Final Fantasy Hacktics

General => Archives => FFT: Complete => Topic started by: Cheetah on September 12, 2009, 04:55:46 am

Title: FFT Bug/Glitch Discussions
Post by: Cheetah on September 12, 2009, 04:55:46 am
This is meant to be a compilation of all the known bugs and glitch is the original PSX FFT that we hope the remedy. This is also the place to discuss the potential bugs/glitches and determine whether they should be correct. If you know of a potential bug or glitch that isn't listed here please bring it to our attention. If you have a solution to a bug or glitch please share it.

Accepted and Solved:
- JP Scroll Glitch
- Cloud Strife's Profile not unlocking
- Shop main menu being wrong width

Accepted and Solved, but needs to be done:

- Oil not working
- Job requirements returned to original Japanese/WotL
- Turning on the lights in Deep Dungeon (Separate Patch)

Accepted but Unsolved:


Up for Debate:
- Editing some files so that if a special character was hacked into the party that they would show up correctly in the formation and battle preparation screens.

Unaccepted:
- Deep Dungeon character with Male sprite but Female settings
- Samurai's having innate 2-Hand
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Post by: vivify93 on September 13, 2009, 02:44:06 am
In my opinion, there should be a small list saying "Unaccepted". This would just be the female-shouting male unit in Deep Dungeon, right?

...It is "Deep Dungeon", isn't it? I didn't play through that last time--I got distracted by the story.
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Post by: Cheetah on September 13, 2009, 03:46:18 am
Good call Vivify, thanks. I planned that original but lots my train of though at 2 AM last night, this list is still far from complete on just what I'm already planning.
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Post by: Sephirot24 on September 13, 2009, 04:43:50 am
I think I'll quote myself from the original FFT:C topic about this Samurais incoherence.

QuoteIt doesn't make sense IMO. Both ultimate physical classes should get innate.. not just ninja. Besides, two swords is better than two hands just for the evasion factor (you have double chance of hitting)... and they get it innate, but samurais don't?? what's the point then? Samurais can't even equip shields.. and Samurais have always held their Katanas with both hands.. it doesn't make any sense to me that they don't have it innate!

I remember almost everyone agreed, that it was just overlooked again in WOTL as it was not a bug or glitch, but more like a gameplay inconsistence in the game.
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Post by: Nexus on September 18, 2009, 03:53:46 pm
The Blaze Gun should cast Fire not Ice, and the Glacier Gun should cast Ice instead of Fire. This was an error on the developer's part, because it is obvious from the name and color of the gun what it should cast.
Title:
Post by: Vanya on September 18, 2009, 11:58:11 pm
I agree with Seph24 about the Samurai.

The oil thing shouldn't be to difficult to fix. We just need someone that knows MIPS ASM to look at the hack Razele did that fixes oil and makes float weak to wind. Basically all that has to be done is remove the part of Razele's hack that makes float weak against wind. Then apply the edited hack to fix just oil.
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Post by: Sephirot24 on October 07, 2009, 01:02:24 am
We should change "Water Ball", the throwable ninja weapon into "Ice ball"
It's not water elemental, and doesn't have any water related animation.
It is ice elemental, and has Ice animation. Shouldn't be called water ball...
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Post by: Sen on October 07, 2009, 01:15:43 am
note that it's already translated to the WOTL version

so it's not Water Ball anymore its Snowmelt bomb now
Title:
Post by: Sephirot24 on October 08, 2009, 09:23:47 pm
Ooohh... I didn't know that. Good ^^
Title:
Post by: Cheetah on November 12, 2009, 08:19:27 pm
I post a couple new bug/glitch ideas for discussion. These aren't so much bugs as small additions that the hacking community might appreciate. Basically I'm wondering if anyone would find either of these useful, I might draw up a couple examples just so people would know what they would actually do for you and look like in game.
Title:
Post by: Vanya on November 12, 2009, 09:28:44 pm
Turning on the light's in the deep dungeon actually sounds like a good idea and a bad idea at the same time.
On the one hand it'd be nice to be able to see the graphics since they are unique, but then you'd lose the disorienting effect of having no lights at all.
I think what might be good is to have it be an optional hack. Hell it could even be released as a mini patch all on it's own.

Oh! Here's an idea! You know how FF12 has that uber sword that is a reference to Dragon Quest/Warrior? Maybe what could be done is to have a variation where the lights get dimmer and dimmer as you progress to deeper parts of the dungeon like in Dragon Quest/Warrior? I'm guessing either way it would be a simple group of changes using the Event De/compiler, right?

