title: Re: Bug Reports
Post by: deacan10 on January 07, 2014, 02:00:36 pm
I recently downloaded this, and after the first two battles, I am not allowed to allocate JP, is that normal for this part of the game or am I for some reason not allowed to use it yet?
http://puu.sh/6cVbE.jpg this is my screenshot to show I have enough JP to get an ability. (don't  know how to post it as an attachment
Title: Re: Bug Reports
Post by: 3lric on January 07, 2014, 02:06:59 pm
Well that is a new one. I've never heard of this bug
Title: Re: Bug Reports
Post by: deacan10 on January 07, 2014, 02:25:15 pm
oops, I figured it out X;, I wasn't pressing the right buttons :x
Title: Re: Bug Reports
Post by: 3lric on January 07, 2014, 08:15:35 pm
Glad you were able to get it worked out, hope you enjoy it :)
Title: Re: Bug Reports
Post by: Artemicion on January 25, 2014, 12:35:23 pm
I had a bug occur during the first battle in Zigolis Swamp. I used the shove skill  on a werewolf and it was pushed into a panel that already had another werewolf in it. The 2 enemies could use skills, yet could not move until one had died. I do not know if this could happen to other enemies or in other battles, but I will try to see if it happens again.
Title: Re: Bug Reports
Post by: om3gad3a7h on February 08, 2014, 11:58:33 pm
I'm having a problem with the beginning of the game for some reason when Bartholume goes to attack for the 2nd time in the battle the game  completely crashes i don't know wither its die to  using clouds braver or not :( i wanna play so bad  im using this on my PSP currently 
Title: Re: Bug Reports
Post by: RavenOfRazgriz on February 09, 2014, 12:03:47 am
Quote from: om3gad3a7h on February 08, 2014, 11:58:33 pmim using this on my PSP currently 


Well, there's your problem.

Quote from: Elric on March 25, 2013, 08:13:33 pm
(NOTE THE SECOND: Currently does NOT work on PSP or on PS1 Consoles.  This will be fixed at a later date.)


For now you need to play this mod on your computer via an emulator, etc.
Title: Re: Bug Reports
Post by: om3gad3a7h on February 09, 2014, 02:56:58 pm
:( Darn i thought chapter one would work oh well  i guess ill look for a controller to play with on my laptop
Title: Re: Bug Reports
Post by: armel on February 16, 2014, 07:27:24 pm
Hello,

Just downloaded the latest patch, patched the game without any trouble.
Went through my first battle and was very VERY excited to see the story continuing but then, right after the "introduction where the hell is my nose" speech, the screen goes on to the "now loading" and...It justs stays there. the music is playing, altough a litlle slower, and the now loading text is blinking as it normally does but it looks like it does'nt load anything at all.

My frustation now knows no boundaries as i was very excited to play this game, it looks like you've done a very good job from the little i was able to play.

Anyway, thanks for making me dream for a big half an hour  :cool:
Title: Re: Bug Reports
Post by: 3lric on February 16, 2014, 08:45:49 pm
This issue is usually a dirty or bad ISO. You might try getting a different ISO/BIN/IMG and try that.

What emulator are you using?
Title: Re: Bug Reports
Post by: armel on February 16, 2014, 10:36:25 pm
Hmmm allright,

I'll try a different one...again. I've been doing it on three different ones so far and always with the same result. I unfortunately don't have my copy of fft anymore so I'm having diificulties finding decent and clean iso's. I can only find bin files. I just change the .bin to .iso by typing it myself, and it seems to do the trick. Should I use a software to do it ?

I'm on pscxr on mac as for the emulator. I wanted to try the psxfin but i don't know to wine it and I haven't looked to hard to do it. I have an old pc that i will use to see if it works on it some time tomorrow.

For the records, i patched an iso with 1.3 easy type patch and i'm at 12 hours gameplay with no problems.

Thank you very much  for the quick answer though.
Title: Re: Bug Reports
Post by: armel on February 16, 2014, 10:47:06 pm
Ok, finally found a clean iso !

I'm very much relieved. Time for some ass kicking !!

Cheers.
Title: Re: Bug Reports
Post by: Mimingless on March 01, 2014, 04:38:01 pm
So, I decided to check this out and was pleasantly surprised by how well done it is, excellent work, though I ran into an annoying bug(?) in a certain boss fight.

I got Cloud to learn Shadow Flare in the first half of the Sephiroth fight, only to find it missing in the second half and afterward on the world map/random encounters/etc.

