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Critical Hit Rate Fix

Hack of Final Fantasy I & II: Dawn of Souls


Final Fantasy 1 on Famicom/NES was a pretty buggy game. Spells didn’t work. Weapon traits didn’t work. So on and so on.

One of the bugs that had a variable effect on the game was that the critical hit table for the game was looked for in the wrong place. Instead of looking at the critical hit rate for the weapon, the game would look at the index number of the weapon to determine actual critical hit rate.

So the Masamune gets 40 points into critical hits instead of 10. Thor Hammer should have had 1 point into critical hits, but instead got 36.

Unfortunately the people at Square-Enix only knew of a few bugs of the game to fix and never changed this in any later version. Or they did know about this bug and decided to leave it as is. Either way, the GBA version of the game retains this bug.

The first patch included fixes the original 40 weapons to their intended critical hit rates. The second uses the intended critical hit rates for the original 40 weapons to approximate what was intended for the new 24 weapons.

ROM / ISO Information:

  • Database match: Final Fantasy I & II - Dawn of Souls (USA)
  • Database: No-Intro: Game Boy Advance (v. 20180816-092117)
  • File/ROM SHA-1: 6472695D69661490F78245E2982E1E676C080BE7
  • File/ROM CRC32: 1B39CDAB




ContributorType of contributionListed credit
AstralEsperHackingDocumentation of NES values for crit rates

User Review Information

Great bug fix

Reviewed By: azeryn on 03 May 2021

Very interesting. I wasn’t aware that this was a bug in the original game. It makes so much more sense now. I love seeing bug fixes for these older games. Thank you.

Version 1.0 Recommended - Yes

User Reviews
Great bug fixazeryn03 May 20211.0Yes