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Library of the Ancients > Final Fantasy V Research & Development
FF5 Bugs & Glitches
Jorgur:
I thought the wiki would be the perfect place for this project so I created a page for it.
http://slickproductions.org/slickwiki/index.php/FF5_Bugs_and_Glitches
This page is free for everyone to edit, so please contribute if you can!
Djibriel:
I figured the best way to tackle this as a group is to have a quick list on the first page that lists all the bugs and their status. So I propose the following; I"ll keep this post updated insofar that it should contain all bugs discussed in this topic. All bugs are color-coded as far as their 'status' goes:
Unconfirmed
Cause unknown
Arguably a bug
Full extent of possible effects uncharted
All bugs/glitches that remain in black or obtain that much-coveted status as well-researched, easy-to-understand mistakes in the game could then be given a write-up by whoever feels like it. It sure sounds like an ambitious project, we'll see how far it goes :p
Last updated: 03/13/2011
Out of battle:
* Desert of the Streaming Sands has no moving overworld tiles FFVA
* Garula appears where he shouldn't (near Carwen)
* Hidden out-of-battle timer in Tower of Magic does not stop when in the menu FFVA
* Dash with the Pirate Ship and Flying Ship (maybe running helps you to better HOIST THE SAILS)
* Versus Atomos, have Galuf as your lead party member. When Galuf exits your party to mourn Xezat, Galuf's sprite will still represent your party, so you'll have two Galuf's on-screen FFVSNES
* After Exdeath confronts you for the first time in World 3, he zaps you away from Ghido's cave and after that you find yourself in the Library of the Ancients. Casting Teleport will take you back to the entrance of Ghido's Cave. You can now explore most of the world and its dungeons without Lenna. FFVSNES
* In World 3, you can park your normal and black chocobo in the middle of the nine-squares forest that houses the Ancient Tree. You can walk out of the forest, and then you can't get back to your chocobo, trapping you and destroying your game forever. FFVSNES
Monster behavior:
* Famed Mimic Gogo's AI script goes haywire upon aggro FFVA
* Panthera's intended Stalker-like behavior instead causes it to self-terminate FFVA
* Lots of bugs that can be caused by the fact that bits are set in-battle with a counter-attack, and these counter-attacks can be prevented by various means. Ramuh, Sekhmet, Archeoaevis, Exdeath all have troubles here. !Rapid Fire's last two hits don't provoke counters, the Monk's Counter ability doesn't provoke counters, casting less than all spells off of your own character doesn't provoke counters, weapon-induced MT magical attacks (Wind Slash katana, Gaia Hammer) don't provoke counters on all but the initial target of the physical attack, the list goes on. Also something with Chaos Cannon, I don't know the specifics.
* Regen isn't set for Dragon Flower, Dragon Pod, Exdeath, Genji Shield Gilgamesh
* Monster MP is a complete clusterfuck. Feed a monster with more than 9999 MP an Ether, and it resets to 9999. Give a monster with maximum 10 MP an Ether, and it'll get enough to cast Flash.
* Ramuh, Sandworm, Catoblepas, Sekhmet, Exdeath (possibly others) have physicals that do not provoke Counters (okay) but also do not remove Sleep/Confuse/Singing (bug)
Attack behavior:
* Vampire deals (maximum HP - current HP) damage rather than half that FFVA
* Mix elemental properties (Resist Fire, etc.) and elemental up (Elemental Might) are removed upon equipment change
* incapable of setting statuses from both 1 and 2 through special technique, only when statuses from 1 are protected against do status ailments from bit 2 appear. Examples: Skull Eater, Gil Turtle.
* Casting Phoenix without the necessary MP (through !Dualcast, for instance), the firebird is stopped but the revival is not
* Dualcast allows the caster to choose spells it has no MP for
* death + encircle = alive with 0 HP. Omega can counter with consecutive Mustard Bomb and Encircle attacks. When a character is struck by both in succession, and if Mustard Bomb killed the character, the character will be alive after the battle with 0 HP.
* The Chemist's !Recover doesn't cure Petrify, though it should
* Pre-set Mute and in-battle cast Mute allow different things (Blue magic)
* Negative Magic Power overflow (underflow?) bug: when giving Berserkers a Thornlet, the game will treat the Berserker as having a massive amount of Magic Power (99?). Fun with the Gaia Hammer and stuff. FFVSNES
* Knives/Bows/Whips parameter bug. Now in orange because I'd like to re-evaluate the cause and effects of the bug, and the effects of the proposed fix. While the current formula seems wonky, the balance between the weapon groups seems fine to me. From what I understand, the proposed fix would about double their power on a character with equal Strength/Agility, making a Knife way stronger than a Sword. I'm not convinced that was really the intention, but I have no info at this point.