(On a side note: Why do you start the final floor of the deep dungeon at the bottom? Shouldn't Elidibus be at the bottom and you start at the top and work your way down?)

As for prep'ing the hack for special units that aren't normally usable sounds like a great idea. Since this is intended as a base hack for other works it would make it a lot more appealing to have that work already done. Plus it wouldn't affect the original game at all.
I say go or it. ^_^
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Post by: trismegistus on November 12, 2009, 10:17:35 pm
Is END/Terminus the top floor? I always assumed it was at the bottom.
Title:
Post by: Cheetah on November 12, 2009, 10:18:22 pm
I think fixing the Deep Dungeon maps would involve hacking the maps, which wouldn't really be easy, but would be doable.

I was thinking you might want to take on getting the Unit.bin stuff working correctly Vanya. I have all the info document you would just have to do a bit of grunt work and testing, what do you say?
Title:
Post by: Vanya on November 13, 2009, 12:30:42 pm
I can go head and work on that, no problem.
Send me the relevant files and I'll work on it tonight. ^_^
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Post by: FFMaster on November 19, 2009, 04:16:29 am
Hey, this was discussed on chat a few weeks ago. Pretty minor stuff though.

In FFT, Cloud's Zodiac sign is Aquarius, but in the FFVII booklet, it shows that he is a Leo. Should we even bother changing it so it fits in with FFVII?
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Post by: Cheetah on November 19, 2009, 10:31:30 am
If you find two sources with proof (credible) then I would gladly change it I think.
Title:
Post by: SilvasRuin on November 19, 2009, 12:55:20 pm
Don't know what sign the date is, but the official Advent Children site lists his birthday as 8/11.
Supposedly the original game manual listed it as 8/19.  I haven't checked it yet, but I suppose I can pull it up on my PSP sometime after my classes today.


AC site:  http://na.square-enix.com/dvd/ff7ac/ (http://na.square-enix.com/dvd/ff7ac/)






Aha!  Official PSN FFVII site, listing it 8/19:  http://na.square-enix.com/ff7psn/ (http://na.square-enix.com/ff7psn/)
And the original official game release site, listing it at 8/19:  http://na.square-enix.com/games/ff7/cloud-char.html (http://na.square-enix.com/games/ff7/cloud-char.html)


Looked up the sign dates.  No official source (except FFT) lists him as anything but a Leo that I can find, even if they are a bit inconsistent about the exact day.
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Post by: Cheetah on November 19, 2009, 03:24:25 pm
I like it. Any arguments from everyone else?
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Post by: trismegistus on November 19, 2009, 07:59:33 pm
Makes sense to me.
Title: Re: FFT Bug/Glitch Discussions
Post by: Nirek on May 19, 2010, 02:54:46 am
I'm not sure how relevant this discussion still is, but if anyone is still interested, here is adjusted copies of the relevant deep dungeon maps to increase the ambient light from 0, to half (125) I haven't had a chance to see what it looks like in game, but importing it to the iso doesn't crash it or anything, I just don't have level 99s to test DD in 1.3 yet :)
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on May 19, 2010, 05:02:54 am
Thanks, this could definitely be handy at some point. At the very least I have always wanted this for my personal use.
Title: Re: FFT Bug/Glitch Discussions
Post by: Pickle Girl Fanboy on June 15, 2010, 01:04:58 pm
I'm using this as a base for a patch, and it bothers me to no end that I can give a class an inherent r/s/m and they will still equip it.  it's the reverse of the Chemist->Throw Item, Monk->Martial Arts, Mediator->Monster Talk, and Ninja->Two Hands problems.  Wouldn't it make more sense for the game to check the inherents when allowing r/s/m abilities to be equipped, rather than hard-coding them to each class?
Title: Re: FFT Bug/Glitch Discussions
Post by: Fenrir90 on July 09, 2010, 01:55:27 am
"Editing some files so that if a special character was hacked into the party that they would show up correctly in the formation and battle preparation screens."

I would like to see this.

Also, what about the duplicate characters such as Mustadio and Rafa, just to name a few. Could they be merge into one character? Since this patch will be used as a base, it would free up some sprites for those that wants to add new characters.

Edit: Delita's profile picture does not update after he becomes an Arc Knight, it still shows his Holy Knight picture instead of his Arc Knight picture.