Though maybe this was intentional? The first half really is more of a cutscene than a fight, but getting anyone to learn Shadow Flare in the second half seems like it'd be a nightmare.

Either way, struck me as kinda off.
Title: Re: Bug Reports
Post by: 3lric on March 01, 2014, 04:40:07 pm
I apologize, this is a bug, it has been fixed for the next release, which will likely be when Chapter 2 is released
Title: Re: Bug Reports
Post by: Ilmauriciano on March 02, 2014, 10:53:19 am
Hello !
I came across a little bug : Focus Bangle is supposed to give wearer's immunity to Crystal, Treasure, Petrify and Vampirism, but only petrify and vampirism show up in the item list.

EDIT : Found a new bug while fighting Romar (or is it made on purpose ?)
Notice that guy literally floating over water when he has nothing that allows him to... (or maybe it's class innate...)

Title: Re: Bug Reports
Post by: RavenOfRazgriz on March 06, 2014, 01:04:43 am
Romar has an innate that allows him to do that, yes.  Tesnya has an innate that allows him to act in Depth 2 water as well.  They're modeled after the Ninja and Samurai Jobs, respectively, which have those kind of traits innately.
Title: Re: Bug Reports
Post by: Ilmauriciano on March 06, 2014, 09:23:03 am
Okay, thank you for for this advice :)
Btw I have a totally unrelated question : is there anywhere I can find a changelog for this patch ?
Title: Re: Bug Reports
Post by: 3lric on March 06, 2014, 09:28:30 am
Sorry. We dont offer any changelogs as nearly everything was changed. There is a fan
made wiki that has some stuff, but the development team has always stood firm on
our position of not releasing a changlog nor walkthrough.
Title: Re: Bug Reports
Post by: flowoftime on March 08, 2014, 07:59:26 pm
My game crashes everytime I enter Option Menu. This isn't happening during earliest play.

I'm using ePSXe 1.9.0 with Pete's DX6 D3D Driver 1.77 plugin.

I've been changing plugin like there's no tomorrow and still no luck... :(

Is it a bug?
Title: Re: Bug Reports
Post by: 3lric on March 08, 2014, 10:18:37 pm
Yes, this is a bug. I actually thought that this was already fixed but I guess not. It will be in the next release though.
Title: Re: Bug Reports
Post by: Selius on April 04, 2014, 04:49:30 am
sorry if this is posted already, but i can't seem to learn blue magic on animist without sharking monster's kin onto the character.

i learned choco cure, so it works, im just curious as to why animist doesn't have this innately ?
Title: Re: Bug Reports
Post by: RavenOfRazgriz on April 05, 2014, 12:49:41 am
Considering Monster's Kin has literally no effect to apply on the current release of Journey of the Five, the fact you used a gameshark to add Monster's Kin to your Animist doesn't matter.

To learn an Animist skill, you have to be in the Animist Job, and both be hit by the skill you want to learn and not be hit with or currently be under the influence of any Status Effect that stops your Reaction command from applying, kills your character, or gives control of your character to the AI.  You have to also get lucky as the learn rate on those skills is not 100% on the current version.
Title: Re: Bug Reports
Post by: Selius on April 05, 2014, 09:06:32 am
i see.

guess it was just the rng laughing at me the 10 times i got the chocobo to cure me and never learned it til i put monster's kin on. lol
Title: Re: Bug Reports
Post by: 3lric on April 23, 2014, 05:10:02 am
You correctly used the edit button... AND you found your answer
by doing some searching on you own.... please, never leave.
Title: Re: Bug Reports
Post by: kaitosyn on May 06, 2014, 05:38:28 am
I got sprite bug on snake and dante, and several text bug
Title: Re: Bug Reports
Post by: 3lric on May 06, 2014, 07:20:24 am
Post a picture please.
Title: Re: Bug Reports
Post by: kaitosyn on May 07, 2014, 07:57:25 am
^ah I fixed the sprite problem already (I accidently used modded one to patched ==a).....now I got a FPS problem, sometimes my FPS can dropped really slow and i got a sound problem too....how exactly the configuration for this game? i have low spec on my laptop

Edit: FPS issue fixed too...i got a new problem, my World Map became black ==a
Title: Re: Bug Reports
Post by: Jumza on May 07, 2014, 09:29:13 am
Black World Map is also an emulator settings problem.
Title: Re: Bug Reports
Post by: 3lric on May 07, 2014, 10:47:05 am
Use pSX 1.13 (aka PSXFin) instead of ePSXe. None of that wierd plugin stuff.
Title: Re: Bug Reports
Post by: Xifanie on May 07, 2014, 09:11:06 pm
That is completely pointless. At worst, pSX will autodetect the format:

cuebin: No .cue file found!  Will attempt to guess format assuming single track
cuebin: Seems to be MODE2/2352


If it can't, I'd be surprised if you could even play any mods on this website using such an image.

