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Final Fantasy III (NES)/RAM map: Difference between revisions
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<pre>File Structure (0x2000 = 8192 bytes) | {{rammap|game=Final Fantasy III}} | ||
==SRAM== | |||
<pre> | |||
Note: Also used as work RAM. | |||
File Structure (0x2000 = 8192 bytes, starts at CPU 0x6000 when mapped) | |||
Offset | Len | Description | Offset | Len | Description | ||
Line 49: | Line 55: | ||
0x0012 | 5 | Stats w/o Equip | 0x0012 | 5 | Stats w/o Equip | ||
0x0017 | 5 | Stats with Equip | 0x0017 | 5 | Stats with Equip | ||
0x001C | 1 | ?? (Always 00) | |||
0x001D | 1 | ?? (Goes from 00 to 04 from beginning to end of game) | |||
0x001E | 1 | Magic Evade % | 0x001E | 1 | Magic Evade % | ||
0x001F | 1 | Magic Defense | 0x001F | 1 | Magic Defense | ||
0x0020 | 1 | ?? (Barely changes from beginning to end of game) | |||
0x0021 | 1 | Attack Roll | 0x0021 | 1 | Attack Roll | ||
0x0022 | 1 | Hit % | 0x0022 | 1 | Hit % | ||
0x0023 | 1 | Attack Power | 0x0023 | 1 | Attack Power (added to weapon type and job class modifiers) | ||
0x0024 | 1 | ?? (Always 00) | |||
0x0025 | 1 | ?? (Known values: 10,24,20,40 from beginning to end of game) | |||
0x0026 | 1 | Bonus Attack Roll | 0x0026 | 1 | Bonus Attack Roll | ||
0x0027 | 1 | Hit % Modifier | 0x0027 | 1 | Hit % Modifier | ||
0x0028 | 1 | Bonus Attack Power | 0x0028 | 1 | Bonus Attack Power | ||
0x0029 | 1 | ?? (Known values: 00,05) | |||
0x002A | 1 | ?? (Known values: 00,04,18) | |||
0x002B | 1 | Guard Roll | 0x002B | 1 | Guard Roll | ||
0x002C | 1 | Evade % | 0x002C | 1 | Evade % | ||
0x002D | 1 | Guard Power | 0x002D | 1 | Guard Power | ||
0x0030 | | 0x002F | 1 | ?? (Always 00, un/equiping armor resets it back to 00) | ||
0x0030 | 1 | MP Level 1 (Current) | |||
0x0031 | 1 | MP Level 1 (Max) | |||
0x0032 | 14 | MP Levels 2-8 (Same pattern as 6130-6131) | |||
Character Structure B (0x40 = 64 bytes) | Character Structure B (0x40 = 64 bytes) | ||
Line 69: | Line 86: | ||
0x0001 | 1 | Equip: Body | 0x0001 | 1 | Equip: Body | ||
0x0002 | 1 | Equip: Arms | 0x0002 | 1 | Equip: Arms | ||
0x0003 | 1 | Equip: Right | 0x0003 | 1 | Equip: Right Type | ||
0x0004 | 1 | Equip: Left | 0x0004 | 1 | Equip: Right Quantity (Used for arrows) | ||
0x0007 | 8 | Equip: Magic | 0x0005 | 1 | Equip: Left Type | ||
0x0006 | 1 | Equip: Left Quantity | |||
0x0007 | 8 | Equip: Magic levels 1-8 | |||
0x000F | 1 | Row (2: Front, 3: Back) | 0x000F | 1 | Row (2: Front, 3: Back) | ||
0x0010 | 44 | Job Level, Experience x 22</pre> | 0x0010 | 44 | Job Level, Experience x 22 (Same order as in game; On,Fi,Mo,Wh,Bl,Rd,Hu,etc.) | ||
0x003C | 4 | ?? (Always 00, doesn't seem to overwrite?) | |||
</pre> | |||
==Zero Page== | |||
<pre> | |||
Zero Page Variables | |||
Offset | Len | Description | |||
_______|_____|_____________________ | |||
0027 | 1 | Horizontal position (Overworld) | |||
0029 | 1 | Horizontal position (Non-overworld) in area | |||
002A | 1 | Vertical position (Non-overworld) in area (needs more details/incomplete) | |||
002B | 1 | Horizontal position (Overworld) that tile engine sees? | |||
0031 | 1 | Horizontal position (Overworld) that tile engine sees? | |||
0033 | 4b | Direction character walks/faces (Non-overworld) 01=Right 02=Left 04=Down 08=Up | |||
0042 | 1 | Vehichle(Overworld): 00 = On Foot; 03 = Boat | |||
0068 | 1 | Horizontal position that NPCs think you're at (They can walk through you if you change this) | |||
00F5 | 1 | Encounter Counter (Goes up when doing stuff like using potions or moving on screen) | |||
</pre> | |||
==PPU== | |||
<pre> | |||
CHR-RAM | |||
Offset | Len | Description | |||
__________|______|_____________________ | |||
0000-07FF | 2000 | Bank pair (2KB) | |||
0800-0FFF | 2000 | Bank pair (2KB) | |||
1000-13FF | 2000 | Bank (1KB) | |||
1400-17FF | 2000 | Bank (1KB) | |||
1800-1BFF | 2000 | Bank (1KB) | |||
1C00-1FFF | 2000 | Bank (1KB) | |||
</pre> | |||
See also for CPU 8000-FFFF: [[Final_Fantasy_III:ROM_map]] | |||
{{Internal Data|game=Final Fantasy III}} |
Latest revision as of 20:55, 28 January 2024
The following article is a RAM map for Final Fantasy III (NES).
