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Final Fantasy IV (SNES)/RAM map: Difference between revisions
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{{rammap | {{rammap}} | ||
== | ==Main== | ||
{| class="wikitable sortable" | |||
|- | |||
! Category !! Address !! Description | |||
|- | |||
| General State || 7E06B1 || 1 if currently in a cutscene, 0 otherwise. | |||
|- | |||
| General State || 7E06D5 || 0 party is moving (walking/riding/flying between squares on current map), 1 when stationary. Possibly delayed by a frame or two. | |||
|- | |||
| General State || 7E06D9 || 1 when transitioning between maps, 0 otherwise. | |||
|- | |||
| General State || 7E0650 || nonzero if we're currently looking at the in-game menu (also possibly shop menus?) | |||
|- | |||
| General State || 7E02E3 || 1 when viewing the window that says what we got from a treasure chest, 0 otherwise (changes values/goes nuts during battles and screen transitions) | |||
|- | |||
| General State || 7E08FB || item ID of the last item found in a treasure chest/pot. | |||
|- | |||
| General State || 7E1400 || Item Slot 1 Type | |||
|- | |||
| General State || 7E1401 || Item Slot 1 Quantity | |||
|- | |||
| General State || 7E1402-5F || Item Slots 2-48 (Note: 47 and 48 are FE and FF for Sort and Trashcan) | |||
|- | |||
| General State || 7E1660-2 || Gil | |||
|- | |||
| Battle || 7E0140 || 1 if in a battle, 0 otherwise (doesn't include battle transitions) | |||
|- | |||
| Battle || 7E0685 || 1 when blurring into battle, in battle, or in post-battle transition, 0 otherwise | |||
|- | |||
| Battle || 7E0686 || Encounter counter | |||
|- | |||
| Battle || 7E26BB || battle autopilot flag. 1 when in a cutscene battle, 16 when in a non-cutscene battle, 0 when entering a battle. | |||
|- | |||
| Battle || 7E00A8 || battle results. 128 when TPK, 64 when ran away, 48 when victory, 32 when cutscene victory, 8 when cutscene defeat, 4 when fight is interrupted, 0 when in battle. Stays on last result when not in battle. | |||
|- | |||
| Battle || 7EEF8D || Current target of cursor. Possible values: | |||
** 0 through 7: One of the 8 possible enemy targets. | ** 0 through 7: One of the 8 possible enemy targets. | ||
** 8 through 12: One of the 5 possible ally targets. | ** 8 through 12: One of the 5 possible ally targets. | ||
** 13: All allies | ** 13: All allies | ||
** 255 / -1: All enemies | ** 255 / -1: All enemies | ||
|- | |||
* | | Battle || 7E000E || bit flags for which of 8 possible enemies are being targeted. 255 (all flags set) for targeting all enemies. | ||
* | |- | ||
* <tt> | | Battle || 7E00D0 || slot of party member that currently has their battle menu open (0 through 4), or 255 / -1 if nobody does. | ||
|- | |||
| Battle || 7E1822 || same as above, but does not switch to 255 after the character had chosen their action; stays on the last character to have their battle menu optin. | |||
|- | |||
| Battle || 7E00D7 || 1 when a party member's battle menu is open, 0 otherwise. | |||
|- | |||
| Battle || 7E1820 || 1 when a battle menu is in the middle of opening/closing, 0 otherwise. | |||
|- | |||
| Battle || 7E1823 || battle cursor state. Known values are: | |||
** 0 - no cursor | |||
** 1 - base menu | |||
** 2 - right-side Defend menu | |||
** 3 - left-side Change menu | |||
** 4 - choosing a target for an Attack command | |||
** 5 - Item menu | |||
** 6 - Spell menu | |||
** 7 - Choosing a target for a Skill (Aim, Kick, Jump, etc.) | |||
** 8 - Base menu closing after an action has been chosen | |||
** 9 - Spell menu opening | |||
** 10 - Spell menu closing | |||
** 11 - Equipment menu above the item menu | |||
** 12 - Choosing a target for an item or spell | |||
** 13,14 - ????? | |||
** 15 - Closing item menu | |||
|- | |||