Title: Re: Bug Reports
Post by: Angel on May 07, 2014, 09:24:00 pm
Dunno what version of pSX you use, but mine refuses to run anything without a .cue file. But you can just supply an empty .cue file and it'll load up fine, no matter what the .cue file says. Mine thinks the image is for Final Fantasy VII, but it loads just fine. But yeah, absolutely completely refuses to load a .bin without a .cue, unlike any other emulator. Obnoxious.
Title: Re: Bug Reports
Post by: 3lric on May 07, 2014, 09:43:35 pm
Gonna have to look into this further, perhaps there is 2 different versions floating around, because I get the same thing
Xifanie posted. I've never once had a cue file for anything I've loaded in pSX 1.13.
Title: Re: Bug Reports
Post by: Angel on May 07, 2014, 09:51:09 pm
I know that there ARE two versions of 1.13 available. One is buggy, the other is stable. AFAIK, I have the stable version. But they're also differentiated by executable name. Perhaps I have a renamed 1.13? Either way, my 1.13 demands a .cue for any .bin, no exceptions. No .cue? No play. Error message and quit.

Edit: Pasting from IRC:

09:54:44 PM <~Angel> so, what I just said to xifi
09:55:03 PM <~Angel> now that I have a persistent console window, pSX no longer requires a .cue
09:55:16 PM <~Angel> I renamed Tekken 1's .cue to not be recognized, game loads up fine
09:55:32 PM <~Angel> I'm guessing there won't be any music, though
09:55:35 PM <~Angel> let us see...
09:55:41 PM <~Angel> yep, no music

So yeah. Now that I have a console window, .bin images can be loaded without .cue... No idea what happened there.
Title: Re: Bug Reports
Post by: Xifanie on May 07, 2014, 10:41:38 pm
Seperest, could you please share the psx.ini that you have in your emulator folder? We'd like to look further into this.
As it stands right now, we know how to enable the console which allows loading without .cue, but it never disappears, which can be an issue for some people.
Title: Re: Bug Reports
Post by: Pandemoniu on May 27, 2014, 09:40:23 am
Hopefully, this is the right place.

This is a text error. When you're at Warjilis Trade City, when Ramza speaks to the Olivander and Leesha, he says "He'as taken my sister hostage".

I imagine that's supposed to be "He's".

Don't know if this has already been noticed and is being slated for correction when Chapter II is released or not.
Title: Re: Bug Reports
Post by: 3lric on May 27, 2014, 04:15:27 pm
Not sure if someone mentioned it before now or not, but I did see the script still had the error
so I went ahead and updated the script for the next release.

Thank you :)
Title: Re: Bug Reports
Post by: Pandemoniu on May 30, 2014, 05:51:33 am
Wanted to chime in again to say that the Support Ability "Turbo MP" doesn't have any help in its help description. It just brings up a small empty dialog box.

Once again, not sure if this is something that has been noted or not.
Title: Re: Bug Reports
Post by: RavenOfRazgriz on May 30, 2014, 08:20:56 am
Generally, running into dummied out abilities with no effects or descriptions is a side effect of cheating and hacking things onto your characters, yes.
Title: Re: Bug Reports
Post by: Pandemoniu on May 30, 2014, 02:59:49 pm
Hmm, I see. Thanks for the response.

By the way, what does this ability in question do?
Title: Re: Bug Reports
Post by: 3lric on May 30, 2014, 03:13:32 pm
Quote from: RavenOfRazgriz on May 30, 2014, 08:20:56 am
no effects or descriptions


He just said it does nothing :P
Title: Re: Bug Reports
Post by: Pandemoniu on May 31, 2014, 08:56:29 am
Quote from: Elric on May 30, 2014, 03:13:32 pm
He just said it does nothing :P

Oh... Well then...

