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Final Fantasy Tactics Advance/Jobs: Difference between revisions
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:*0x17: Judge | :*0x17: Judge | ||
|- | |- | ||
| | | Checksum? || 1 || 0x05 || uint8 || Unknown || Appears to be checked. If non-zero it branches off to another routine. | ||
|- | |- | ||
| Playable?{{User:Darthatron/Templates/Verify}} || 1 || 0x06 || uint8 || ''unknown'' || 0x1 for Playable; All other values seem to mean non-playable. | | Playable?{{User:Darthatron/Templates/Verify}} || 1 || 0x06 || uint8 || ''unknown'' || 0x1 for Playable; All other values seem to mean non-playable. | ||
|- | |- | ||
| Unknown || | | Sprite Index || 2 || 0x07 || uint16{{User:Darthatron/Templates/Verify}}|| Unknown || The index of the sprite that is used in battles/menus/etc. | ||
|- | |||
| Unknown || 2 || 0x09 || ???? || ???? || Unknown. | |||
|- | |||
| Sprite Palette Index || 1 || 0x0B || uint8 || 0x22 || The palettes that the sprite uses. | |||
<tt>XXXX YYYY</tt> (bits); where <tt>XXXX</tt> is the enemy and <tt>YYYY</tt> is the player palette. | |||
|- | |||
| Unknown || 1 || 0x0C || ???? || ???? || Unknown. | |||
|- | |||
| Portrait Palette Index || 1 || 0x0D || uint8 || Unknown || Then loaded from a table?? | |||
|- | |||
| Portrait Index || 1 || 0x0E || uint8 || Unknown || Then loaded from a table?? | |||
|- | |||
| Unknown || 1 || 0x0F || ???? || ???? || Unknown. | |||
|- | |- | ||
| Unknown || 1 || 0x10 || uint8{{User:Darthatron/Templates/Verify}} || Unknown || No idea, but it's a byte. | | Unknown || 1 || 0x10 || uint8{{User:Darthatron/Templates/Verify}} || Unknown || No idea, but it's a byte. | ||
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| Base Speed || 1 || 0x19 || uint8{{User:Darthatron/Templates/Verify}} || Unknown || The base level of the Speed stat. | | Base Speed || 1 || 0x19 || uint8{{User:Darthatron/Templates/Verify}} || Unknown || The base level of the Speed stat. | ||
|- | |- | ||
| Base | | Base Melee || 3 || 0x1A || See description. || Unknown || The base level of the Attack and the Defence stat. | ||
<tt>0x1A = AAAA BBBB (bits)<br /> | |||
0x1B = XXXX ZZZZ (bits)<br /> | |||
0x1C = 0000 YYYY (bits)</tt> | |||
where <tt>ZZZZ AAAA BBBB</tt> (bits) = Base Attack<br /> | |||
and <tt>YYYY XXXX</tt> (bits) = Base Defence | |||
|- | |- | ||
| | | Base Magic || 3 || 0x1D || See description. || Unknown || The base level of the Power and the Resistance stat. | ||
<tt>0x1D = AAAA BBBB (bits)<br /> | |||
0x1E = XXXX ZZZZ (bits)<br /> | |||
0x1F = 0000 YYYY (bits)</tt> | |||
where <tt>ZZZZ AAAA BBBB</tt> (bits) = Base Power<br /> | |||
and <tt>YYYY XXXX</tt> (bits) = Base Res. | |||
|- | |- | ||
| HP Growth || 1 || 0x20 || uint8{{User:Darthatron/Templates/Verify}} || Unknown || How much HP grows at level up, x10. | | HP Growth || 1 || 0x20 || uint8{{User:Darthatron/Templates/Verify}} || Unknown || How much HP grows at level up, x10. |
Revision as of 14:58, 5 January 2011
Information
- The Job data starts at 0x521A14.
- The Job Requirement data starts at 0x5231A4; directly after the Job data.
- Job names are stored in this list.
- There are 0x73 (115) jobs, including monster class, specials, ect.
Job Data Structure
The Job Data Structure is 0x34 bytes long.
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Name ID | 2 | 0x00 | uint16 | Unknown | The Name ID of the Job. |
Buffer | 2 | 0x02 | uint16 | Unknown | Always 0x0000 |
Race | 1 | 0x04 | uint8 | 0x17[Verification Needed] | The Race of the Job.
|
Checksum? | 1 | 0x05 | uint8 | Unknown | Appears to be checked. If non-zero it branches off to another routine. |
Playable?[Verification Needed] | 1 | 0x06 | uint8 | unknown | 0x1 for Playable; All other values seem to mean non-playable. |
Sprite Index | 2 | 0x07 | uint16[Verification Needed] | Unknown | The index of the sprite that is used in battles/menus/etc. |
Unknown | 2 | 0x09 | ???? | ???? | Unknown. |
Sprite Palette Index | 1 | 0x0B | uint8 | 0x22 | The palettes that the sprite uses.
