Damage from elemental spells seems uneven at end game. Records from earlier, in order to establish if Adamant Armor had any impact in the end game observations.



All spells cast by Palom. These suggest that the observed extra damage later on was triggered by some unknown factor along the playthrough.
A known bug from equipping and then unequipping Adamant Armor (found in this early prototype) is considered a possible source of the uneven damage seen later on, as this bug permanently causes 4x damage from certain elements to a character who has worn the armor and is no longer wearing it.
Seen here ➡️
The damage numbers match the known bug from Adamant equipping.

More than not FF4 Ultima is set up well to port in the Zozma style map sprites. Some quirks due to custom code need to be worked around, and they’re only partially documented here.

Special map palette logic exists in Ultima. Just changing the regular ones at $68000 isn’t enough to effect some Field maps!

When in towns & dungeons, palettes get swapped a bit. This is what the CGRAM looks like for interior maps, vs Moon map.

Now palette 04 in CGRAM is pulled from $680D0, instead of $68040
Duplicates of some map palettes live at other offsets, in the expanded banks.
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They are exactly $100000 bytes ahead of their default locations.
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When they’re changed in both spots, the unusual Field maps will agree with the interiors.
Or that’s how it’s supposed to work…
When experimenting to bring them over, this palette was place in the $68020 offset, and it mysteriously shows up on the Field map without any problems; no legacy palette colors are coming through from elsewhere to overwrite it, unlike the others in $68000, $68040