I guess that'll be removed later or something.
Title: Re: Bug Reports
Post by: Angel on May 31, 2014, 10:19:21 am
It will either be removed or made usable at a later time. Which way it goes depends on a number of things.
Title: Re: Bug Reports
Post by: 3lric on May 31, 2014, 01:46:54 pm
It was a skill that was decided to not be used in Chapter 1. We still have some skills left around like this, that haven't
been used yet that will be renamed and made into other skills or other characters/bosses down the road. It has a name
simply because it hasn't be taken out of tactext yet, nothing more :P
Title: Re: Bug Reports
Post by: Pandemoniu on June 04, 2014, 01:10:54 pm
A tiny little typo that may or may not have already been noticed.

Lionel Castle's Help description reads in-part:

"Currently ruled by a mysterious appointed Duke 'Drake Seymour'"

I imagine "mysterious appointed" should read "mysteriously appointed".
Title: Re: Bug Reports
Post by: Rayadolphus on August 21, 2014, 09:00:59 pm
No need to post the same question in 2 topics
-Elric
Title: Re: Bug Reports
Post by: Rufio on August 22, 2014, 07:11:56 am
Hi there.  I finished my first play through your game a couple days ago and all I can say is wow.  Well done.  Everything.  I have nothing constructive to add so I'll just point out where the game called me Ramza instead of Rufio.

script x00A - message 04
script x03A - message 02
script x044 - pretty much the whole time
script x0AC - messages 05, 09, 0B
script x0AD - message 02
script x0B6 - pretty much the whole time
script x0BA - pretty much the whole time
script x0c2 - message 02
script x0CB - pretty much the whole time
script x0E0 - pretty much the whole time
and the message that made me notice -> script x0B8 - message 07

I don't know if these have been pointed out before, but here you go.  Once again, thanks for an amazing game.


Edit:  OH! I almost forgot, during my powergaming playthrough my second go, all of my jobs and learned abilities got right messed up after the Dorter Slums mugging scene.  I did some investigating and think it might be the missing EventEnd() tag on script x02F.  That's all I could think of.
Title: Re: Bug Reports
Post by: 3lric on August 22, 2014, 07:58:56 am
Wow, I though we got all of those. Ill look into that once I get home. Thank you very much

Edit: the eventend is indeed there but like the Dante/ganon cutscene at the end, the event is very long, so
the eventend doesn't decompile properly. Though my master copy has the entire event intact. If you dont have a eventend it actually won't even compile.

I have never heard of that issue lol not quite sure how to bugtest that one. Do you have the save?
Title: Re: Bug Reports
Post by: Rufio on August 22, 2014, 08:35:22 am
hmm. upon looking again, it seems to have been messed up before Dorter.  Keep in mind I was level 30 before going to the other side of bariaus valley, so i dont know when it happened exactly.

Edit:  Upon further examination, the "job and ability reset bug" I had previously mentioned turned out to be a result of user error and possibly being dropped on my head as a child.  This bug does not, nor did it ever, exist.  Sorry for wasting time on it.
Title: Re: Bug Reports
Post by: Hyraldelita on September 10, 2015, 11:20:19 am
Guys is the quake spell going to be fixed? It doesn't hit enemies
Title: Re: Bug Reports
Post by: 3lric on September 10, 2015, 07:15:26 pm
Yes it does... Quake has 0 vertical tolerance. You need to be on the same level as the enemy.

That being said, I will adjust this.
Title: Re: Bug Reports
Post by: Hyraldelita on September 15, 2015, 03:34:25 am
thank you!^^ but the main problem if i remember well is that the queake spell also hit yourself xD and cannot be casted far away, so at the moment is impossible to use it !=)
Title: Re: Bug Reports
Post by: Nyzer on September 15, 2015, 11:49:25 am
Yep, I tested this out. Quake was supposed to be castable anywhere along the line, so the caster could choose like 3 panels away and not hit themselves, but it wasn't working that way in practice. Elric's fixed it up and I think increased the vertical to 1 instead of 0 (or at least he was considering it :P) so in the rerelease it should actually be a usable skill.
Title: Re: Bug Reports
Post by: Hyraldelita on September 15, 2015, 03:40:41 pm
perfect! and thanks because i think is a nice skill + only earth elemental.^^

Ah and guys, this just happened XD

i have ramza with crossbow and with a critical i pushed the enemy back 2 square and he ended up on the rock , where you can't even go xD

I don't know if is worth mentioning this thing but i still thought i should have show you.