XXXX YYYY (bits); where XXXX is the enemy and YYYY is the player palette. |
Unknown | 1 | 0x0C | ???? | ???? | Unknown. |
Portrait Palette Index | 1 | 0x0D | uint8 | Unknown | Then loaded from a table?? |
Portrait Index | 1 | 0x0E | uint8 | Unknown | Then loaded from a table?? |
Unknown | 1 | 0x0F | ???? | ???? | Unknown. |
Unknown | 1 | 0x10 | uint8[Verification Needed] | Unknown | No idea, but it's a byte. |
Unknown | 1 | 0x11 | uint8[Verification Needed] | Unknown | No idea, but it's a byte. |
Unknown | 1 | 0x12 | uint8[Verification Needed] | Unknown | No idea, but it's a byte. |
Unknown | 1 | 0x13 | uint8[Verification Needed] | Unknown | No idea, but it's a byte. |
Unknown | 1 | 0x14 | uint8[Verification Needed] | Unknown | No idea, but it's a byte. |
Unknown | 1 | 0x15 | uint8[Verification Needed] | Unknown | No idea, but it's a byte. |
Status Defense | 1 | 0x16 | uint8[Verification Needed] | Unknown | Resistance against status effects. Always 50 for playable characters. |
Base HP | 1 | 0x17 | uint8[Verification Needed] | Unknown | The base level of HP. |
Base MP | 1 | 0x18 | uint8[Verification Needed] | Unknown | The base level of MP. |
Base Speed | 1 | 0x19 | uint8[Verification Needed] | Unknown | The base level of the Speed stat. |
Base Melee | 3 | 0x1A | See description. | Unknown | The base level of the Attack and the Defence stat.
0x1A = AAAA BBBB (bits) where ZZZZ AAAA BBBB (bits) = Base Attack |
Base Magic | 3 | 0x1D | See description. | Unknown | The base level of the Power and the Resistance stat.
0x1D = AAAA BBBB (bits) where ZZZZ AAAA BBBB (bits) = Base Power |
HP Growth | 1 | 0x20 | uint8[Verification Needed] | Unknown | How much HP grows at level up, x10.
|
MP Growth | 1 | 0x21 | uint8[Verification Needed] | Unknown | How much MP grows at level up, x10. |
Speed Growth | 1 | 0x22 | uint8[Verification Needed] | Unknown | How much Speed grows at level up, x10. |
Attack Growth | 1 | 0x23 | uint8[Verification Needed] | Unknown | How much Attack grows at level up, x10. |
Defense Growth | 1 | 0x24 | uint8[Verification Needed] | Unknown | How much Defense grows at level up, x10. |
Magic Pow. Growth | 1 | 0x25 | uint8[Verification Needed] | Unknown | How much Power grows at level up, x10. |
Magic Res. Growth | 1 | 0x26 | uint8[Verification Needed] | Unknown | How much Resistance grows at level up, x10. |
Unknown | 1 | 0x27 | uint8[Verification Needed] | Unknown | Always appears to be a copy of Resistance Growth (above).
Never appears to be read from any routine... |
Movement | 1 | 0x28 | uint8[Verification Needed] | Unknown | The 'Move' value of job. |
Jump | 1 | 0x29 | uint8[Verification Needed] | Unknown | The 'Jump' value of job. |
Evade | 1 | 0x2A | uint8[Verification Needed] | Unknown | The 'Evade' value of job. |
Unknown | 1 | 0x2B | uint8[Verification Needed] | Unknown | Unknown. |
Unknown | 2 | 0x2C | ???? | ???? | Unknown. |
Unknown | 1 | 0x2E | uint8[Verification Needed] | Unknown | No idea, but it's a byte. |
Unknown | 1 | 0x2F | uint8[Verification Needed] | Unknown | No idea, but it's a byte. |
Job Requirement | 1 | 0x30 | uint8 | Unknown | Index of the Job Requirement data.
See below. |
Unknown | 3 | 0x31 | ???? | ???? | Unknown. |
Job Requirement Data Structure
The Job Requirement Data Structure is 0x4 bytes long.
