Here's how I fixed all the bugs incase someone wants to go through and fix em. Someone (probably Zeality) needs to make a call on the blue errors above.
- After talking to Belthasar (Debug Room) you are in the Chronopolis OW map stuck in the water.
-------Check this, it's just bad coord in the debug room because of a new 1999 MAP
- If you enter the cave to go to the Palace, you end up there(zealcave pic)
-------The Chronopolis "medic Center" is the same map as "Zeal teleporters" so we need to put them on two different locations
- You are standing in Dalton's guard when you fight him(in enemy pic)
------This one is a bit tougher, it was being caused by not having "halt" for a call object function so look for he call object functions where the guards move to the middle of the room and make them halt instead of continue
- Spring of Whatever(blue thingy that recovers HP when you walk over it) doesn't work in Enhasa
-------Copy paste old object from original CT ROM
Topleft-place to get stuck in 1200AD(and once you're there you're there
-----I just added a NW NE solidity and it was fixed
Toma's Monument(whatever it's called), has two bookcases you can walkthrough, where the party is now, and where the red X is.
-----Make them solid
Well you could go up and talk to TomaXII in the last public beta, now you can't
--------Tun on layer 3 and delete the pyramid, then in object 00's activate remove the copy tiles, finally fix Zplane/solidity
Right- Every here and there when you leave Chronopolis to 1002 AD, you end up landed on the ocean.
-----fix the coordinates of Chronopolis New exit to OW.
After going up into the singing mountain Cave, then immediately turning back(before going up to fight the boss), you get stuck in the wall, not even where the door is.
--------Fix the exit from Lebniz Room
Conditionalize the Reptite Time sage on Terra Tower 1st floor
Make the door blocked earlier
In the Time sage object make a conditional so it only loads after Marles Reptite Sequence (check change log)
For "blocking the door" there should already be a copy tiles in object 00's activate that needs to have the conditional made a couple lower.
--jp