(http://s18.postimg.org/kx07cp8dx/bug.jpg) (http://postimg.org/image/kx07cp8dx/)
Title: Re: Bug Reports
Post by: razarek on November 25, 2016, 01:23:49 am
Not sure if anyone will see this but love the game! There is a bug with the spell quake. Im using ramza as a black mage, the targeting is wonky and always targets the caster. Psxfin emulator
Title: Re: Bug Reports
Post by: 3lric on November 25, 2016, 07:02:57 am
Yeah, thats already been fixed for the rerelease, thank you though
Title: Re: Bug Reports
Post by: Guyford on December 06, 2016, 12:42:11 pm
Hi! Just got through playing the crap out of this and have to say great job!  Wanted to weigh in with the few bugs I noticed.  I'm on ePSXe 1.9.25.  Sorry if some of these are repeats.
1.  The red spell ice only hits the first target(not necessarily the main target), then stops.
2.  The chicken mark referred to me as Ramza instead of Vance multiple times.
3.  The Poison Frog ability from the tier 3 lamia has a blank casting dialogue box.
4.  The Ashura Samurai ability also hits the user.  Not sure if this is intentional.
5.  You can "re-steal" a stolen empty head slot.
6. The Werewolf ability Roar has the incorrect targetable squares.  The effect is linear but it shows a normal "square" grid.
7. The brave lowering gave ability of floating eyes says it has 3 range but it has 4.
8. Dragons can hit themselves with the ability charge.
9.  Sorry I don't have a video for this but a squire on Bariaus Hill with no counter ability countered Ramza's Ultima by attacking Dante.  All three characters were lined up, with Ramza standing behind Dante with the female squire immediately infront of Dante.  Ramza cast Ultima only hitting the squire, who immediately attacked Dante after the Ultima damage showed up with no type of counter message.  Dante guarded(was defending from having used Ultimate) and then Ramza received exp/jp.  No idea what happened here and haven't been able to recreate it.
10. Incorrect damage was displayed for Ramza after protect wore.  Had Snake attack Ramza (both dragoons) head on after Ramza's protect wore but before Ramza's next turn.  The game said it would be 57 damage and when Ramza got hit it said 57 damage, but then he countered with damage split for 40.  Upon checking Ramza's hp, I saw he had 39 hp missing, but he had been at full health.  I then saw later attacks were coming up as 79 damage without protect, and concluded that the displayed damage accounted for the worn protect but the actual hp did not.
11. Red skeletons would not attack Ramza on a red chocobo in Sweegy Woods.  Even when immobilized next to him, they chose to wait.
12. Floating eye type enemies can use double magic on things that aren't magic and don't work with summoner double magic.  For example, they will double chakra, and will also double meteorain for extreme damage.  Its fun to kill them by making Ramza run into a group of them and ultima himself, but feels like an imbalance in gameplay.

13.  If Cloud learns shadow flare in the first portion of the Sephiroth battle, he forgets it when the second half begins.
14.  Ikanagi Shock is a now! ability that asks whether to target Unit or Panel.
15.  Mustadio can crystalize in the final battle.  Not sure if he's supposed to be in that flying worker 8 but I'm pretty sure Zelda is and she's in the next cutscene so...
16. On blue magic learning: Went back and saw that oil preventing reaction abilities is intentional.  However, it does not suppress find cover, and at least one other reaction ability whose identity I have forgotten which allow Animists to learn Ink despite the oil. 



Can't wait for chapter 2!
Title: Re: Bug Reports
Post by: Swordmaster on February 19, 2017, 06:17:13 pm
Not sure if this has already been reported or not.  The screen shot was taken rather clumsily.  If anyone knows an easier way to take a screen shot, please let me know.

(http://i67.tinypic.com/9rmy68.jpg)
"Strong" is misspelled as "storng".  Can't remember the name of the Bandit skill she is using, but it adds Faith+10.
Title: Re: Bug Reports
Post by: Angel on February 20, 2017, 12:00:22 am
I rewrote pretty much everything in Chapter 1, so that should be very well fixed (if it wasn't fixed before my rewrite).
Title: Re: Bug Reports
Post by: 3lric on February 20, 2017, 03:04:29 am
Quote from: Angel on February 20, 2017, 12:00:22 am
I rewrote pretty much everything in Chapter 1, so that should be very well fixed (if it wasn't fixed before my rewrite).


That's a spell quote. You didn't redo those. You redid a bunch of the dialogue for events that still needed it. Mostly for snake and dante IIRC.

