Patches


Title
Applies to
Last Updated
Description
Silver Sheath fix
(Beta 0.25)
 SoE:
  • USA
  • Europe: English, French, German, Spanish
02 Aug 2004
(We gone global!)
The Silver Sheath charm is supposed to increase "the strength of the holder's sword-type weapon", as described by the game.  Specifically, the weapon's battle power is boosted by 25% before being used to calculate the wielder's Attack stat.  However, due to an omitted check for Silver Sheath, swords ALWAYS get the bonus.

This patch inserts a check for Silver Sheath, so sword-type weapons will only get the 25% bonus if you possess the charm.

Comes with three patches: one for the U.S. version, one for the English and German European versions, and one for the French and Spanish European versions.  Also includes detailed disassemblies for the code Square wrote and my fixes.
Erratic levelling fix
(Beta 0.20)

w/ Experience per Level list
 SoE:
  • USA
  • Europe: English, French, German, Spanish
09 May 2005
There are two distinct bugs here, so I'll explain them separately.

BUG #1:

Each character needs a certain amount of total experience to reach each level.  Unfortunately, a wrong instruction was used in comparing the dog's current experience to the amount needed to attain its next level.  As a result, when the dog is level 39 or higher, he'll sometimes gain a level sooner than he should (e.g. after having gained one very recently).  This can happen on 34 of the dog's 99 levels.  However, things will usually even out pretty quickly: he'll have to wait that much longer to level-up again, as the bug doesn't alter his current experience.  The bug doesn't occur in reaching level 99, so the total amount of experience needed to "max out" the dog is unchanged.

On very rare occasions, this bug can delay the dog's levelling as opposed to hastening it.  See the Readme's FAQ section for more details.
------------------------------------

BUG #2:

If a defeated enemy gives a character (the boy or the dog) enough experience to make him gain multiple levels, he'll still just gain one.  Then the character'll gain a level for each subsequent enemy killed (even if it's a paltry mosquito or flower; it doesn't matter), until he's at the proper level for his experience.  In the meanwhile, the (Experience) "Needed" on the STAT screen will show up as some huge number (because the game thinks it's negative, but whatever displays the number isn't programmed to handle negative values).  This bug results from the fact that the "Gain experience and level up if necessary" routine is only called once for each enemy you defeat, and the level can only be boosted once per call.
------------------------------------

This patch fixes the first bug by making the game compare current and needed experience for the dog in the same way as it does for the boy, who experiences no such bug.  It fixes the second bug by allowing a single enemy defeat to result in as many level gains as necessary.

Comes with five pairs of patches and anti-patches: one for the U.S. version, and one for each of the English, Spanish, French, and German European versions.  Also includes detailed disassemblies of Square's bad code and my fixes.  Finally, it includes a list of the experience the characters need for each level, which is handy even if you don't use this patch.
Infinite Bazooka Ammo fix
(Beta 0.20)
 SoE USA
17 May 2005
When you fire Particle Bombs or Cryo-Blasts from the Bazooka, the ammunition is never actually consumed.  Hence an infinite supply.  That shouldn't happen.  Thunder Ball works fine.

The cause is that a routine which sets up attacks will only check and decrement the ammunition count if the attack type is Thunder Ball.

The European versions of SoE fixed things by expanding that test to also include Particle Bomb and Cryo-Blast.  I followed Square's example for this USA patch.

Comes with a patch and anti-patch for the U.S. version.  Also includes detailed disassemblies of Square's bad code, Square's good code, and my fix.