Final Fantasy 4 Advance/ROM map: Difference between revisions

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{{rommap|game=Final Fantasy 4 Advance}}
{{rommap|game=Final Fantasy 4 Advance}}


392A5C - Beginning of event pointers, which are relative and consist of 4 bytes.
* <tt>0D67F0</tt> - warp data for the Black Mage room in Baron Castle.  The first 2 bytes are map ID, and the second 2 bytes are exit locations.  The rest is currently unknown.
* <tt>0D95A4</tt> - Map pointers.  It alternates between graphic pointers and clipping pointers.  Note that for treasure chests, co-ordinates are NOT used, but rather the first chest entry in that map's index will be in the first "chest" clipping, and go from top to bottom, left to right.  Also note the map compression has not been cracked yet.
* <tt>0DBA00</tt> - Beginning of map event pointers. Map events are 12 bytes long, and are used to place event data on maps.  Event ID is the same as the pointer list at 392A5C.  All treasure chests are also defined by this 12 byte data.


0DBA00 - Beginning of map event pointers.  Map events are 12 bytes long, and are used to
:Format for treasure chests:
place event data on maps.  Event ID is the same as the pointer list at 392A5C.  All treasure chests are also defined by this 12 byte data.


Format for treasure chests:
:The first 2 bytes are the chest ID number.  Next, are the chest content bytes, which are 6 bytes.  The first 2 of those bytes are for items, the second 2 are for enemy encounters, and if the first 2 bytes are FFFF, the next 4 bytes are money amount.  The next 2 bytes are used for what tile the chest turns to when the item is obtained.  The last 2 bytes are currently unknown.


The first 2 bytes are the chest ID number.  Next, are the chest content bytes, which are 6 bytes.  The first 2 of those bytes are for items, the second 2 are for enemy encounters, and if the first 2 bytes are FFFF, the next 4 bytes are money amount. The next 2 bytes are used for what tile the chest turns to when the item is obtainedThe last 2 bytes are currently unknown.
* <tt>0F0ED4</tt> - [[Final Fantasy 4 Advance:Shop data|Shop data]]
* <tt>0F0EEB</tt> - start of list for the item shop in Baron
* <tt>0F9114</tt> - [[Final Fantasy 4 Advance:Monster stats|Monster stats]]
* <tt>0F2AD8</tt> - [[Final Fantasy 4 Advance:Character data|Character data]]
* <tt>0F8018</tt> - [[Final Fantasy 4 Advance:Monster graphics properties|Monster graphics properties]]
* <tt>0FB0AA</tt> - [[Final Fantasy 4 Advance:Monster item drops|Monster item drops]]
* <tt>0FEA74</tt> - [[Final Fantasy 4 Advance:Monster formations|Monster formations]]
* <tt>392A5C</tt> - Beginning of event pointers, which are relative and consist of 4 bytes.
* <tt>395D8A</tt> - This is the encounter ID for BaiganChanging this makes you fight a different monster.
* <tt>3D8CC0</tt> - menu font (view in VisualBoy graphics mode with 1 tile width in any tile editor)


F0EEB - start of list for the item shop in Baron
:There are a total of 3 fonts the menu font is the third.  The font uses some kind of odd format with width and overlapping tiles that we haven't 100% figured out yet.


395D8A - This is the encounter ID for Baigan.  Changing this makes you fight a different monster.
== External links ==


0D95A4 - Map pointers. It alternates between graphic pointers and clipping pointers. Note that for treasure chests, co-ordinates are NOT used, but rather the first chest entry in that map's index will be in the first "chest" clipping, and go from top to bottom, left to right. Also note the map compression has not been cracked yet.
* '''[http://www.blitzkrieg.finalconquest.net/ff4a_editor/ff4a_item-bytes.txt Item list]'''
* '''[http://www.blitzkrieg.finalconquest.net/ff4a_editor/ff4a_monster-bytes.txt Monster list (incomplete)]'''


0D67F0 - warp data for the Black Mage room in Baron Castle.  The first 2 bytes are map ID, and the second 2 bytes are exit locations.  The rest is currently unknown.
{{Internal Data}}
 
== Some data from JCE3000GT & Dragonsbrethren/DKK - Offsets are in Decimal and not Hex ==
*'''Character data:'''
994008<BR>
01 = Level <BR>
02 = Equippable Hand <BR>
03-04 = HP <BR>
05-06 = MP <BR>
07 = STR <BR>
08 = AGI <BR>
09 = STAM <BR>
10 = INT <BR>
11 = SPIRIT <BR>
12 = ? (0x00 value) <BR>
13-16 = Current EXP <BR>
17-18 = Right hand <BR>
19-20 = Amount in R-Hand <BR>
21-22 =  Left hand <BR>
23-24 = Amount in L-Hand <BR>
25-26 = Head <BR>
27-28 = Body <BR>
29-30 = Arms <BR>
31-32 = Possibly status ailments?<BR>
 