SRAM
Note: Also used as work RAM. File Structure (0x2000 = 8192 bytes, starts at CPU 0x6000 when mapped) Offset | Len | Description _______|______|____________ 0x0000 | 1024 | Last Save 0x0400 | 1024 | Slot #1 0x0800 | 1024 | Slot #2 0x0C00 | 1024 | Slot #3 Save Slot Structure (0x400 = 1024 bytes) Offset | Len | Description _______|_____|______________________ 0x0000 | 1 | Any Airship Visible 0x0001 | 1 | Airship X 0x0002 | 1 | Airship Y 0x0004 | 1 | Big Airship Visible 0x0005 | 1 | Big Airship X 0x0006 | 1 | Big Airship Y 0x0008 | 1 | Map ID 0x0009 | 1 | Player X 0x000A | 1 | Player Y 0x000B | 1 | Following 0x000E | 1 | Player Icon 0x000F | 1 | Player Vehicle 0x0014 | 1 | Save Count 0x001A | 1 | Checksum 0x001B | 1 | CP (Change Points) 0x001C | 3 | Gold 0x0021 | 1 | Crystal Level (Max: 0x1F) 0x00C0 | 32 | Inventory IDs 0x00E0 | 32 | Inventory Count 0x0100 | 256 | Characters A x 4 0x0200 | 256 | Characters B x 4 Character Structure A (0x40 = 64 bytes) Offset | Len | Description _______|_____|_____________________ 0x0000 | 1 | Job ID 0x0001 | 1 | Level (Starts at 0) 0x0002 | 1 | Status 0x0003 | 3 | Experience 0x0006 | 6 | Name 0x000C | 2 | Current HP 0x000E | 2 | Maximum HP 0x0010 | 1 | Current Job Level 0x0011 | 1 | Current Job Experience 0x0012 | 5 | Stats w/o Equip 0x0017 | 5 | Stats with Equip 0x001C | 1 | ?? (Always 00) 0x001D | 1 | ?? (Goes from 00 to 04 from beginning to end of game) 0x001E | 1 | Magic Evade % 0x001F | 1 | Magic Defense 0x0020 | 1 | ?? (Barely changes from beginning to end of game) 0x0021 | 1 | Attack Roll 0x0022 | 1 | Hit % 0x0023 | 1 | Attack Power (added to weapon type and job class modifiers) 0x0024 | 1 | ?? (Always 00) 0x0025 | 1 | ?? (Known values: 10,24,20,40 from beginning to end of game) 0x0026 | 1 | Bonus Attack Roll 0x0027 | 1 | Hit % Modifier 0x0028 | 1 | Bonus Attack Power 0x0029 | 1 | ?? (Known values: 00,05) 0x002A | 1 | ?? (Known values: 00,04,18) 0x002B | 1 | Guard Roll 0x002C | 1 | Evade % 0x002D | 1 | Guard Power 0x002F | 1 | ?? (Always 00, un/equiping armor resets it back to 00) 0x0030 | 1 | MP Level 1 (Current) 0x0031 | 1 | MP Level 1 (Max) 0x0032 | 14 | MP Levels 2-8 (Same pattern as 6130-6131) Character Structure B (0x40 = 64 bytes) Offset | Len | Description _______|_____|_____________________ 0x0000 | 1 | Equip: Head 0x0001 | 1 | Equip: Body 0x0002 | 1 | Equip: Arms 0x0003 | 1 | Equip: Right Type 0x0004 | 1 | Equip: Right Quantity (Used for arrows) 0x0005 | 1 | Equip: Left Type 0x0006 | 1 | Equip: Left Quantity 0x0007 | 8 | Equip: Magic levels 1-8 0x000F | 1 | Row (2: Front, 3: Back) 0x0010 | 44 | Job Level, Experience x 22 (Same order as in game; On,Fi,Mo,Wh,Bl,Rd,Hu,etc.) 0x003C | 4 | ?? (Always 00, doesn't seem to overwrite?)
Zero Page
Zero Page Variables Offset | Len | Description _______|_____|_____________________ 0027 | 1 | Horizontal position (Overworld) 0029 | 1 | Horizontal position (Non-overworld) in area 002A | 1 | Vertical position (Non-overworld) in area (needs more details/incomplete) 002B | 1 | Horizontal position (Overworld) that tile engine sees? 0031 | 1 | Horizontal position (Overworld) that tile engine sees? 0033 | 4b | Direction character walks/faces (Non-overworld) 01=Right 02=Left 04=Down 08=Up 0042 | 1 | Vehichle(Overworld): 00 = On Foot; 03 = Boat 0068 | 1 | Horizontal position that NPCs think you're at (They can walk through you if you change this) 00F5 | 1 | Encounter Counter (Goes up when doing stuff like using potions or moving on screen)
PPU
CHR-RAM Offset | Len | Description __________|______|_____________________ 0000-07FF | 2000 | Bank pair (2KB) 0800-0FFF | 2000 | Bank pair (2KB) 1000-13FF | 2000 | Bank (1KB) 1400-17FF | 2000 | Bank (1KB) 1800-1BFF | 2000 | Bank (1KB) 1C00-1FFF | 2000 | Bank (1KB)
See also for CPU 8000-FFFF: Final_Fantasy_III:ROM_map
Internal Data for Final Fantasy III
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