Also, Ajora's profile does not always appear in some playthru, while in others it appears. I don't know what causes this.
Title: Re: FFT Bug/Glitch Discussions
Post by: Vanya on July 09, 2010, 02:07:12 pm
My part in the project is to condense all the duplicate characters and prepare all the character slots for use as new special units.
Title: Re: FFT Bug/Glitch Discussions
Post by: topopox on July 20, 2010, 07:07:59 pm
Hi there, this is my first post, I've loved your work by doing the transition of the whole script of the PSP Version to the PSX Version.

Here's the Thing, For some reason after I patched the .50 version of this mod the FMV's have no sound at all.
I know that most of them aren't important, but I think it deserves to get a look on it.
Title: Re: FFT Bug/Glitch Discussions
Post by: SilvasRuin on August 20, 2010, 01:17:02 am
What FMVs are there other than the intro?  I don't recall any in the PSX version.
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on August 20, 2010, 09:42:20 am
The ending, and there are several videos previewing the game like a history of Ivalice and the jobs.
Title: Re: FFT Bug/Glitch Discussions
Post by: Fenrir90 on August 26, 2010, 01:04:23 pm
There is something that I always found odd is when a unit has 2 weapons equipped in both hands (like Ninja), would it be possible to make the sprite used the right hand and left hand when attacking and not the same hand when the unit attacks with the weapons.
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on August 26, 2010, 01:20:50 pm
Hmmm...this is a very interesting idea.
Title: Re: FFT Bug/Glitch Discussions
Post by: Vanya on August 26, 2010, 02:00:27 pm
I don't think that's a glitch, but rather a design choice because of the limited amount of video memory available.
Also, isn't that beyond our abilities at the moment?
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on August 26, 2010, 02:32:24 pm
Well in my opinion this isn't feasible at anytime because it would involve new arm animations for every sprite. I thought that there were attack animations for all weapons for right and left handed strikes, but that is not the case. I just went through all the animations for shishi and there are some for lefties, mostly punching and grabbing motions, but no sword strikes or anything else really. If it was just a matter of changing existing frames and animations maybe, but that is not the case.
Title: Re: FFT Bug/Glitch Discussions
Post by: Fenrir90 on August 27, 2010, 06:36:25 pm
Really Cheetah, I thought I saw a left handed strike once. Well, you guys know more than me when it comes to the more technique stuff. Thanks for making me aware of it.
Title: Re: FFT Bug/Glitch Discussions
Post by: slivers7 on September 17, 2010, 09:08:31 am
Uh, I'd like to know if there's any way to correct the extra diagonal box lines in the "Grand Cross" move description (also the same when checked in-battle):

[attachment=0:2twycbzn]grandcross2.JPG[/attachment:2twycbzn]
[attachment=1:2twycbzn]grandcross1.JPG[/attachment:2twycbzn]
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on September 17, 2010, 12:13:02 pm
The Text is just too long in one of the lines. These will be fixed in the next release, which I am actually starting to work on again.
Title: Re: FFT Bug/Glitch Discussions
Post by: Vanya on September 22, 2010, 10:34:48 pm
Here's something I found while studying monster stats for a Blue Mage re-balancing hack.
In the PSX version you know that the Bomb type monsters use the wrong versions of their attacks.
The Bomb uses the blue version instead of the red version.
They corrected this in the PSP version, as should be done for this patch as well, but I noticed one important thing they didn't fix.
The Red version of the skill uses the basic monster magic formula (4E), but the blue and black versions use a physical attack formula (31).
This looks like an obvious mistake, but the question remaining is which formula is the correct one for the Small Bomb/Bomblet skills to use?
Given that Flame Attack and Spark use formula 4E it would make sense for the blue and black Small Bomb/Bomblet skills to use it, too.
However, the bomb types' Bite uses a physical formula and the nature of the Small Bomb/Bomblet skill would indicate that it should also be physical in nature.
I'm leaning towards it being physical. What do you guys think?
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on September 23, 2010, 01:31:25 pm
Man this is quite the find Vanya. Battle mechanics are unfortunately not my specialty at all, I would like to hear thoughts from others.

PS: I'm making some changes to the first post of this thread representing current progress.
Title: Re: FFT Bug/Glitch Discussions
Post by: Vanya on September 23, 2010, 03:33:04 pm
If you like I can type up some stat info to give an idea how the two different formulas affect the power output of Small Bomb.