* Power Drink adds to Goblin Punch, nothing more.
* Odin's Zantetsuken appears to carve up Heavy targets when released from a Magic Lamp; most fun versus Neo Exdeath
* !Analyze yields not all results intended
* !Tame works on all BUT those with a Magic Beast nature, while the inverse is likely the intention FFVA[/color]
* Kiss of Blessing sets Berserk to the Berserk-immune, shenanigans ensue.
* !SwdSlap (or !Mineuchi) feels like it should be !Attack + Paralyze, but instead deals normal damage and keeps the target under Confuse/Sleep/Control.
* Return spell does not reset in-battle timers such as those active in Karnak Castle or Odin FFVAUS
* Moss Fungus and Gel Fish use the Banish spell that affects self upon !Release
* Aqua Breath and Big Wave/Tsunamie (!Gaia attacks) are non-elemental rather than Water-elemental
* You cannot learn Blue magic from attacks used by Released monsters
* !Mix + !Dualcast = wonky targeting: both !Dualcast will target the second spell's target(s) (fun with Holy + Cura, for instance) FFVSNES
* !Hide protects you long after you return FFVSNES
* !Jump protects you long after you return FFVSNES
* Kill yourself on the first turn of Quick may morph items held FFVSNES
* Have a Ninja throw an empty slot (and some other stuff) to obtain 00-1 = 255 of a certain handheld item FFVSNES
* Attack that set Zombie may strike a character who used !Hide FFVSNES
* Zombie-setting attacks that strike dead Angel Ring characters revive instead
* All-Berserker team can't run; Chicken Knife's !Flee will stop you from doing damage for the rest of the fight FFVSNES
* !Controlling a target that is removed from battle (Mover) leaves the !Control uses catatonic
Item behavior:
* Staff of Light/Judgment Staff deals double damage with !Mug , !Rapid Fire and !Jump
* Mirage Vest renews Image upon equipment change.
* Man-Eater deals double damage with !Jump
* Gaia Bell is deals damage like a Long Reach Axe
* Rune Chime works like other Rune Weapons
* Rune Bow deals no damage, one-handed, randomly sets Silence...?
* Brave Blade/Chicken Knife's Goblin Punch remains 255/0 even when listed Battle Power changes
* Staff can be double-gripped
* Multiple Wonder Wands use a single byte to keep track to which spells to use next
Event behavior:
* Galuf's ghost in Sealed Castle; when you neglect to bring Galuf to the Sealed Castle, he'll talk when you waltz into the weapon chamber with Krile.
* Lenna's calling spirit in Surgate Castle; go to Surgate when Lenna is in the Rift, and she'll still appear to get a line.
* Gilgamesh may not appear versus Necrophobe even when all (known) criteria have been met (unconfirmed)
Miscellaneous:
* Extra MP is lost after switching jobs and reequipping magic abilities FFVA
* Blue Mage Bartz has messed up graphics when attacking with his left hand
* Disrupt the Werewolves' ceremony by blocking their path; they'll go crazy
* You can exit the slopes and walk on the air via a specific tile on Northern Mountain FFVSNES
* Walk through walls in the Pyramid FFVSNES
* !Hide from Reflective Zombie teammates, win all battles rather than run FFVSNES[/list]
samurai goroh:
--- Quote from: Djibriel on March 12, 2011, 06:05:04 PM ---- Garula appears where he shouldn't (near Carwen)
--- End quote ---
The reason is that world map battle formations are arranged in a 8x8 grid & the square touches the border of Carwen. It can be shown on my editor...
--- Quote from: Djibriel on March 12, 2011, 06:05:04 PM ---- Monster MP is a complete clusterfuck. Feed a monster with more than 9999 MP an Ether, and it resets to 9999. Give a monster with maximum 10 MP an Ether, and it'll get enough to cast Flash.
--- End quote ---
The reason is that EVERY monster has a fixed maximum Mp value of 9999.
--- Quote from: Djibriel on March 12, 2011, 06:05:04 PM ---- Casting Phoenix without the necessary MP (through !Dualcast, for instance), the firebird is stopped but the revival is not
--- End quote ---
IIRC, that particular magic is compounded of 2 spells, one of them costs 99 while the other cost 0 & that's why the revival is casted even if you don't have enough Mp...