| Battle || 7E0060 || Cursor position in battle base menu. Can be 0 through 4. | |||
|- | |||
| Battle || 7E0063 || Cursor position in item/spell menu. Can be 0 through 23 for spell menu, 0 through 47 for item menu. | |||
|- | |||
| Battle || 7E321B || Battle item inventory. 48 items * 4 bytes per item. For each item: | |||
** Byte 0: item ID | |||
** Byte 1: Item quantity | |||
** Byte 2-3: unused? | |||
|- | |||
| Battle || 7E38D8 || 128 when surprised or back attack, 1 when first strike, 0 for a regular battle. | |||
|- | |||
| Battle || 7E030B || 113 when in back attack, 49 when party is oriented normally. Flickers onto 240 at start of a fight. | |||
|- | |||
| Battle || 7E00CE || Slot number of ally targeted by most recent enemy attack. Can be 0 through 4. | |||
|- | |||
| Battle || 7E2307-8 || Enemy's current HP - Slot 01 | |||
|- | |||
| Battle || 7E2309-A || Enemy's max HP - Slot 01 | |||
|- | |||
| Battle || 7E230B-C || Enemy's current MP - Slot 01 | |||
|- | |||
| Battle || 7E230D-E || Enemy's max MP - Slot 01 | |||
|- | |||
| Battle || 7E2387-E || Repeat of 7E2307-7E230E - Slot 02 | |||
|- | |||
| Battle || 7E29CD || Current enemy count. Updates as enemies are killed. | |||
|- | |||
| Battle || 7E29CA || 3 bytes, one for how many enemies of the 3 possible enemy types are left in the fight. Updates as enemies are killed. | |||
|- | |||
| Battle || 7E29AD || 3 bytes, each representing the ID of one of the enemy types in the current fight. 255 for no enemy type. Values change to 255 if all enemies of that type have been killed. | |||
|- | |||
| Battle || 7E29B5 || 8 bytes, can be 0, 1, or 2, representing which enemy group from <tt>7E29AD</tt> this | |||
enemy is. Value is 255 if no enemy is in that slot or if the enemy has been killed. | |||
|- | |||
| Battle || 7E29BD || same as <tt>7E29B5</tt>, but retains the values from the start of the fight. | |||
|- | |||
| Battle || 7E29A3 || value that represents how the enemies are arranged; this is independent of which enemies you're actually fighting. For example, 0 is just one enemy in the middle - used for most boss fights. | |||
==Game/Menu Settings | |- | ||
| Battle || 7EEF8E || Ability to Target single and multiple targets (00 for no) | |||
* | |- | ||
| Battle || 7EEF8F || Enemy target | |||
|- | |||
| Battle || 7EEF90 || Playable Character target | |||
|- | |||
| Battle || 7EF0C2 || Hit effect (graphic animation) for Fight | |||
|- | |||
| Map Data || 7E0CDD || overworld flag. Nonzero when on an overworld map. | |||
|- | |||
| Map Data || 7E1701 || current plane. 0 in overworld (and some cutscenes), 1 in underworld and some moon maps, 2 for the moon. This is set for overworld and local maps. | |||
|- | |||
| Map Data || 7E1702 || current local map. Does not update when exiting to overworld. | |||
|- | |||
| Map Data || 7E16D2 || player's current map traversal layer (local maps). Can be 0, 1, 2, or 3. | |||
** Possible values: | |||
*** 0 is always an obstacle. | |||
*** If 1, can move to neighboring positions that have layer 1 or 3. | |||
*** If 2, can move to neighboring positions that have layer 2 or 3. | |||
*** If 3, can move to any non-zero neighboring layer. | |||
** This is part of how the game handles things like bridges and underpasses. Usually, when walking onto a bridge, the player switches from traversal layers 1 -> 3 -> 2, and then 2 -> 3 -> 1 when walking back off, but stays on layer 1 if walking underneath a bridge. | |||
|- | |||
| Map Data || 7E06A1 || current map square type. | |||