QuoteUp for Debate:
- Editing some files so that if a special character was hacked into the party that they would show up correctly in the formation and battle preparation screens.

I wouldn't call this a bug or a glitch. These characters were not intended to be used by the player in the first place.
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on September 23, 2010, 03:37:55 pm
Move info and stats on these equation choices would be great Vanya. I wonder why the bombs got so wonky. You said it was the same way in FFT JP too right?

Yeah, I haven't started a thread for general improvements yet though.
Title: Re: FFT Bug/Glitch Discussions
Post by: Vanya on September 23, 2010, 06:38:43 pm
Bomb?Grenade/Explosive stats:

PA Growth = 39/39/39
PA Multiplier = 100/85/116
MA Growth = 7/7/7
MA Multiplier = 93/94/96

Blue & Black Small Bomb/Bomblet use formula 31: Dmg_((PA+Y)/2*PA); Y  = 0.
Red Small Bomb/Bomblet uses formula 4E: Dmg_(MA*Y); Y = 4.

if PA & MA are 10.

for blue & black: Dmg = (10+0)/2*10 = 5*10 = 50
for red: Dmg = 10*4 = 40

if PA & MA are 25.

for blue & black: Dmg = (25+0)/2*10 = 12.5*25 = 312.5
for red: Dmg = 25*4 = 100

As you can see, damage for the blue & black versions are considerably stronger.
However, given the considerably lower PA growth, it seems it would take a lot longer for the blue/black versions to become more damaging.
I think the programmers entered the wrong formulas when they added the two variant Small Bomb abilities and they should have used the MA formula instead of the PA one.

UPDATE: I was trying to correct the Bomb using the wrong version of Bomblet, but for some reason the Patcher won't take the change. I tried different versions and tested it against a PSP patch, and it seems that if you try to change that particular skill on the bomb skillset in the PSX version it will always revert back to the default value. Is this a glitch in the patcher? I'm gonna try to change it manually and see what happens.
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on September 23, 2010, 07:08:42 pm
Keep good notes Vanya so that we can make it an FFTorgasm patch if needed.
Title: Re: FFT Bug/Glitch Discussions
Post by: Vanya on September 24, 2010, 12:07:14 pm
This should be easy to pinpoint. I'll just change the skill before it and the one after it and that should pinpoint the byte that needs to be changed.
The question is, will the patcher freak out or otherwise change it back after a manual edit?
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on September 24, 2010, 12:34:49 pm
Well if there is a glitch in the patcher maybe. But generally it is just reading the info straight from the ISO and showing how it is, so changing things manually shouldn't mess it up unless you make a mistake.
Title: Re: FFT Bug/Glitch Discussions
Post by: Vanya on September 24, 2010, 02:46:59 pm
OK. It's definitely a glitch in the patcher. Looks like the bomb's Monster Skill ability slot is bugged.
I changed it to cure to make sure it would make the change in the iso and it did.
However, when I reloaded the patched iso and tried to change it back to the wrong version of small bomb it wouldn't let me.
I thought to try changing it to the correct version now that it freaked and it did indeed let me do it. Weird, huh?

At any rate, this has nothing to do with the fact that the 2 extra small bomb abilities have the wrong/correct formula.
What do you guys think? Should it be MA based like all the other Bomb abilities, or should it be PA based?

Edit: [s:9pu3cfom]New version of the patcher seems to have corrected the error in reading the Bomb's skillset.[/s:9pu3cfom]
Never mind. It seems to still have this weird bug.
Title: Re: FFT Bug/Glitch Discussions
Post by: Vanya on September 30, 2010, 12:28:59 pm
Here's another formula that I think might be up for debate.
The monks' Secret Fist ability uses formula 50 Hit_(MA+X)%.
What throws this into question are 2 facts.
1- All of the monks other abilities are based on their PA, not MA.
2- More compellingly, Secret Fist uses the AI Behavior flag 'Defense Up', not 'Magic Defense Up'.
Point #2 is just plain counter-intuitive. I would suggest using formula 33 Hit_(PA+X)% which is also used by Stigma Magic.
Title: Re: FFT Bug/Glitch Discussions
Post by: Anadhi on November 28, 2010, 04:42:30 am
I'm not sure if this is bug or not because I havent played this game for long time. I'm in chapter 4 and on my way to final dungeon (Orbonne). I want to recruit the secret character but oddly the event at Goug didn't appear (Mustadio still in my party). I'm not sure whether this is bug or I missed something during my play. Does anyone else experience this?
Title: Re: FFT Bug/Glitch Discussions
Post by: Inzoum on July 01, 2011, 04:54:24 am
How would you feel about adding in Razele's ASM hack that allows special characters to go on Errands (propositions)?