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Job ID | 1 | 0x00 | uint8 | unknown | The ID # of the 1st Job. |
Amount | 1 | 0x01 | uint8 | unknown | How many abilities are needed in 1st Job. |
Job ID | 1 | 0x02 | uint8 | unknown | The ID # of the 2nd Job. |
Amount | 1 | 0x03 | uint8 | unknown | How many abilities are needed in 2nd Job. |
Default List of Jobs
Index | Job | Race | Playable? | Requirements |
---|---|---|---|---|
0x00 | - | 0x00 | 0x00 | 0x00 |
0x01 | - | 0x00 | 0x00 | 0x00 |
0x02 | Soldier | 0x01 | 0x01 | 0x00 |
0x03 | Paladin | 0x01 | 0x01 | 0x03 |
0x04 | Fighter | 0x01 | 0x01 | 0x03 |
0x05 | Thief | 0x01 | 0x01 | 0x00 |
0x06 | Ninja | 0x01 | 0x01 | 0x01 |
0x07 | White Mage | 0x01 | 0x01 | 0x00 |
0x08 | Black Mage | 0x01 | 0x01 | 0x00 |
0x09 | Illusionist | 0x01 | 0x01 | 0x0D |
0x0A | Blue Mage | 0x01 | 0x01 | 0x0E |
0x0B | Archer | 0x01 | 0x01 | 0x00 |
0x0C | Hunter | 0x01 | 0x01 | 0x08 |
0x0D | Warrior | 0x02 | 0x01 | 0x00 |
0x0E | Dragoon | 0x02 | 0x01 | 0x04 |
0x0F | Defender | 0x02 | 0x01 | 0x04 |
0x10 | Gladiator | 0x02 | 0x01 | 0x04 |
0x11 | White Monk | 0x02 | 0x01 | 0x00 |
0x12 | Bishop | 0x02 | 0x01 | 0x07 |
0x13 | Templar | 0x02 | 0x01 | 0x07 |
0x14 | White Mage | 0x03 | 0x01 | 0x00 |
0x15 | Black Mage | 0x03 | 0x01 | 0x00 |
0x16 | Time Mage | 0x03 | 0x01 | 0x0F |
0x17 | Illusionist | 0x03 | 0x01 | 0x10 |
0x18 | Alchemist | 0x03 | 0x01 | 0x10 |
0x19 | Beastmaster | 0x03 | 0x01 | 0x00 |
0x1A | Morpher | 0x03 | 0x01 | 0x12 |
0x1B | Sage | 0x03 | 0x01 | 0x13 |
0x1C | Fencer | 0x04 | 0x01 | 0x00 |
0x1D | Elementalist | 0x04 | 0x01 | 0x05 |
0x1E | Red Mage | 0x04 | 0x01 | 0x06 |
0x1F | White Mage | 0x04 | 0x01 | 0x00 |
0x20 | Summoner | 0x04 | 0x01 | 0x11 |
0x21 | Archer | 0x04 | 0x01 | 0x00 |
0x22 | Assassin | 0x04 | 0x01 | 0x09 |
0x23 | Sniper | 0x04 | 0x01 | 0x0A |
0x24 | Animist | 0x05 | 0x01 | 0x00 |
0x25 | Mog Knight | 0x05 | 0x01 | 0x0C |
0x26 | Gunner | 0x05 | 0x01 | 0x0C |
0x27 | Thief | 0x05 | 0x01 | 0x00 |
0x28 | Juggler | 0x05 | 0x01 | 0x02 |
0x29 | Gadgeteer | 0x05 | 0x01 | 0x02 |
0x2A | Black Mage | 0x05 | 0x01 | 0x00 |
0x2B | Time Mage | 0x05 | 0x01 | 0x0B |
0x2C | Goblin | 0x06 | 0x02 | 0x00 |
0x2D | Red Cap | 0x06 | 0x02 | 0x00 |
0x2E | Jelly | 0x07 | 0x02 | 0x00 |
0x2F | Ice Flan | 0x07 | 0x02 | 0x00 |
0x30 | Cream | 0x07 | 0x02 | 0x00 |
0x31 | Bomb | 0x08 | 0x02 | 0x00 |
0x32 | Grenade | 0x08 | 0x02 | 0x00 |
0x33 | Icedrake | 0x09 | 0x02 | 0x00 |
