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Final Fantasy VI/RAM map: Difference between revisions
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{{rammap|game=Final Fantasy VI}} | {{rammap|game=Final Fantasy VI}} | ||
: The list corresponds to RAM variables used by the game engine. They are generally accessed by LDA and STA instructions. | |||
==Actors== | |||
* $1600-$184F: Actors block (#$10 blocks, #$25 bytes/block) | |||
** $1600,X: Actor identifier. See [[Final Fantasy VI:Digits#Actor digits|Actor]]. | |||
** $1601,X: Actor graphics. | |||
** $1602,X-$1607,X: Name. | |||
** $1608,X: Level. | |||
** $1609,X-$160A,X: Current HP. | |||
** $160B,X-$160C,X: Max HP. | |||
** $160D,X-$160E,X: Current MP. | |||
** $160F,X-$1610,X: Max MP. | |||
** $1611,X-$1613,X: Experience. | |||
** $1614,X: Non-battle status 1. See [[Final Fantasy VI:Digits#Status ailment digits|Status ailment]]. | |||
** $1615,X: Non-battle status 4. See [[Final Fantasy VI:Digits#Status ailment digits|Status ailment]]. | |||
** $1616,X-$1619,X: Battle commands. See [[Final Fantasy VI:Digits#Battle command digits|battle command]]. | |||
** $161A,X: Vigor. | |||
** $161B,X: Speed. | |||
** $161C,X: Stamina. | |||
** $161D,X: Magic power. | |||
** $161E,X: Equipped esper. | |||
** $161F,X: Item equipped on right hand. See [[Final Fantasy VI:Digits#Item digits|Item]]. | |||
** $1620,X: Item equipped on left hand. See [[Final Fantasy VI:Digits#Item digits|Item]]. | |||
** $1621,X: Item equipped on head. See [[Final Fantasy VI:Digits#Item digits|Item]]. | |||
** $1622,X: Item equipped on body. See [[Final Fantasy VI:Digits#Item digits|Item]]. | |||
** $1623,X: Item equipped on relic (slot #$00). See [[Final Fantasy VI:Digits#Item digits|Item]]. | |||
** $1624,X: Item equipped on relic (slot #$01). See [[Final Fantasy VI:Digits#Item digits|Item]]. | |||
** Repeat for all blocks. The block index corresponds to the character. | |||
* $1850-$185F: Multi-party block. (#$10 blocks, #$01 bytes/block) | |||
** #$07: Party identifier. | |||
** #$18: Party slot (0-3). | |||
** #$20: Row. | |||
** #$40: Availability. | |||
** #$80: Leader of party. | |||
** Repeat for all blocks. The block index corresponds to the character. | |||
==Attack== | |||
* $11A1: Elemental type | |||
** #$01: Fire | |||
** #$02: Ice | |||
** #$04: Bolt | |||
** #$08: Poison | |||
** #$10: Wind | |||
** #$20: Pearl | |||
** #$40: Earth | |||
** #$80: Water | |||
* $11A2: Attack flags | |||
** #$01: Physical or magical damage | |||
** #$02: Miss if target immune to death | |||
** #$04: Only target dead or undead targets | |||
** #$08: Make heal spells damage undead | |||
** #$10: Randomize target | |||
** #$20: Ignore defense | |||
** #$40: Don't split damage in multi-target spells | |||
** #$80: Abort on allies | |||
* $11A3: Attack flags | |||
** #$01: Spell is usable outside battle | |||
** #$02: Ignore reflect | |||
** #$04: Can learn as Lore | |||
** #$08: Enable Runic | |||
** #$10: Quick/Warp flag | |||
** #$20: Re-target if target is dead | |||
** #$40: Caster dies after attack | |||
** #$80: Concern MP | |||
* $11A4: Attack flags | |||
** #$01: Heal damage | |||
** #$02: Redirection | |||
** #$04: Lift status | |||
** #$08: Toggle status | |||
** #$10: Stamina used in defense | |||
** #$20: Can't dodge attack | |||
** #$40: Use evasion as Lv X Spells | |||
** #$80: Use HP fraction | |||
* $11A5: Spell cost | |||
* $11A6: Spell power | |||
* $11A7: Attack flags | |||