The PSP version allows up to 24 characters while the PSX version only allows 16, this makes it impossible to keep every special character if you want to complete the treasures and locations, since you'll need a bunch of generics to do the Errands. It also makes monster breeding difficult as the more interesting monsters are only available later on when you're already struggling with party space. By allowing special characters to go on Errands, generics can be replaced with special characters as you recruit them with fewer consequences on game completion. It would be one way of compensating for the PSX version's smaller roster when compared to the PSP version, and much simpler than re-writing the party roster and save file management.

Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on July 01, 2011, 05:04:30 am
I fully encourage you to apply that ASM hack for your own playthrough, but it wont be added to the primary patch. I would be much more interested in upping the party limit, but that isn't particularly feasible.
Title: Re: FFT Bug/Glitch Discussions
Post by: Fenrir90 on July 04, 2011, 11:21:12 pm
Quote from: Inzoum on July 01, 2011, 04:54:24 am
How would you feel about adding in Razele's ASM hack that allows special characters to go on Errands (propositions)?

The PSP version allows up to 24 characters while the PSX version only allows 16, this makes it impossible to keep every special character if you want to complete the treasures and locations, since you'll need a bunch of generics to do the Errands. It also makes monster breeding difficult as the more interesting monsters are only available later on when you're already struggling with party space. By allowing special characters to go on Errands, generics can be replaced with special characters as you recruit them with fewer consequences on game completion. It would be one way of compensating for the PSX version's smaller roster when compared to the PSP version, and much simpler than re-writing the party roster and save file management.


Rad, Alicia and Lavian can be chosen to do the Errands. This is probably the main reason the developers did not make more special character(s) join your team permanently so that you could still do the Errands and not screw up in some way. At the end if you accepted all characters into your roster, you'll have 16 units in total including 3 generics.
Title: Re: FFT Bug/Glitch Discussions
Post by: Inzoum on July 05, 2011, 10:17:39 am
Of course, but then you wouldn't have any room left to breed monsters unless you kick out at least 2 characters (generic or not), have a lot of patience, and breed monsters one species at a time for poaching.

I tried Razele's ASM hack, and it seems that if you don't have at least one generic available, you'll get a message saying you don't have anyone to send out, even if you have ample enough non-generics available, so I guess I'll need to hold on to at least one. My starting generics are actually more powerful than Alicia, Lavian and Ladd, and I don't consider them to be anything more than constant-named generics (in the Playstation version, at least), so I'll probably toss these out first this time around.
Title: Re: FFT Bug/Glitch Discussions
Post by: Inzoum on July 14, 2011, 05:28:29 am
I havn't tried Meliadoul in FFT:Complete, but I think I remember FFT:WoL changed it to allowed her destructive sword skills to target monsters and deal damage, making her a more useful character overall. I think there's an ASM hack doing just that floating around somewhere. Has this been included? Will it? it would seem logical
Title: Re: FFT Bug/Glitch Discussions
Post by: Eternal on September 09, 2011, 07:15:49 am
Cheetah, I'm looking through the dialogue and stuff currently and it seems you placed the dialogue for the beginning of the Hashmal battle in with the event directly after where Ramza talks to Hashmal. I'll point out anything else if I find it.
Title: Re: FFT Bug/Glitch Discussions
Post by: LucasTizma on September 09, 2011, 08:19:00 pm
Here are a few, most of which you all will probably think I'm crazy for even listing. :)

1. This one's easy to reproduce, but it may not be worth even considering. If a character levels up (physical level or job level) as the very last move in a battle, the little jingle will prevent the main music from fading out as it's supposed to at the end. The music plays for a bit longer then suddenly changes to the Victory theme. Maybe I'm the only one who immediately noticed this the first time I played the game back in the day. :)

2. If you open a character's ability list while in battle, the music slows to half speed and the character sprites stop moving. This was on my PSP, so it's possible it's just an issue with the emulation.

3. I actually posted this (erroneously) in another thread, mostly as a joke, but it's a legit glitch I would say. Not sure how easy it is to fix.

