This post will contain a list of every bug we've fixed. For the sake of sanity, the details of the bugs won't be revealed, as I'd advise you to read up on the appropriate thread
(noted with a number) or document
, no number). Each bug noted will state which one should be read on for info (or both if the situation arises).
If you are curious how these bugs were fixed, the majority of them were with patches that have been released (here
, or here
And now, on to the madness...
(Current count: 119, last updated January 6, 2012 1:12 pm central time)
#1 Wrong leader x3 (aka Start a new game with the wrong leader)
#2 Overenthusiastic guards welcome a never-departed Edgar
#3 Dead men talking: M-M-M-M-M-M-M-M-Magic?
#5 Shadow's shadow
#6 Dead party: Returners' Hideout edition
#7 Lete River's sound effect...
#9 Invisible walls
#10 South Figaro's secret shortcut
#12 Shadow joining in some screwed fashion
#14 N.o...e.s.c.a.p.e...! ...F.o.r...m.e...!?
#15 Dead party: ghost edition
#23 Imperial Base guards becoming less agressive
#24 Absorbing HP/MP from invincible enemies
#26 Siren's sprite/event being recycled
#27 Wrong leader
#28 Under the Wall
#31 Cid and Gestahl's phasing mode
#32 A blue glow
#33 Two different village themes for one sequence
#35 Not feeling sleepy
#39 The airship, anytime in the the WoB
#52 The Phantom Diary
#57 An impossible perspective
#58 A lump of metal
#61 Using physical attacks when riding a Magitek Armor
#62 Give us back what you didn't take from us!
#64 Skipping the second phase of Doom's attack script
#69 Defective sound effect differenciation
#81 Having your money stolen makes you rich
#83 Heat status sticks after death
#94 Swapping sprites too early, but not too much
#106 Mag Roader encounters
#117 Wrong leader: Warp edition
#123 (no name)
#135 Dead party: Sp Forces edition
#138 Dead party: leaving Shadow edition
#145 (no name)
#146 (no name)
Mantra defies all mathematical logic!
Capture + Offering = bad pickpocket
ThiefKnife/Dragon Horn is also bad at "treasure hunting"
ThiefKnife/Offering is just like the above
Certain weapons lose functionality with Capture
Change row in a Pincer attack
Jump doesn't reload weapon data
Jump only uses one weapon of a dual weapon wielder... or so it seems!
Prophetic Jump predicts broken Ogre Nix
Jump after Jump/Super Ball
Atma Weapon can carve up stones
Genji Glove reduces single weapon damage
Heal Rod targets the wrong groups
Rippler missed... but it worked?
Rippler trades everything
Tapir lies about when it works
Evade is worthless
Auto-expiring statuses don't reset their timers with manual removal
Mute steals your Rage-inflicted status on attempted spell casts
Infinite Fight combo, a.k.a. the Psycho Cyan bug
Air Anchor responds to Poison, etc.
Control menu responds poorly to MP change
Crusader redecorates Reflect barriers
Doom Gaze dies, but doesn't cough up Bahamut
FC 05 becomes an omni-counter after its first strike
Mag Roader's script has a missing end
Overflow the damage counter
Spell counters become omni-counters until another spell is used
Umaro can't give himself Regen
Undead SrBehemoth no-shows the Veldt
Colosseum steals an item from your 99 stack if you win the same item you bet
Die at the Colosseum, but don't get a game over
Event-based healing/damage ignores character status
Miraculous, death-defying always-left-facing jumps in Zozo
Orchestra's a bit loud, yes?
Order switch in Magitek armor at Cyan's soul causes it to reappear with Wrexsoul's death
Pink Gogo in Cyan's soul
Save anywhere in Kefka's Tower or Phoenix Cave... or the deck of the Airship....
Shadow leaves your one-man party
A Kefka with no name
Allo Ver doesn't appear on the Veldt, or give you a Magic Point
Celes doesn't learn Muddle from level averaging
Incorrect descriptions of spells, items, etc.
