Final Fantasy V: Final Fantasy V bugfix patch collection Super Nintendo

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This is a collection of bugfix and improvement patches for the Japanese version of Final Fantasy V for the Super Famicom from Inu's Sandbox.

Release URI: http://x11.s11.xrea.com/ff5_bugfixes.zip
Last Modified on: 8 July 2010
Inu

Final Fantasy V (SFC) correction patch set

Introduction
--------

ff5_bugfixes - Final Fantasy V (SFC) correction patch set is a patch file (IPS format) that corrects / improves various bugs and defects of SFC version Final Fantasy V (FF 5). Please apply patch file to ROM image file without header.

Use, modification, and redistribution of ff5_bugfixes are free, but shall be provided "as is" (AS IS). There is no warranty.

Contents
----

This archive contains the following files:

asm /
    This directory contains the source code.

base /
    This directory contains patch files for using extended functions.

bugfix /
    This directory contains patch files for bug / defect fixes.

improve /
    This directory contains a patch file for function improvement.

uninstall /
    This directory contains files to restore the state before applying each patch file.

updates /
    This directory contains patch files for incremental updates.

BUG-LIST.txt
    It is a reference material showing bugs fixed by FF 5 (PS) and FF 5 A (GBA) and functions implemented.

CHANGES.txt
    The past changes are written.

NEWS.txt
    The notes on updating etc are written.

README.txt
    This is the file.

Commentary
----

The following is a description of each patch file.

  * Dependencies indicate files that need to be applied before applying each patch file. If you update a dependency file, you also need to reapply the dependent files. If you want to undo changes using the files contained in the uninstall directory, apply them in reverse order.
  * Conflict indicates files that can not be applied at the same time.
  * Note that supplemental information is written in the Note.

ff5_core - *. ips
    Update the system:

    - I made it possible to specify for the 8th monster
    - Change the process of setting monster name / parameter:
      o I made it work properly even if the upper bits of each monster number are different
      o Monster number 0xFF is always treated as 0x00FF
    - Stoker handling has been made available for less than 4 monster parties
    - It was possible to specify whether to display the message after magic use by the enemy or the attacker of the friend side (* 1)
    - Make it possible to set the maximum MP of the monster from the value of the monster data instead of 9999 fixed (* 2)
    - Fixed effect processing:
      o Adopted to invalidate all effect patterns after effect processing (countermeasure of white hole bug)
      o Fixed a bug that Reflex effects are not displayed with item · special technique
    - Up to 9 characters for character code 0x11 (item name)
    - Up to 6 letters of character code 0x12 (magic name) corresponded
    - Fix incorrect process of determining character that can act first
    - Fixed a bug that enemy monster raises ability value of wrong character when singing song whose ability value rises
    - Corrected to correctly check the value of the upper byte in the branch of the monster party
    - Fixed a bug in which the first message is not displayed when the library is reflected by reflex
    - Fixed a bug that overflows during damage recovery MP recovery
    - Fixed a problem that there is an error in calculation formula for treasure box recovery rate
    - Fix to reset gill consumed during battle on return
    - Fix to initialize the position of alternate battle at the start of battle
    - Fixed bug that maximum HP does not rise when level up in battle using giant's medicine
    - Program optimization

    Note 1: You can specify $ D129E0 to $ D129EF whether to display when an ally attacks, or $ D129F0 to $ D129FF whether or not to display on enemy attacks.