Anyway, As a side note, if a character has a) Dual Wield, b) the Blood Sword as their first weapon, and c) low health, attacking an Undead monster (or, I presume, attacking any monster if the character also has Undead status) results in the character dying after the first attack (as expected); however, the character suddenly springs back to life for the second attack animation, though it doesn't even register with the game (it plays the sound effect as if you attacked air and the monster doesn't dodge or anything). Afterwards, the character falls back down.

Probably inconsequential as it doesn't result in any abuse (that I can think of) or gameplay weirdness. It's mostly just weird. :)

4. Not sure if this is intended or not, but it's possible to target a character with an item who is directly above you in a multi-height stage, regardless of the height. I tried this on the Execution Site map and had my Time Mage use an item on my Dragoon who was standing several levels directly above the Time Mage (under that archway). For the life of me, I can't recall if Item has any height restrictions anyway, but it seemed unnatural.
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on September 09, 2011, 08:25:36 pm
These are interesting suggestions. I'm not sure how crucial any of them are, and I'm pretty sure throw item doesn't have height restrictions, but I appreciate the input regardless. You have a very keen eye for detail.
Title: Re: FFT Bug/Glitch Discussions
Post by: LucasTizma on September 10, 2011, 01:46:53 am
I forgot to mention a pretty interesting bug. It was a while ago, so when it happened might be a little foggy... It was EITHER the cutscene right after the battle when Tietra dies (when Ramza is talking to himself with the background of the big fire/explosion) OR the cutscene where you see the army of armored Chocobos in battle (again, a still scene where I believe Ramza is talking to himself)...

Anyway, in one of those two scenes, after all the text is displayed, the game won't progress past that scene for a long, long time. So much so that I thought there was an issue with the patch and the game had frozen. By random chance, I left the game running--I was about to just turn it off--while I looked online for anything about a freeze happening at this point in the game. It was something like 2-4 minutes afterwards that the game finally moved on to the save screen.

Sorry I can't recall exactly where it was. D: But it was definitely one of the two scenes. I imagine it's an issue with the amount of text being displayed between the PSX and PSP version perhaps? Something's preventing the game from moving on, and of course, pressing any button doesn't do anything. Might be severe enough to make people think the game is frozen and just shut it off. :-\
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on September 10, 2011, 02:45:42 am
I remember hearing about this bug before too. I think it waits for a button press, something got confused with the code. I will have to look into this.
Title: Re: FFT Bug/Glitch Discussions
Post by: Eternal on September 10, 2011, 02:58:44 am
Cheetah, I figure you would know. Any idea why em-dashes in PW's Complete script displays as Kanji?
Title: Re: FFT Bug/Glitch Discussions
Post by: LucasTizma on September 10, 2011, 05:07:58 am
1. Are status effects supposed to persist after death, followed by revival? I had Silence for a couple turns, died, was revived, and still had Silence for at least 3-4 more turns. I should have let it run longer, 'cause it sure seemed to stay around for a LONG time. Not sure that I've experienced this before or if it's an actual glitch. This was in "Church Outside of Town" battle or whatever they call it now.

2. Again, this may be intended behavior, but I cast Corruption (Undead) on an ally and then cast whatever-it's-called (Drain MP) on that ally. I expected it to reverse-drain MP to recover the ally's MP, but it didn't. I then tried casting Corruption on myself so both the caster and target had Undead, but Drain MP still functioned as expected. Does Undead only affect HP recovery?
Title: Re: FFT Bug/Glitch Discussions
Post by: Eternal on September 10, 2011, 05:10:55 am
Certain debuffs don't wear off, such as Silence.
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on September 11, 2011, 12:10:03 pm
@Eternal: Some of the characters used in the WotL script don't exist in FFT PSX. Specifically the dash symbol which we had to add in manually. However, FFTacText is designed to support this now and I think automatically adds it. If you could open up your scripted ISO with TacText and then just save it again that might fix the problem.
Title: Re: FFT Bug/Glitch Discussions
Post by: Fenrir90 on December 01, 2011, 01:39:51 am
I would of posted this way earlier, but since my old computer went kaput... Anyways, I'm on a new computer now. Better late than never, right? I've notice two errors during my playthrough. Well, to be more precise. They were in the Chronicle -> Events part. Copied and paste from FFTacText Editor. Bolded the error for you.

Entry 42 Error - A double from.

