Final Fantasy J Bugfixes for Final Fantasy Translation v1.3 by Chaos Rush Rom: Final Fantasy (Japan) (Rev B) Final Fantasy (USA) This patch was made to be applied with Chaos Rush's retranslation patch (https://www.romhacking.net/translations/4868/), but can be applied if you're playing in Japanese. Although there is a version of his patch that works with FF Restored, the bugfixes in my patch is for those wanting to play the game from the Japanese rom without the various cosmetic changes and conveniences. I'm not sure what the "Rev B" applies with the Japanese rom, but the only thing I noticed fixed was the possible 'Enemy Suicide Bug", according to the hex editor. Other than that, a lot of the fan-made fixes meant for the USA version in mind are applicable in the Japanese version, with the exception of the HOUSE MP, Black Belt Armor, Silent Altars, Door and People-walk-through-you fixes, as they would cause very noticable issues, with some outright causing crashes. Naturally, this patch can be applied to the USA version, although you would have to apply the aforementioned fixes not applicable to the Japanese version elsewhere. For detailed information about the bugs listed below, please check out: https://gamefaqs.gamespot.com/boards/522595-final-fantasy/45575058 Credit goes to anomie, Paulygon, AstralEsper, Alex Jackson, Lee Eric Kirwan, beege_man, and many others for these bugfixes. All spell, stat and enemy names are used from the FF Translation v1.3 patch. Bugs that are fixed (alphabetical order): 1. Battle Order Bug Monsters act first, due to them being loaded into the list first, with the shuffle algorithm not being good. 2. Caravan Landing Bug Airship can land on the Caravan square in the desert. 3. Dialogue Bug Spring tiles in Gaia has no special text ("There's something at the bottom..."). Old man near submarine in Onrac updates his text after the Wind Crystal/Orb is lit (should be Water Crystal/Orb). Sage at 3:00 spot in Crescent supposed to have updated text after all orbs are lit. 4. Enemy Attack Bugs Enemies use their category/element as a category/element attack, and the warrior's category/element attack as the category/element to attack. Weapon elemental attack is used as elemental weakness when magic is cast. The player class is used as the creature type when magic is cast. The player class is used as the creature type when magic is cast. Fortunately, only Dia uses it and no class has bit 4 set. 5. Enemy Magic All Allies Bug Enemy casting all-allies spells don't hit the caster. 6. Enemy Poison/Regeneration Bug Poison damage was useless against enemies. 7. Enemy Waking Bug Enemies always wake. 8. Evasion Bug If the attacker's Accuracy is greater than the target's Evasion, there is a greater chance of missing when the target is asleep/stopped. Also, Accuracy over 88 doesn't give any better chance to hit, so Chaos's 200 does no better than Spirit Naga's 88. This is also what makes 3 Blinks so powerful; it reduces any enemy's chances to just under 1%. 9. Healara Effectivity Bug Healara functions as Healaga in battle. 10. Lost Sprites Bug Some sprites start out in non-walkable areas. Sometimes, they can even end up outside the bounds of the dungeons. 11. Magic and Intellect Bugs Focara should use effect 0E instead of 10. Focus (and fixed Focara) always misses. Temper should probably be using effect 0B instead of 0D. For warrior targets, Weapon and Accuracy are never loaded/saved for use by magic. Thus, Temper and Saber. Armor for enemy targets is loaded from ROM instead of RAM for magic, making Protect not work. For enemy targets, Accuracy is never loaded/saved for use by magic. Enemy elemental resistance is not stored in the in-RAM data, so spells like Dispel don't work. Several caster bytes are loaded for magic, with wrong values. But none are actually used. Spells causing multiple status ailments will claim "No effect" if the target has any of the ailments (all will still be applied though). Intellect is never used. It should probably be added to spell effectivity. Intellect should allow healing spells to double (Note: This fix is the exact same one included in FF Restored) 12. Magic Defense Bug Magic Defense increases upon level up are strange. Warriors start with low MDEF but gain 3 per level, meaning they outstrip everyone else by level 7. Mages start with the highest MDEF but only gain 2 per level, so they fall behind by the time you actually encounter magic-using enemies. And Monks gain 4 per level, but after being promoted to Master, gets 1 per level. The most reasonable solution is for Warriors/Knights to gain 2 MDEF per level, Mages, class change or not, gain 3, and Monks gain 1 while Masters gain 4. 13. Multiple Level Up Bug If you gain enough experience for 2 levels at once, you only get one at the time (you get the second after the next battle) and the "for next level" number on the status screen is wrong. 14. Mute Bug Silence prevents using potions and items. 15. No Canoe in Item List Bug The game has two canoes; one that is usable and one that shows in the item list. 16. Running Bug When a player character attempts to run away, the game looked at the wrong values for the flee chance. 17. Sort Bug After battle, your warriors might be sorted incorrectly. 18. Status Attack Bug Enemies that apply status effects upon hit can apply those status effects even on missed attacks. 19. Third Enemy Palette Bug In the 2-large-6-small enemy formation, the game shifts one too far so the third enemy uses the palette selection bit for the second enemy. 20. Weapon Data Bug Weapon category/element attack values are never loaded. Weapon index is incorrectly used for critical values instead.