Its fixed though as Nyzer redid most of the spell quotes when we were finalizing the abilities
Title: Re: Bug Reports
Post by: Angel on February 20, 2017, 09:12:07 am
Silly me.
Title: Re: Bug Reports
Post by: Swordmaster on February 20, 2017, 10:14:10 am
Sounds like it would be best to wait until Chapter 1 rises from the ashes, reborn.  You guys have done a wonderful job so far.  I am greatly enjoying it.  I am a bit of a grammar-Nazi, so will post any errors I find, it that would be helpful.

Also, I just wanted to say that the writing is especially impressive.  And it takes quite a bit for me to be impressed.
Title: Re: Bug Reports
Post by: 3lric on February 20, 2017, 08:40:05 pm
Well I can pretty much guarantee you that any typos in that version have been taken care of. Between Angel, Nyzer and myself, I find it hard to believe any are left at this point.
Title: Re: Bug Reports
Post by: Swordmaster on February 20, 2017, 10:30:20 pm
Then I shall wait for the Second Coming before reporting any errors.
Title: Re: Bug Reports
Post by: Tails_Doll_Prower on September 21, 2019, 11:47:10 pm
I'm not all to certain if anyone has scene this little Sprite Glitch/bug, However- On the Back left and Back right, The front of it is all Fine.. But not sure if anything.

In case you wanna know what I'm using, RetroArch
Not sure if it's a Bug.. or the Emu-

I have nothing much to say further more, Solid work as far as I scene.. Can't wait to See how CH. 2 will be like!
Title: Re: Bug Reports
Post by: 3lric on September 22, 2019, 01:32:18 am
Is that on the Chocobo sprite? shouldnt be any issues there since it's vanilla aside from the extra palettes added, but I'll check it out.
Title: Re: Bug Reports
Post by: Tails_Doll_Prower on September 22, 2019, 03:08:07 am
Quote from: Elric on September 22, 2019, 01:32:18 am
Is that on the Chocobo sprite? shouldnt be any issues there since it's vanilla aside from the extra palettes added, but I'll check it out.


Yes, I'm not all certain on why..I think a Pixel was one wide Selected, But I'll leave it to your Hands. If I see more of this, I'll report them here. However, good Luck to you.
Title: Re: Bug Reports
Post by: Kataanira on March 12, 2022, 05:10:24 am
hi im playing the 1.97e version and im not sure if you guys are aware of this but none of links arrow abilities work, the damage numbers are glitched when targeting enemies and when they hit they say they do 999 damage but they do no damage, also dantes drive ability hits everything for 999 damage and it does kill everything lol.
Title: Re: Bug Reports
Post by: Nyzer on March 13, 2022, 05:23:48 am
That's not a bug with the patch. Could be an emulator issue.
Title: Re: Bug Reports
Post by: Kataanira on March 14, 2022, 02:07:48 pm
oh i see, is there an emulator you would recommend to run it on? its a great game and i would love to finish it.
Title: Re: Bug Reports
Post by: Nyzer on March 14, 2022, 09:37:15 pm
Psxfin should work fine.
Title: Re: Bug Reports
Post by: Kataanira on March 15, 2022, 03:55:05 pm
hmm ok, i tried psxfin already, loads up but when i get to the title screen i cant do anything. thanks for the info i will keep trying :)
Title: Re: Bug Reports
Post by: DarkSlayerEX on April 05, 2022, 06:24:42 pm
Quote from: Kataanira on March 12, 2022, 05:10:24 amhi im playing the 1.97e version and im not sure if you guys are aware of this but none of links arrow abilities work, the damage numbers are glitched when targeting enemies and when they hit they say they do 999 damage but they do no damage, also dantes drive ability hits everything for 999 damage and it does kill everything lol.
Quote from: Nyzer on March 13, 2022, 05:23:48 amThat's not a bug with the patch. Could be an emulator issue.

I can confirm this issue unfortunately happens with Duckstation as one example, which seems to be a really nice emulator otherwise.
I've tried a multitude of others without them breaking the arrows, but unfortunately those emulators all have other issues, be it rendering wrong, sounds being incorrect, fullscreen problems, even with the supposedly correct drivers/settings..

If only there was a way to make Duckstation more JoTF friendly..

(While this confirms this is an emulator issue and not a bug in the hack itself, I just wanted to expand on which ones seem to be having issues, and to see if someone has solved the issue using Duckstation.)