ultimately, the 'bugs' I mentioned previously were many discoveries when doing some ff2 hacking of my own. Suppose I have some more bugs or quirks discovered that oughta be mentioned.
Sure the attack stat overflow bug cannot trigger normally, however if the dual wield bug were fixed based on how it functions in later versions, then it'd be possible to achieve more than 255 attack via dual wielding, which should apply both attack values together.
weapon type doesn't determine two handed required, rather some other thing does, so any bow changed to a non bow weapon type will still possess the bow's two handed requirement.
Evasion percent for physical or magical can exceed 99%, the result is action speed in battle that enemies cannot keep up with and preemptive strikes happening far more often than they should, and of course overflow can occur, most easily achieved with high shield level
multiple pieces of equipment that increase the same stat by 10 cannot stack cumulatively. Wearing gold hairpin, black garb, and thief gloves for example should raise agility by 30, but only increase by 10
- its also possible for stat boost via equipment to enable a stat to exceed 99 in value, yield A0 for example if a stat
boost of 10 were applied to a stat currently at 99
the reason why the black tiles at the bottom left corner of screen don't flash the color of active spell casts or flashing spell animations is because its a single color tile, similarly to FF when editing dialogue. If you were to edit the palette of the battle menu to add blue, you'd see the entire screen where the menu is at will become blue as well.
when hitting a elemental weakness, the spell automatically hits target and if damages, does bonus damage, ultimately if a enemy has a weakness to a status element, mind, matter, body, or death, the debuff used will unconditionally hit. Meanwhile resist does the opposite and spell unconditionally misses or if damaging, does halved damage with 0 accuracy
Even if enemy has 0 morale stat (the stat that affects chances of running away), high enough party hp will still cause them flee, even if say... their attack patterns could still compete on doing damage to the party
the damage formula for Tnad, Wave, and Quak is same as standard, except it ignores enemy magic defense and elemental resistance, although absorb still works.
The original japanese version and the unreleased english prototype featured no tiles behind the menu portraits of characters, resulting in a black background much more suited for portrait depictions, I cannot recall why demiforce did away with that but it'd be neat to see it restored, just unsure how to do that.
I read there is consideration to demake the later port bgms, but have you considered implementing the 4 unused ff2 music tracks? The shop theme (obvious where this goes), second dungeon theme (was remixed in ff6 as magic house, and probably would work great as the bgm in mysidia cave and maybe snow cavern?), airship theme, and battle 3. As for which of the later port bgm versions to try and backport, I'd suggest the WSC bgms where they initially debuted, they are 8 bit but at the same time not nes 8 bit.
Why is it that the chocobo in chocobo's forest appears and disappears and only is facing frontward while doing a side walk? Because all those shop and revival stations use a invisible npc which uses the blanked chocobo front facing sprite sheet. Were you to use yy-chr or similar to give the chocobo sprite space a full sheet, you'll see a chocobo at the counter of every shop, inside the goddess statue, and hanging out on the revival sigil at the rebel base. It probably would've been a bit more viable to instead use the dark emperor's sprite space, blank out the front facing and have the back facing be frontward facing, since despite only viewable facing forward, the emperor in both incarnations has a complete sheet of directions faced. Although i don't know the success of actually having the dark emperor spawn on screen facing backwards during their debut, meanwhile a unique event trigger wall at the final floor of pandemonium triggers the dialogue and battle if you stand anywhere on the row of tiles before where the emperor is positioned.
Well, that's all that comes to mind once again. not sure if ill have anything else worth mentioning for the time being.