0x34 | Firewyrm | 0x09 | 0x02 | 0x00 |
0x35 | Thundrake | 0x09 | 0x02 | 0x00 |
0x36 | Lamia | 0x0A | 0x02 | 0x00 |
0x37 | Lilith | 0x0A | 0x02 | 0x00 |
0x38 | Antlion | 0x0B | 0x02 | 0x00 |
0x39 | Jawbreaker | 0x0B | 0x02 | 0x00 |
0x3A | Toughskin | 0x0C | 0x02 | 0x00 |
0x3B | Blade Biter | 0x0C | 0x02 | 0x00 |
0x3C | Tonberry | 0x0D | 0x02 | 0x00 |
0x3D | Masterberry | 0x0D | 0x02 | 0x00 |
0x3E | Red Panther | 0x0E | 0x02 | 0x00 |
0x3F | Coeurl | 0x0E | 0x02 | 0x00 |
0x40 | Malboro | 0x0F | 0x02 | 0x00 |
0x41 | Big Malboro | 0x0F | 0x02 | 0x00 |
0x42 | Floateye | 0x10 | 0x02 | 0x00 |
0x43 | Ahriman | 0x10 | 0x02 | 0x00 |
0x44 | Zombie | 0x11 | 0x02 | 0x00 |
0x45 | Vampire | 0x11 | 0x02 | 0x00 |
0x46 | Sprite | 0x12 | 0x02 | 0x00 |
0x47 | Titania | 0x12 | 0x02 | 0x00 |
0x48 | - | 0x00 | 0x00 | 0x00 |
0x49 | - | 0x00 | 0x00 | 0x00 |
0x4A | - | 0x00 | 0x00 | 0x00 |
0x4B | - | 0x00 | 0x00 | 0x00 |
0x4C | - | 0x00 | 0x00 | 0x00 |
0x4D | Official | 0x01 | 0x01 | 0x00 |
0x4E | - | 0x01 | 0x01 | 0x00 |
0x4F | - | 0x01 | 0x02 | 0x00 |
0x50 | - | 0x01 | 0x01 | 0x00 |
0x51 | - | 0x04 | 0x01 | 0x00 |
0x52 | - | 0x05 | 0x01 | 0x00 |
0x53 | Runeseeker | 0x14 | 0x01 | 0x00 |
0x54 | Hermetic | 0x14 | 0x01 | 0x00 |
0x55 | - | 0x04 | 0x01 | 0x00 |
0x56 | Biskmatar | 0x13 | 0x01 | 0x00 |
0x57 | - | 0x13 | 0x01 | 0x00 |
0x58 | Li-grim | 0x16 | 0x02 | 0x00 |
0x59 | - | 0x16 | 0x02 | 0x00 |
0x5A | New Kid | 0x01 | 0x01 | 0x00 |
0x5B | Librarian | 0x01 | 0x01 | 0x00 |
0x5C | Class Head | 0x01 | 0x01 | 0x00 |
0x5D | PE Head | 0x01 | 0x01 | 0x00 |
0x5E | D.J. | 0x01 | 0x01 | 0x00 |
0x5F | Nurse | 0x04 | 0x01 | 0x00 |
0x60 | Custodian | 0x04 | 0x01 | 0x00 |
0x61 | Totema | 0x15 | 0x02 | 0x00 |
0x62 | Totema | 0x15 | 0x02 | 0x00 |
0x63 | Totema | 0x15 | 0x02 | 0x00 |
0x64 | Totema | 0x15 | 0x02 | 0x00 |
0x65 | Totema | 0x15 | 0x02 | 0x00 |
0x66 | - | 0x15 | 0x02 | 0x00 |
0x67 | Judgemaster | 0x01 | 0x02 | 0x00 |
0x68 | Judge | 0x17 | 0x02 | 0x00 |
0x69 | Judge | 0x17 | 0x02 | 0x00 |
0x6A | Judgemaster | 0x17 | 0x02 | 0x00 |
0x6B | Mr. Leslaie | 0x17 | 0x02 | 0x00 |
0x6C | Battle Queen | 0x16 | 0x02 | 0x00 |
0x6D | Box | 0x01 | 0x02 | 0x00 |
0x6E | Statue | 0x01 | 0x02 | 0x00 |
0x6F | Sphere | 0x01 | 0x02 | 0x00 |
0x70 | Judge | 0x17 | 0x01 | 0x00 |
0x71 | Judge | 0x17 | 0x01 | 0x00 |
0x72 | Judge | 0x17 | 0x01 | 0x00 |
0x73 | Judgemaster | 0x17 | 0x01 | 0x00 |
Help, please...
You can edit this... In fact, please do. I am getting very lazy in my old age.