42  {SP}Orran welcomed Count Orlandeau back to Zeltennia{Newline}
Castle, whereupon the young astrologer reported to him{Newline}
the peculiar string of events happening throughout Ivalice,{Newline}
all revolving around the Stones. He then spoke candidly of{Newline}
the Church and the Knights Templar, and their suspicious{Newline}
tendencies of late. Orlandeau pulled the Libra Stone from{Newline}
from his pocket and gazed into it, overcome by foreboding{Newline}
at the battle that must soon come. (Press △ to view.)

Entry 52 Error - A double the.

  {SP}Wrongly imprisoned as a conspirator in the assassination{Newline}
of Duke Goltanna, Orran escaped and went to see Ovelia{Newline}
in hopes of clearing Count Orlandeau's name. There he{Newline}
found Delita, and harshly condemned him for betraying the{Newline}
the duke. Delita attempted to justify his actions, saying{Newline}
that deception and betrayal were essential to his goal of{Newline}
ruling the people as the hero they desired. Ovelia was{Newline}
shocked by his words. (Press △ to view.)

I'll report more to you if there are anymore.
Title: Re: FFT Bug/Glitch Discussions
Post by: Cheetah on December 01, 2011, 02:39:44 am
Great catch, thank you.
Title: Re: FFT Bug/Glitch Discussions
Post by: Fenrir90 on December 01, 2011, 10:00:38 pm
Entry 163 Error - An extra m after battle. Bolded the error.

{0xEC96}         {Color 08}Ondoria Atkascha III{Color 00}{Newline}
         18th monarch in the Atkascha line, Ondoria III{Newline}
         was crowned after Denamda IV's death in the{Newline}
final days of the Fifty Years' War. In stark contrast to{Newline}
his predecessor, who personally led men into battlem {Newline}
Ondoria III was frail, weak-willed, and generally ill-{Newline}
suited to his position. He contracted the Black Death and{Newline}
died after seven days and nights of fevered suffering.

Entry 23 Error - Just an odd observation... Delita's Personae portrait: Entry 23 shows Delita's Holy Knight portrait, but at this point. Delita starts using his Arc Knight portrait within the game's story. It was also like this in the original. Honestly, it should be showing the Delita's Arc Knight portrait. I believe you get this after the screen with Orran rushing into Ovelia's room. I didn't pay attention... Just notice after I pass that point.
Title: Re: FFT Bug/Glitch Discussions
Post by: LordRahl86 on October 10, 2013, 02:17:15 am
Not sure if anyone still reading these boards, as the last post is over 2 years old.

I have a couple of ingame issues that are pretty consistent (don't have screen shots to provide, kind of slipped my mind will provide later if need be).

For one, on the world map, if Im not moving the cursor, the map itself blacks out and I can only see the points on it, no lines in between either.

Second, during the story times, where there is text scrolling on the screen, it does 2 things:
1: does not disappear and overwrites the previous bit so you cannot read any of it.
2: the chat boxes from the previous scenes will make their way into it, further blocking text readability.

Third, in the menu screens, There's graphical glitches abound (1 screen shot of said bug attached)
Title: Re: FFT Bug/Glitch Discussions
Post by: Eternal on October 10, 2013, 02:31:22 am
These are common emulator errors. Certain graphical settings and frame skip settings will fix it, but it's nothing to be concerned about.
Title: Re: FFT Bug/Glitch Discussions
Post by: LordRahl86 on October 10, 2013, 02:46:44 am
Okay.  Was wondering if it was just me and figured Id better post just in case.

Any idea what settings to change? (Im on ePSXe 1.8 with the Pete's D3D plugin)
Title: Re: FFT Bug/Glitch Discussions
Post by: Eternal on October 10, 2013, 02:59:25 am
This should help, hopefully. Not sure if it'll fix the skillset window bug though. http://ffhacktics.com/smf/index.php?topic=7128.0
Title: Re: FFT Bug/Glitch Discussions
Post by: Angel on October 10, 2013, 12:37:25 pm
I'm surprised you're still getting the map black error in 1.8, which was supposedly updated to behave itself with FFT. But then again, 1.8 also destroys my save data, and I'm never touching it again.

PCSX-Reloaded with the default video plugin has no graphical issues with FFT whatsoever. Same with pSX. And Xebra. Really, ePSXe is the least desirable emulator to be using.
Title: Re: FFT Bug/Glitch Discussions
Post by: LordRahl86 on October 11, 2013, 04:16:26 am
I've never had any issues, and it's more of a "Ive been using this one forever and didn't look into an alternative" Also, thanks for the link and info guys.  :)