    Note 2: This function can be disabled with $ C23FE8: 90 -> 80. For compatibility, the lower limit of the maximum MP of the monster is set to 9999.

ff5_ext - *. ips
    It is a summary of common parts and free space of programs necessary for correction. This is necessary to apply the following patch file:

    - ff5_condemned.ips
    - ff5_item_evade.ips
    - ff5_item_weight.ips
    - ff5_mimic_blank.ips
    - ff5_mimic_weapon.ips
    - ff5_powerdrink.ips
    - ff5_reapply_item_element.ips
    - ff5_reapply_item_state.ips
    - ff5_swdslap.ips

ff5_ability_menu.ips
    Even if you do not remember any abilities like FF 5 A, I will allow you to set the ability of impersonation. This is smarter than FF 5 A, and if you change to a job other than impersonation check whether you remember the abilities.

ff5_dash_ps.ips
ff5_dash_gba.ips
    Change the specification of B dash in the same way as PS or GBA version.

ff5_fast_nothing.ips
    We will speed up the processing of monster 's "do nothing" behavior.

    Note: It corresponds to not doing anything (0xAA), no damage damaging (0xAC), changing monster appearance state (0xEE).

    Dependency:
        ff5_core.ips

ff5_item_menu.ips
    In places where tents / cottages and telephones can not be used, like FF 5 A, they are displayed in gray.

ff5_kiss_of_blessing.ips
    Change the effect of the blessing kiss so that it does not affect specific monsters. This means that the effects on "04: Silence, 08: Berserk, 10: Confusion, 20: Paralysis, 40: Sleep" out of "State Change 2" due to the blessing Kiss effect do not affect specific monsters change. This fix applies only to monsters that set bit 6 (0x40) of 26th byte of monster data after applying this patch file.

    Various parameters of the monster (after application)

    25: Various flags
        * bit 0 - 2: (not used)
        * bit 3: Resistance of "Capture"
        * bit 4: Resistance of 'Ayatsuru'
        * bit 5: (ff 5 _ lv 5 _ death.ips used: level 5 durability of the death)
        * bit 6: Resistance of "blessing kiss"
        * bit 7: The HP display in the library becomes "????"

ff5_lv5_death.ips
    Change Level 5 Death so that you do not hit a particular monster. This fix applies only to monsters that set bit 5 (0x20) of the 26th byte of monster data after applying this patch file.

    Various parameters of the monster (after application)

    25: Various flags
        * bit 0 - 2: (not used)
        * bit 3: Resistance of "Capture"
        * bit 4: Resistance of 'Ayatsuru'
        * bit 5: Resistance of "Level 5 Death"
        * bit 6: (use ff5_kiss_of_blessing.ips: tolerance of blessing kiss)
        * bit 7: The HP display in the library becomes "????"

ff5_player_name.ips
    As in FF 5 A, let's be able to specify the default name in the scene of determining the main character's name. The default names are stored in $ D15500 to $ D15505 (defaults to $ 20, $ BC, $ 82, $ FF, $ FF, $ FF: bats).

ff5_sort.ips
    We will improve the algorithm to "seize" the item column. This sorts the item columns in order of type. The order of types can be specified with $ C2E096 (hereafter, default setting).

    org $ C2E096
        db $ FD; normal items (0xE0 to 0xFF)
        db $ E7; knife
        db $ E3; sword
        db $ E8; Spear
        db $ E9; ax
        db $ EA; sword
        db $ EB; Rod
        db $ EC;
        db $ ED; bow and arrow
        db $ EE; harp
        db $ EF;
        db $ F0; bell
        db $ FF; Blank: Twin Lancer, Sensor, Purpose,
                        ; Blue, soot, rising sun
        db $ F1; shield
        db $ F2; helmet
        db $ F3; Armor
        db $ F4; Accessories
        db $ 00; (eof)

ff5_atomos_wormhole.ips
    Atmos

File: Final Fantasy V (Japan).sfc
Length: 2097152 Bytes (16 Mbit)
CRC32: C1BC267D
MD5: D69B2115 E17D1CF2 CB3590D3 F75FEBB9
SHA1: E937B54F FF99838E 2E853697 E4F55935 9AA91FD6
Time to Beat
Main Story 31h 20m
Main + Extras 36h 0m
Speedrun Avg 20h 42m
Release Date
Jul 8, 2010
14 years ago
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