SrBehemoth rips you off
Step Mine glitches MP cost display
Chupon is listed under Shadow at the Colosseum
Can't even list names right, part 1
The red/yellow streak in Gogo's command options window
The infamous Sketch bug
The Equip Anything bug (yes, this did still linger)
Rich man's basement; a window to the past
Item counters supercede all counters until another Item is used
Barrier Ring, etc. can cast their spells at full HP
Near Fatal and Zombie; guests that won't leave
Near Fatal allows True Knight to protect the strong
Invert damage if Undead only affects healing abilities
Clear overrides certain checks
Learn L5 Doom from... Setzer?
Multiple Love Tokens make the target forget previous casters
Second Charm makes first charmer's spell useless
Duncan leaps into the unknown
Figaro Castle pops up in the wrong place
Monsters in the wrong area
Random sword gets the MP with multiple Runics on an ST spell, but all drop afterward *new*
--Bugs not documented here--
Overflow the MP/AP gained in battle -
A bug that can only be seen in hacked games. Very simply put, learn rate of a spell * AP gained won't be contained in a single byte, so a spell that should be learned won't be.
Life/Phoenix Down + X-Zone = Very Bad Things™ -
This is a crash bug (in the sense that if seen, the battle will never finish if you can't run), and is a disappearance bug.
Items not being used may vanish without a trace anyway -
It's possible (though unlikely) to experience this in the original, though it seems to be more likely in hacked games. If an item is queued up to be used but isn't, it's possible that the item will not be returned to your inventory after the battle.
The running popsicle -
There's actually two bugs, but they are both the same thing (the other one is a Morphed Terra never wanting to run). Simply put, the game got two status bytes backwards for when you can and can't run. That's the theory, anyway.
Blitz input not liking changes to controllers -
Present only in the Japanese version, though it did remain in the other versions of the game. The Blitz input interpreter was only looking for the default button settings, which means any changes made will be more or less moot in battle if you brought Sabin with you.
Airships and Chocobo's are determined to use a specific controller setup as well -
This is an extension of the above bug. Both vechicles only look at the default controller settings to determine how to move around.
I condemn thee to hell! -
A very interesting bug, and one that nobody ever expected. Since it has gone unnoticed for this long, probably too obscure to care about. When a monster starts a battle with condemn status, the timer is never set. You can probably guess then that the status will not kill the monster.
Silenced, yet can still cast magic - *new*
This is a bug mostly exclusive to Reflect???, since it costs 0 MP. Any spell that costs 0 MP will supercede the Mute check, which means any 0 MP costing spell can be cast. -Update- This is actually not fixed. All attempts to fix it have broken the game greatly. Further attempts at fixing this is unlikely. - Another update- It's really fixed this time.
Open chests are merely an illusion -
When you first see the 6 chests in Cyan's Dream, you'll see a switch above it and a book to your left. Flip the switch once to give the solution to the puzzle in the next room, and flip it again to open all 6 chests...or so it seems. If you close any of the 3 chests still open then flip the switch a second time, the other three chests will think they are closed, even though they are visually open.
Magic doesn't sort correctly! - (description used from Novalia's page)
In both SNES versions, the function that makes the magic menu more compact in battle fails to account for the fact that the standard, triple-column format was abandoned. As a result, the algorithm excludes three unavailable spells at a time rather than two, which can make the menu more difficult to navigate.
Losing Runic just by snoring -
Sleep, death, petrification, freeze, hide, and stop will all cause a runicker to lose the ability to absorb a spell. While death and petrification make sense, sleeping and being stopped do not.
Elements affect Runic's intake -
A spell's elemental properties will affect Runic's absorb. Intake can be halved, nulled, or you can even lose MP by using Runic, which is illogical.
Genji Glove and Offering lower damage, even when they don't come into play - *new* (added Jan 6 2012)
Both relics will lower the damage output of any command that uses physical damage, not just the expected Fight and Mug.
Expect this post to be updated with more bugs listed as they are fixed.