** #$01: Miss if immune to status | |||
** #$02: Show text is attack hits | |||
* $11A8: Hit rate | |||
* $11A9: Special effect | |||
* $11AA: Status | |||
** #$01: Dark | |||
** #$02: Zombie | |||
** #$04: Poison | |||
** #$08: Magitek | |||
** #$10: Clear | |||
** #$20: Imp | |||
** #$40: Petrify | |||
** #$80: Death | |||
* $11AB: Status | |||
** #$01: Condemned | |||
** #$02: Near fatal | |||
** #$04: Image | |||
** #$08: Mute | |||
** #$10: Berserk | |||
** #$20: Muddle | |||
** #$40: Seizure | |||
** #$80: Sleep | |||
* $11AC: Status | |||
** #$01: Dance | |||
** #$02: Regen | |||
** #$04: Slow | |||
** #$08: Haste | |||
** #$10: Stop | |||
** #$20: Shell | |||
** #$40: Safe | |||
** #$80: Reflect | |||
* $11AD: Status | |||
** #$01: Rage | |||
** #$02: Freeze | |||
** #$04: Life 3 | |||
** #$08: Morph | |||
** #$10: Chant | |||
** #$20: Disappear | |||
** #$40: Dog block | |||
** #$80: Float | |||
* $11AE: (Vigor * 2) if physical or (Magic Power) if magical | |||
* $11AF: Level of attacker | |||
* $11B0-$11B1: Damage | |||
==Battle== | ==Battle== | ||
* | * $11E0-$11E1: Encountered monster formation. See [[Final Fantasy VI:Digits#Monster formation digits|monster formation]]. | ||
* | * $11E2: Battle background. | ||
* $1DDD-$1E1C: Monster formations available on veldt. | |||
==Items== | |||
* $1869-$1968: Item identifier. See [[Final Fantasy VI:Digits#Item digits|Item]]. | |||
* $1969-$1A68: Item quantity. | |||
* $1EBA-$1EBD: Rare items. See [[Final Fantasy VI:Digits#Rare item flags|Rare items]]. | |||
== | ==Magic and skills== | ||
* $1A69-$1A6C: gained Espers. | |||
* | * $1A6E-$1CF5: gained spells block. (#$0C blocks, #$36 bytes/block) | ||
* $1CF6: Morphy supply. | |||
* $1CF7: gained Sword Tech levels. | |||
* $1D28: gained Blitz levels. | |||
* $1D29-$1D2B: gained Lores. | |||
* | * $1D2C-$1D4B: gained Rages. | ||
* $1D4C: gained Dances. | |||
* | |||
* | |||
* | |||
* | |||
* | |||
* | |||
==Miscellaneous== | |||
* $1860-$1862: Gil. | |||
* $1863-$1865: Play time. (hours/minutes/seconds) | |||
* $1866-$1868: Number of steps. | |||
* $1CF8-$1D27: Sword Tech names. Unused in USA version. (#$08 blocks, #$06 bytes/block) | |||
==Party== | |||
* $69-$6C: Characters in actual party. | |||
* $1A6D: Active party. | |||
* $1EDE-1EDF: Gained characters. | |||
* | |||
* | |||
* | |||
== | ==Misc== | ||
* | * $628A: Game is in Flashback Mode (#$00 = no, #$01 = yes) | ||
* | * $62AB: Game is paused (#$00 = no, #$01 = yes) | ||
== | ==$7E5000== | ||
[[Final Fantasy VI:7E5000 from C2686C|$7E5000 - $7E7C62 (while code/data decompressed from $C2686C - $C28A60 is active)]] | |||
{{Internal Data}} |
Latest revision as of 14:31, 24 January 2024
The following article is a RAM map for Final Fantasy VI.
- The list corresponds to RAM variables used by the game engine. They are generally accessed by LDA and STA instructions.
Actors
- $1600-$184F: Actors block (#$10 blocks, #$25 bytes/block)
- $1600,X: Actor identifier. See Actor.
- $1601,X: Actor graphics.
- $1602,X-$1607,X: Name.
- $1608,X: Level.
- $1609,X-$160A,X: Current HP.
- $160B,X-$160C,X: Max HP.
- $160D,X-$160E,X: Current MP.
- $160F,X-$1610,X: Max MP.
- $1611,X-$1613,X: Experience.
- $1614,X: Non-battle status 1. See Status ailment.
- $1615,X: Non-battle status 4. See Status ailment.
- $1616,X-$1619,X: Battle commands. See battle command.
- $161A,X: Vigor.
- $161B,X: Speed.
- $161C,X: Stamina.
- $161D,X: Magic power.
- $161E,X: Equipped esper.
- $161F,X: Item equipped on right hand. See Item.
