Fair points, I should have been more explicit about the type of "terrible" this game is
It's designed to make you game over constantly. Strangely, everyone seems to have way too much attack power. You can one-shot enemies, they can one-shot you. If you travel 3 tiles north or east of the first town, or 7 tiles west, you will encounter impossible enemies (lions and soldiers). Each area stops spawning enemies when you reach certain levels, which means you can't get any more experience or gold, so you can't overlevel to prepare for harder areas. Pretty sick, isn't it? I think the intention was to reach level 5 from snakes and bats in the first area. For Arnath, that's 575xp from enemies that give 4 xp lol. That's even worse than I realized... yikes. Enemies stop spawning based on your highest level, so if you have unevenly leveled party members, they'll not be able to get xp anymore to catch up.
Thanks for pointing out the text being overwritten, SylarDean. I added new patches to github to expand the VRAM for text, and I think the unintended line breaks were caused by the player-generated names being treated as 6 characters and the game has some line-breaking check that was conflicting with my manual line breaks. I adjusted where I'm wrapping lines, so lines with <player> names will break early, which isn't pretty, but it works for now. Someone is working on a VWF for this game, so I don't want to do too much with the current text engine since it'll be replaced.
On the balancing side, I added new patches called "max_level" which set all party members to max stats and level when they join the party. You should be able to apply the IPS patches in any order. This will have many strange bugs and side-effects, such as enemies not spawning and not being able to earn more gold. Some stat displays will glitch because you're not supposed to have 65,535 attack. Equipping gear might overflow your stats back to 0. If you want to use cheats, player data is stored in RAM at $FFCEDC with two bytes each for player ID, current HP, max HP, current MP, max MP, attack, defense, then 1 byte each for current level, strength, mind, vitality, and speed. Of course, even with 999hp, you will still be one-shot by late game enemies and certain spells. Battle stats are stored in RAM at $FF34C8, following the same format up through attack/defense values. If you lock $FF34CA (Arnath's current HP in battle) at a non-zero value, you won't game over. Outside of battles, that RAM location is used for tilemaps, so you'll get some graphical glitches if you leave the cheat on all of the time. Truly, this game is a beast.