*'''Shop data'''
986836 (18 bytes long possible and each shop length is pointer driven) <BR><BR>
01-02 = Type of shop (00-Weapon, 01-Item, 02-Armor [unknown if there are any more shop type bytes) <BR>
03-18 = Items in integer form (example: 0100 is Fire Claw) <BR>
The shop closes with the following bytes FF00.<BR>
<BR>I do not have the pointer table yet...or not even 100% sure if it has one.
 
*'''Item bytes'''
[http://www.blitzkrieg.finalconquest.net/ff4a_editor/ff4a_item-bytes.txt .txt File with item bytes]
 
*'''Items won from monsters'''
1028266 <BR><BR>
 
12 bytes each.  Putting 4 of the same value makes that item 100% chance of winning from battle.  <BR><BR>
 
01 = % Chance of winning<BR>
02 = Empty byte (0x00)<BR>
03-12 = Items (use table above)<BR>
 
*'''Monster stats'''
1020180 = 28 bytes each.  The monster order is not the same as in the Bestiary.  The Bestiary jumps around alot
<BR><BR>
Byte # = data type (length): <BR>
01-04 = HP (4 bytes) <BR>
05 = Experience (2) <BR>
07 = Gil (2) <BR>
08 = Unknown (1)<BR>
09 = Strength (1) <BR>
10 = Unknown (1) <BR>
11 = Defense (1) <BR>
12 = Unknown (1) <BR>
13 = Unknown (1) <BR>
14 = Unknown (1) <BR>
15 = Magic Defense (1) <BR>
16 = Unknown (1) <BR>
17-18 = Unknown (2) <BR>
19 = Unknown (1) <BR>
20 = Unknown (1) <BR>
21 = Unknown (1) <BR>
22 = Magic Power (1) <BR>
23 = Status Resistances (1) <BR>
24 = Monster Type (1) <BR>
25-28 = Unknown (?)<BR>
 
*'''Monster Formations'''
1043060 <BR><BR>
Varing sizes. <BR>
But they follow this kind of a pattern: <BR>
<BR>
01 = Battle properties (changr a monster to a Mystery Egg...ANY monster can be changed to a Mystery Egg it seems) (1 byte) <BR>
02 = Unknown (1 byte) <BR>
03-04 = Monster #1 (2 bytes)<BR>
05-06 = Position of Mosnter #1 (2 bytes X/Y) <BR>
<BR>
The rest is determined by how many monsters are in the battle formation.<BR><BR>
Thanks goes out to Jigglysaint for giving me a place to start looking for it. 
 
*'''Monster list (incomplete):'''
[http://www.blitzkrieg.finalconquest.net/ff4a_editor/ff4a_monster-bytes.txt .txt file with monster bytes]
 
*'''Fonts'''
3D8CC0 = menu font (view in VisualBoy graphics mode with 1 tile width in any tile editor)
<BR><BR>There are a total of 3 fonts the menu font is the third.  The font uses some kind of odd format with width and overlapping tiles that we haven't 100% figured out yet. 
 
[[Category:Final Fantasy 4 Advance|ROM map]]

Latest revision as of 14:26, 24 January 2024

Chip tiny.png The following article is a ROM map for Final Fantasy 4 Advance.

  • 0D67F0 - warp data for the Black Mage room in Baron Castle. The first 2 bytes are map ID, and the second 2 bytes are exit locations. The rest is currently unknown.
  • 0D95A4 - Map pointers. It alternates between graphic pointers and clipping pointers. Note that for treasure chests, co-ordinates are NOT used, but rather the first chest entry in that map's index will be in the first "chest" clipping, and go from top to bottom, left to right. Also note the map compression has not been cracked yet.
  • 0DBA00 - Beginning of map event pointers. Map events are 12 bytes long, and are used to place event data on maps. Event ID is the same as the pointer list at 392A5C. All treasure chests are also defined by this 12 byte data.
Format for treasure chests:
The first 2 bytes are the chest ID number. Next, are the chest content bytes, which are 6 bytes. The first 2 of those bytes are for items, the second 2 are for enemy encounters, and if the first 2 bytes are FFFF, the next 4 bytes are money amount. The next 2 bytes are used for what tile the chest turns to when the item is obtained. The last 2 bytes are currently unknown.
There are a total of 3 fonts the menu font is the third. The font uses some kind of odd format with width and overlapping tiles that we haven't 100% figured out yet.

External links