Using Dualcast itself should be considered a bug since it allows you to choose a magic even when you only have enough magic for the first spell & not for the second. IIRC, when you mimic the Dualcast, you can then use both spells, even though you couldn't the first time. This is useful when playing a LLG :P
--- Quote from: Djibriel on March 12, 2011, 06:05:04 PM ---- Blue Mage Bartz has messed up graphics when attacking, best viewed with Barehanded.
--- End quote ---
To be more accurate, is when he uses his left hand to attack. His sprite is wrong...
Deathlike2:
--- Quote from: Jorgur on March 12, 2011, 04:06:29 PM ---- Observe
--- End quote ---
It was supposed to report MP IIRC, in addition to HP/weakness.
--- Quote ---- MP bug
--- End quote ---
Switching classes while @ full MP would not retain full MP if the class increased the Magic Power of the character (like Knight->Summoner).
--- Quote ---- timer?
--- End quote ---
2 different types:
1) There's a hidden timer at work when you must dual fight the bosses at the Tower of Power+Magic. It's supposed to be paused while in the menu, but in FF5A, the timer keeps going... so by the time you are ready, exiting the menu will cause game over.
2) Reset/Return doesn't reset the timer to when you started the battle. This is only applicable to FF5A US... FF5A Euro has it fixed. I assume the Jap version has two revisions.
--- Quote ---Unfinished
- Swdslap
--- End quote ---
IIRC, it ignores the regular rules of a physical attack (like knocking a confused target to normal... kinda like FF4's Aim actually).
--- Quote from: Djibriel on March 12, 2011, 06:05:04 PM ---Out of battle:
- Desert of the Streaming Sands has no moving overworld tiles FFVA
--- End quote ---
It was mentioned somewhere it was swapped with other tiles... hence the issue.
--- Quote ---- Garula appears where he shouldn't (near Carwen)
--- End quote ---
Seriously? Must be a tile battle location issue...
--- Quote ---Monster behavior:
- Famed Mimic Gogo's AI script goes haywire upon aggro FFVA
--- End quote ---
I don't remember that happening... but that's probably because I do the standard way (it is interesting when you try to go after him anyways).
--- Quote ---- Panthera's intended Stalker-like behavior instead causes it to self-terminate FFVA
--- End quote ---
I'm trying to recall which battle this is...
--- Quote ---- Lots of bugs that can be caused by the fact that bits are set in-battle with a counter-attack, and these counter-attacks can be prevented by various means. Ramuh, Sekhmet, Archeoaevis, Exdeath all have troubles here. !Rapid Fire's last two hits don't provoke counters, the Monk's Counter ability doesn't provoke counters, casting less than all spells off of your own character doesn't provoke counters, weapon-induced MT magical attacks (Wind Slash katana, Gaia Hammer) don't provoke counters on all but the initial target of the physical attack, the list goes on. Also something with Chaos Cannon, I don't know the specifics.
--- End quote ---
I think FF6 addresses this better than FF5 (which was also an improvement when it comes to FF4) as counters are concerned. The evolution of the battle engine is notable. The counter issue with !Rapid Fire has to do with "poor enough" coding to simply deal with two-weapons (Ninja ability).
--- Quote ---- Regen isn't set for Dragon Flower, Dragon Pod, Exdeath, Genji Shield Gilgamesh
--- End quote ---
I don't recall any monster having that attribute... so if it was meant to be there, it's an oversight.
--- Quote ---- Monster MP is a complete clusterfuck. Feed a monster with more than 9999 MP an Ether, and it resets to 9999. Give a monster with maximum 10 MP an Ether, and it'll get enough to cast Flash.
--- End quote ---
I'd swear that the MP a monster had was almost always random. One time it would work.. other times it wouldn't... and from the same monster (the Forest of Mua monsters seemed to exhibit that the most).
--- Quote ---Attack behavior:
- Vampire deals (maximum HP - current HP) damage rather than half that FFVA
--- End quote ---
I think it's a welcomed change... although it works against ???? so I guess that depends on how you feel about it.
--- Quote ---- Mix elemental properties (Resist Fire, etc.) and elemental up (Elemental Might) are removed upon equipment change
--- End quote ---
I believe that was always some sort of issue when the equip via item screen in all the SNES FF versions... probably less so in FF6. A fun bug to exploit in FF4 was the Avenger Sword temporarily having the same properties of the previously equipped weapon (like the Blood Sword or the Ragnarok) when swapping weapons in battle.