- $1620,X: Item equipped on left hand. See Item.
- $1621,X: Item equipped on head. See Item.
- $1622,X: Item equipped on body. See Item.
- $1623,X: Item equipped on relic (slot #$00). See Item.
- $1624,X: Item equipped on relic (slot #$01). See Item.
- Repeat for all blocks. The block index corresponds to the character.
- $1850-$185F: Multi-party block. (#$10 blocks, #$01 bytes/block)
- #$07: Party identifier.
- #$18: Party slot (0-3).
- #$20: Row.
- #$40: Availability.
- #$80: Leader of party.
- Repeat for all blocks. The block index corresponds to the character.
Attack
- $11A1: Elemental type
- #$01: Fire
- #$02: Ice
- #$04: Bolt
- #$08: Poison
- #$10: Wind
- #$20: Pearl
- #$40: Earth
- #$80: Water
- $11A2: Attack flags
- #$01: Physical or magical damage
- #$02: Miss if target immune to death
- #$04: Only target dead or undead targets
- #$08: Make heal spells damage undead
- #$10: Randomize target
- #$20: Ignore defense
- #$40: Don't split damage in multi-target spells
- #$80: Abort on allies
- $11A3: Attack flags
- #$01: Spell is usable outside battle
- #$02: Ignore reflect
- #$04: Can learn as Lore
- #$08: Enable Runic
- #$10: Quick/Warp flag
- #$20: Re-target if target is dead
- #$40: Caster dies after attack
- #$80: Concern MP
- $11A4: Attack flags
- #$01: Heal damage
- #$02: Redirection
- #$04: Lift status
- #$08: Toggle status
- #$10: Stamina used in defense
- #$20: Can't dodge attack
- #$40: Use evasion as Lv X Spells
- #$80: Use HP fraction
- $11A5: Spell cost
- $11A6: Spell power
- $11A7: Attack flags
- #$01: Miss if immune to status
- #$02: Show text is attack hits
- $11A8: Hit rate
- $11A9: Special effect
- $11AA: Status
- #$01: Dark
- #$02: Zombie
- #$04: Poison
- #$08: Magitek
- #$10: Clear
- #$20: Imp
- #$40: Petrify
- #$80: Death
- $11AB: Status
- #$01: Condemned
- #$02: Near fatal
- #$04: Image
- #$08: Mute
- #$10: Berserk
- #$20: Muddle
- #$40: Seizure
- #$80: Sleep
- $11AC: Status
- #$01: Dance
- #$02: Regen
- #$04: Slow
- #$08: Haste
- #$10: Stop
- #$20: Shell
- #$40: Safe
- #$80: Reflect
- $11AD: Status
- #$01: Rage
- #$02: Freeze
- #$04: Life 3
- #$08: Morph
- #$10: Chant
- #$20: Disappear
- #$40: Dog block
- #$80: Float
- $11AE: (Vigor * 2) if physical or (Magic Power) if magical
- $11AF: Level of attacker
- $11B0-$11B1: Damage
Battle
- $11E0-$11E1: Encountered monster formation. See monster formation.
- $11E2: Battle background.
- $1DDD-$1E1C: Monster formations available on veldt.
Items
- $1869-$1968: Item identifier. See Item.
- $1969-$1A68: Item quantity.
- $1EBA-$1EBD: Rare items. See Rare items.
Magic and skills
- $1A69-$1A6C: gained Espers.
- $1A6E-$1CF5: gained spells block. (#$0C blocks, #$36 bytes/block)
- $1CF6: Morphy supply.
- $1CF7: gained Sword Tech levels.
- $1D28: gained Blitz levels.
- $1D29-$1D2B: gained Lores.
- $1D2C-$1D4B: gained Rages.
- $1D4C: gained Dances.
Miscellaneous
- $1860-$1862: Gil.
- $1863-$1865: Play time. (hours/minutes/seconds)
- $1866-$1868: Number of steps.
- $1CF8-$1D27: Sword Tech names. Unused in USA version. (#$08 blocks, #$06 bytes/block)
Party
- $69-$6C: Characters in actual party.
- $1A6D: Active party.
- $1EDE-1EDF: Gained characters.
Misc
- $628A: Game is in Flashback Mode (#$00 = no, #$01 = yes)
- $62AB: Game is paused (#$00 = no, #$01 = yes)
$7E5000
$7E5000 - $7E7C62 (while code/data decompressed from $C2686C - $C28A60 is active)
Internal Data for Final Fantasy VI
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