Issues exclusive to the translation:
- Misspelling: "unfamilar" -> "unfamiliar"
- Misspelling: "frought" -> "fraught"
- Misspelling: "damnit" -> "dammit"
- Capitalize "o" here: "Thank you, o benevolent one..."
- Missing a "g" or an apostrophe at the end: "I ain't leavin!"
- Change "lead" to "led" in, "He once lead by example, but now he controls others with his words."
- Capitalization inconsistency in quest-related dialogue in Melvir: "item shop" vs. "Item Shop." I'd go with the former, especially since the script contains "weapon shop" in a few places.
- This one is a bit arguable, but I think you should use either "dwell" or "instead of" in, "A ruler must always focus on the future rather than dwelling on the past."
- Another arguable one: there are a few cases where "or" is used to connect two independent clauses, but isn't preceded by a comma. Example: "Let Farah go or you'll be sorry!!"
If Albert surrenders to the guards in Loban at the beginning, the jail map won't be displayed correctly about half of the time. This also happens at the inn in Gato's Village after Albert meets Gato for the first time, but only if Sif hasn't been recruited.
I've noticed a difference with the original game that might provide a lead. The Japanese version usually preverses dialogue windows during a map transition, but it is rarely the case in the translated game. In both instances of the bug, there are two dialogue windows, but only one of them is getting closed.
Some massive corruption triggered by entering the Item, Equip, or Sell menu while carrying a large inventory. Text graphics for the entire inventory are stored in a buffer at $F000, but nothing prevents them from spilling into what seems like field animation data at $FF00-$FFFF. Not only that, but after reaching $FFFF, the write address wraps around to $F000, which extends the corruption to the initial part of the item list.
Graphics for a character's magic list in the main menu are initially stored directly after the character name at $1000 in VRAM, but are then stored at $1100 instead whenever the list is updated. Changing the base address is obviously a problem, because the VRAM transfer occurs over several frames, and the tilemap update apparently doesn't take this into account, so pressing L or R as your first action in the menu will temporarily corrupt the on-screen list. This also happens when pressing left or right, but since the spell list is briefly blanked after doing so, the symptoms are not as readily apparent.
Issues also present in the original game:
- Play time wraps around to 99:00 upon exceeding 99:59.
- Trying to load a blank save file five times in a row will break the game on your next attempt to load a save file or return to the title screen.
- Offering to help Raphael and Theodore in Monsters with a full party leads to this.
- There are two different events involving Monica in Loban where she requests help in rescuing Jean (Gian). The first requires a password, while the second involves Claudia and Gray being present by her side. If the world stage is set to 8, the second scenario takes precedence, but if you press B to end the conversation instead of selecting the appropriate choice, the password-related dialogue will end up being displayed anyway, without clearing previous text. (Screenshot)
Issues not tested in the original game:
- Eliminating the cult in the sewers of Melvir when the world stage is set to 5 or 6 unlocks the quest for rescuing Jean (Gian) in Loban. The problem is, Jean's object is only enabled at world stage 7 (Tiger's Den says stage 8, but that seems wrong), so he'll be invisible if you meet him early.
- The speech bubbles point at the wrong characters during the scene where Albert receives a map from Gato (for example, the bubble points at Gato when Albert asks how to reach Rosalia). This doesn't happen when Sif is the main character.
- Long enemy names are cut off when there's another enemy right in front. Not much of a problem, though it should probably be mentioned in a list of known issues in the readme (the same goes for the preserved grammar errors in the ending credits, by the way). (Screenshot)
Lastly, regarding the enemy translated as "Siriri Fers" (the first unavoidable enemy encounter in Albert's scenario, though he can also be met randomly), I think a more accurate translation would be "Sillily Fuzz" or simply "Silly Fuzz." It appears to be a reference to his beard.