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Jorgur

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FF5 Advance bugs
« on: April 23, 2008, 02:32:39 PM »
- Tame does not work
- Extra MP is lost after switching jobs and reequipping magic abilities:
Quote
Faris - Time Mage - 260 MP
Changing to Monk - 110 MP

Faris - Time Mage - 260 MP
Changing to Monk with Dimen Lv6 - 260MP

Do the same thing in the GBA ROM, and Faris ends up with 110 MP in both cases.
« Last Edit: October 10, 2009, 08:40:29 AM by Jorgur »

Deathlike2

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Re: Free information thread
« Reply #1 on: April 23, 2008, 03:00:35 PM »
Hmmm.. some idiot at Tose probably fucked that up. The MP adjustment is done after the job+ability change is done in FF5.

In FF5A, the adjustment is done immediately at job change and subsequently again after the ability is added.

Then again, these are the same idiots who fucked with Return and the clock in the US version... which was fixed in the Euro version.

Also, the timer in the two towers seems to run while in the menus in FF5A... In FF5, the timer did not run while in the menu.

Stupid annoying port bugs...  :bah:
« Last Edit: April 23, 2008, 03:37:10 PM by Jorgur »
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Deathlike2

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Re: Free information thread
« Reply #2 on: April 26, 2008, 11:51:26 PM »
Here's a few more bits..

Quote from: From FF5A GameFAQs Board user Silktail
As far as I can tell it's not Kiss of Blessing that's been fixed, but defeated mini-bosses staying dead.
(I.e. Berserk no longer prevents it.)

SNES -> GBA changes I've heard of:
Vampire blue magic uses all your miss HP (instead of half).
Neo-Exdeath no longer has fake targets.
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JCE3000GT

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Re: FF5 Advance bugs
« Reply #3 on: June 19, 2009, 02:22:16 PM »
So are all these bugs fixed in the Euro version?

vivify93

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Re: FF5 Advance bugs
« Reply #4 on: June 21, 2009, 08:54:49 AM »
I'm gonna step out of my shell and contribute something I've known since I first played FFVA.

TOSE swapped the tile animations for the Desert of Flowing Sands in world 1 and the regular ol' desert in world 2. As we all know, the Desert of Flowing Sands was supposed to animate on the world 1's overworld. However, for some reason, it doesn't in the FFVA. Then when you get to world 2, the desert tiles there  do animate when they weren't supposed to. So it looks like TOSE switched the animation bit for world 1's Desert of Flowing Sands and the deserts in general for world 2.

I've been trying to say something about this from the beginning, but everyone seems to ignore me when I bring it up.
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Dragonsbrethren

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Re: FF5 Advance bugs
« Reply #5 on: June 21, 2009, 09:32:13 AM »
I've been trying to say something about this from the beginning, but everyone seems to ignore me when I bring it up.

Probably because it's easily overlooked, and not game breaking. I noticed it the first time I played, too.

Deathlike2

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Re: FF5 Advance bugs
« Reply #6 on: June 21, 2009, 01:29:39 PM »
I've been trying to say something about this from the beginning, but everyone seems to ignore me when I bring it up.

Probably because it's easily overlooked, and not game breaking. I noticed it the first time I played, too.

You could say the same thing for the sands around Fabul in FF4A. It wasn't there before.
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Dragonsbrethren

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Re: FF5 Advance bugs
« Reply #7 on: June 21, 2009, 02:02:22 PM »
That seems a lot more intentional, since it required actually editing the map. Now if every light grass tile became a desert, I'd be more inclined to say it was a mistake.

Deathlike2

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Re: FF5 Advance bugs
« Reply #8 on: June 21, 2009, 02:17:33 PM »
That change bothered me a lot though...
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Dragonsbrethren

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Re: FF5 Advance bugs
« Reply #9 on: June 21, 2009, 02:57:41 PM »
It was a pretty stupid change, but it seems like a hard one to make without trying.

I.S.T.

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Re: FF5 Advance bugs
« Reply #10 on: July 19, 2009, 10:26:36 AM »
So are all these bugs fixed in the Euro version?

I'm curious about this too.

Deathlike2

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Re: FF5 Advance bugs
« Reply #11 on: July 21, 2009, 02:40:24 PM »
So are all these bugs fixed in the Euro version?

I'm curious about this too.

Be specific as to which.

I don't believe !Calm (Tame) works in all versions of the game.

I'm not sure about the sands, but there's a good chance that wasn't fixed. There's only one notable fix (Return is supposed to reset the timer for specific events) as I said before, and not much else.

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I.S.T.

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Re: FF5 Advance bugs
« Reply #12 on: July 21, 2009, 03:21:38 PM »
The MP bug.

Deathlike2

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Re: FF5 Advance bugs
« Reply #13 on: July 21, 2009, 04:13:52 PM »
The MP "bug" is not fixed... it seems to be a specific change in behavior.
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Re: FF5 Advance bugs
« Reply #14 on: July 21, 2009, 05:16:11 PM »
-_- That is just fucking dumb.