--- Quote ---- Casting Phoenix without the necessary MP (through !Dualcast, for instance), the firebird is stopped but the revival is not
--- End quote ---
IIRC, the best part about Phoenix was full maxMP on revival.
--- Quote ---- The Chemist's !Recover doesn't cure Petrify, though it should
--- End quote ---
Really? Hmmm...
--- Quote ---- Pre-set Mute and in-battle cast Mute allow different things (Blue magic)
--- End quote ---
Blue (Monster) Magic seemed to always follow a different set of rules in FF5 (like FF4) so I guess that has changed in FF6.
--- Quote ---- Negative Magic Power overflow (underflow?) bug: when giving Berserkers a Thornlet, the game will treat the Berserker as having a massive amount of Magic Power (99?). Fun with the Gaia Hammer and stuff. FFVSNES
--- End quote ---
Nice. Titan would be proud.
--- Quote ---Item behavior:
- Staff of Light/Judgment Staff deals double damage with !Mug
--- End quote ---
Is that against a Holy elemental enemy? Just checking.
--- Quote ---- Mirage Vest renews Image upon equipment change.
--- End quote ---
Yea... explained earlier.
--- Quote ---- A lot of weapons have strange side-effects because of lazy or strange coding. Man-Eater deals double damage with !Jump, two out of four Bells function like Long Reach Axes (Gaia Bell) or Front Row-only Rune weapons (Rune Bell).
--- End quote ---
Well... the Rune Bell is actually a very awesome weapon (Tinkerbell is better, like the Chicken Knife, but way more inconsistent). The critical hit is required to keep it on par with all the better swords+knives of the game... including the Chicken Knife+Ragnarok/Apocalypse.
Djibriel:
This will be a long long post!
Garula walks near Carwen:
the World Map is divided in 64 squares, and since a bit of Carwen land occupies a square that's mostly near the Tower of Walse, it could not be stopped that he appears there. Cause known! I personally feel that the Carwen land there has no (narrative) purpose. They shouldn't have put it there if it caused NPC-ish monsters to transgress their boundaries like that. Does anybody feel it's not a bug? Im remember there being some discussion about Garula and if it was a single creatures or a race of Garulas; thos with the second theory might feel it's perfectly fine Garula walks near Carwen.
Monster's MP overflow:
It would have been fine if monsters had an MP cap of 9999, but according to their stat block they should have more. What happens if you use a Dark Ether versus, say, Omega on the first turn? Does it deal (75% of 60700) MP damage or (75% of 9999) MP damage?
Famed Mimic Gogo:
Almost all players will do one of two things; snooze until Gogo throws in the towel, or buff to da limit and then take down Gogo with one massive !Rapid Fire. This will not trigger the bug. You must do it wrong; attack him three times so that he starts his 'uncultured boors' speech, and he'll throw all kinds of weird in-battle text at you, eventually freezing the fight on most occassions.
Pantera:
From the Island Shrine chest, two foes may jump: Covert and Pantera. Pantera is a Bandersnatch upgrade that should pull a Stalker-like attack on you on its first turn. Two more Pantera's should appear, the text "Illusion!" should appear and then, you know, it's a guessing game. Pantera just dies when "Illusion!" is used, though.
Vampire:
It's an AWESOME spell now. It just heals you back to full and deals respectable damage in the process, damage that is non-elemental and barrier-piercing and everything. But a bug is a bug...
Staves + !Mug:
No. You'd think that the damage output would be erratic, or elemental properties would come into play, but it's not the case. I'm telling ya, those two staves deal double damage with !Mug. Other Staves (Sage's Staff, for instance) doesn't do this, nor do other magical attacks + !Mug (such as the Blood Sword). :edit: They also deal double damage with !Jump.
Bells:
The Diamond Bell and Tinklebell deal damage based off of the caster's Agility and Magic Power, they're Back Row OK and don't function when Mute is in effect. Also, they're Song attacks, so they're listed as sound-based weapons. So that's what Bells are, you deal damage with them from a distance, because you're (and they're) MAGIC! The other two bells work off Strength, are not Back Row OK and work in Mute, so apparently you whack monsters with them, even though they're still Song weapons. The Rune Chime is a Rune weapon because all Rune-based weapons are the same; it's just lazy they didn't make a Rune Chime-unique routine. Why the Gaia Bell is a Long Reach Axe-type weapon, I don't know. Bells are attack type 39, LRA are 3A, maybe it was a simple typo?
Dunno why they felt the Rune Chime needed to be a MP-drived critical hit machine, its real value is the elemental boosts anyway.
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