* House saves before restoring MP. Also, correct message to reflect the fix.
+ house-magic-bug.ips

* Ribbon's name has an extra space
+ ribbon-name-bug.ips

* BB Armor bug, it looks at whether a weapon is equipped instead of checking
  armor.
+ bb-armor-bug.ips

* The airship can land on the caravan.
+ caravan-landing-bug.ips

* HEL2 effectivity should be 0x18. Or should it, now that we have heal-doubling
  in the INT patch?
+ HEL2-bug.ips

* Running looks in the in-battle data instead of the permanent data.
+ running-bug.ips

* In the Ice Cave, you can use WARP to get back up holes.
+ ice-cave-warp-bug.ips

* Weapon category/element attack values are never loaded.
* Weapon index is used for critical value.
+ weapon-data-bugs.ips

* Enemies use their category/element as a category/element attack, and the
  warrior's category/element attack as the category/element to attack.
* Weapon elemental attack is used as elemental weakness when magic is cast.
* The player class is used as the creature type when magic is cast.
  Fortunately, only HARM uses it and no class has bit 4 set.
! Apply this patch before magic-bugs.2.ips.
+ enemy-attack-bugs.ips

* Target-dark and evade should not be applied when the target is asleep/stopped.
* Hit% should be applied even if asleep.
* Hit chance should not clamped until after evade is subtracted.
+ evade-bugs.ips

* Status attacks are attempted on misses after the first successful hit
+ status-attack-bug.ips

* Enemies always wake from sleep.
+ enemy-waking-bug.ips

* Enemy-cast all-allies spells (e.g. AFIR) don't hit the caster.
+ enemy-magic-all-allies-bug.ips

* Poison doesn't work on enemies.
+ enemy-poison-bug.ips

* After battle, your warriors might be sorted incorrectly
+ sort-bug.ips

* MUTE status prevents Item and Drink as well.
+ mute-bug (allow drink & item).ips
+ mute-bug (allow drink only).ips

* If you stand on a door, enter a menu, exit the menu, then step down, the door
  will usually end up elsewhere on the screen.
+ door-bug.ips

* There are a number of sprites that start out in non-walkable areas.
  Sometimes, they can even end up outside the bounds of the dungeons.
+ lost-sprites.ips

* The Fire and Wind alters say "Nothing here" instead of their proper message.
+ silent-altars-bug.ips

* If you gain enough experience for 2 levels at once, you only get one at the
  time (you get the second after the next battle) and the "for next level"
  number on the status screen is wrong.
+ multiple-level-up-bug.ips

* If you enter a map (by teleporting, exiting a shop, or exiting a menu) in the
  top/left 7 rows/columns, sprites will walk through you until you step
  verically/horizontally.
+ people-walk-through-you-bug.ips

* In the 2-large-6-small enemy formation, the game shifts one too far so the
  third enemy uses the palette selection bit for the second enemy.
+ third-enemy-palette-bug.ips

* The game has two canoes, one that is usable and one that shows in the item
  list. This gives both canoes.
! Conflicts with one-canoe-does-all.ips
+ give-both-canoes.ips

* The game has two canoes, one that is usable and one that shows in the item
  list. This combines the two.
! Conflicts with give-both-canoes.ips
+ one-canoe-does-all.ips

* LOK2 should use effect 0E instead of 10.
* LOCK (and fixed LOK2) always misses.
* TMPR should probably be using effect 0B instead of 0D.
* For warrior targets, Damage and Hit% are never loaded/saved for use by magic.
  Thus, TMPR and SABR.
* Absorb for enemy targets is loaded from ROM instead of RAM for magic, making
  FOG not work.
* For enemy targets, Hit% is never loaded/saved for use by magic.
* Enemy elemental resistance is not stored in the in-RAM data, so spells like
  AFIR and XFER don't work.
* Several caster bytes are loaded for magic, with wrong values. But none are
  actually used.
* Spells causing multiple status ailments will claim "Ineffective" if the
  target has any of the ailments (all will still be applied though).
* Int is never used. It should probably be added to spell effectivity.
* Int should allow healing spells to double
! Apply this patch after enemy-attack-bugs.ips
+ magic-bugs.2.ips

* The existing turn-order algorithm is not particularly good, and may actually
  be unfair. This fixes it.
+ more-random-battle-order.ips
