Well! Now I've FINALLY figured out how compressed data works in this game... and I've found a way to fix the map issues in the South Figaro basement clock room and the Fanatics' Tower without a Zone Doctor-like mess-up of compressed data. The issues I speak of cause tiles around the doors to go all screwy when you open a door and then enter and exit the Main Menu. The doors also stay open to boot. I've also fixed the issue in the Fanatics' Tower that causes the clouds to be visible through the open doors, even though they lead into closed rooms.

March 11, 2017
Just noticed another graphical goof, though this one's pretty tiny. There's a secret room in Mt. Kolts with a chest containing an Atlas Armlet, and a wall with a hole in it for no apparent reason. It seems like a goof because it's somewhere you can't reach, and it's mostly obscured by a platform; it looks like the wall should continue smoothly there. This was a super-easy fix to add to this patch.

March 12, 2017
Added another map fix: behind the bottom part of the clock in Zozo's weapon shop, there is a hole in the wall.

March 13, 2017
Added yet another map fix: the two black tiles in the corner of the screen in Kefka's Tower, as mentioned by TheNattak.

March 14, 2017
Added ANOTHER map fix: the White Cape chest in the Returners' Hideout can now be opened from the front.

June 24, 2017
After being informed that this patch conflicted with Phoenix Chest, I discovered that the area where the two patches conflict actually doesn't need to be altered in any way by either patch. Hence, I have done away with that particular change. If you want to revert any changes to be safe, see my latest edit on Phoenix Chest.

June 25, 2017
While I'm at it, I found another small graphical error: behind the china cabinet before the clock is wound, you can see the bottom half of the secret door peeking out beside, but not the top half. The fix isn't as simple as just adding the top half in because then it shows over the top corner of the china cabinet. Therefore, I opted to remove the bottom half of the door instead. Sure, I could possibly have adjusted the tile priority settings to show the door behind the cabinet, but I don't know what adverse effects that would have on other maps.

October 3, 2017
This actually happened a few days ago, but I couldn't report it here because Slick was down. A few bugs have been fixed, including bad fix location/size bytes in the patches. I also fixed a bug that made it impossible to leave certain tiles, including the one below the White Cape chest. Finally, the event script changes have been rewritten to use no free space, paving the way for a GBA port.