** On local maps, this is 5 bits of flags: | |||
*** Bits 1-0: transition layer 0, 1, 2, or 3 (see above) | |||
*** Bit 2: Position has a bridge | |||
*** Bit 3: Position has a save point | |||
*** Bit 4: Position transitions to another map | |||
** On overworld maps, this represents the type of terrain in the current square. Known values: | |||
*** 183: Grass/desert | |||
*** 175: Forest | |||
*** 167: Forest edge | |||
*** 161,165,173: Town/cave/forest entrance | |||
*** 180: Shoal | |||
*** 182: River | |||
*** 164: Ocean | |||
*** 181: Foothills | |||
*** 160,170,234: Mountain | |||
*** 134: Lava | |||
*** 0: Underworld walls | |||
*** 133: Lunar plains (walking layer 1) | |||
*** 200: Lunar mesa (walking layer 2) | |||
*** 136: Lunar obstacles | |||
*** 132: Lunar crystal palace | |||
*** 201: Lunar ramp (walking layer 3) | |||
|- | |||
| Map Data || 7E06A3 || current map square type 1 square north of player | |||
|- | |||
| Map Data || 7E06A5 || current map square type 1 square east of player | |||
|- | |||
| Map Data || 7E06A7 || current map square type 1 square south of player | |||
|- | |||
| Map Data || 7E06A9 || current map square type 1 square west of player | |||
|- | |||
| Map Data || 7E06A2 || current map square landability. Seems to be a bitmask for whether various vehicle can land in this position. | |||
|- | |||
| Map Data || 7E1705 || player's facing direction. 0 = north, 1 = east, 2 = south, 3 = west | |||
|- | |||
| Map Data || 7E1706 || player's current map x coordinate. Updates at start of move when moving left, updates after move is finished when moving right. | |||
|- | |||
| Map Data || 7E1707 || player's current map y coordinate. Updates at start of move when moving up, updates after move is finished when moving down. | |||
|- | |||
| Map Data || 7E1704 || player's current vehicle. 0 = walking, 1 = chocobo, 2 = black chocobo, 3 = hovercraft, 4 = Enterprise, 5 = Falcon, 6 = Whale. | |||
|- | |||
| Map Data || 7E06A2 || Makes screen flash when walking, like damage | |||
|- | |||
| Map Data || 7E06C2 || Makes screen pixelate when walking, like poison | |||
|- | |||
| Map Data || 7E06C4 || Makes location's colors inverted (not sprites) | |||
|- | |||
| Map Data || 7E06C9 || Layer 2's scrolling method | |||
|- | |||
| Map Data || 7E06E3 || change this for screen shake | |||
|- | |||
| Map Data || 7E0EDB || Tile properties for town (solid, non-solid, exit, harmful,etc...) | |||
|- | |||
| Map Data || 7E1A02 || Can you save and use a tent here? (00 - no, 01 - yes) | |||
|- | |||
| Map Data || 7E1E00 || Music data (instruments and the likes) | |||
|- | |||
| Map Data || 7E09CF || Event for location? | |||
|- | |||
| Map Data || 7E09D1 || Storyline point for location? | |||
|- | |||
| Map Data || 7E1703 || Current location map | |||
|- | |||
| Map Data || 7E0649 || Location name displayed (00-not currently displaying, 01-currently displaying) | |||
|- | |||
| Map Data || 7E08F0 || Location NPC sprite data, palette, location, movement, etc.. | |||
|- | |||
| Map Data || 7F5000 || Location MAP data in RAM | |||
|- | |||
| Map Data || 7E172C || Location Exit destination | |||
|- | |||
| Map Data || 7E0FDE || Location NPC Layout | |||
|- | |||
| Map Data || 7E0FDD || Location tileset | |||
|- | |||
| Map Data || 7E0FD6 || Location Name displayed upon entering | |||
|- | |||
| Map Data || 7E0FD4 || Layer 1 visibility, On/Off | |||
|- | |||
| Map Data || 7E0FD3 || Layer 1 tileset (Whole maps, used for water and the likes) | |||
|- | |||
| Map Data || 7E0FE0 || Layer 1 palette for locations | |||
|- | |||
| Map Data || 7F4480 || Town Baron Level Data | |||
|- | |||
| Game/Menu Settings || 7E16A3 || Menu 'Time' counter (always counting up) | |||
|- | |||
| Game/Menu Settings || 7E1440 || Player's item inventory. 48 items * 2 bytes per item. | |||
** Byte 0: item ID | |||
** Byte 1: item quantity | |||
|- | |||
| Game/Menu Settings || 7E16AD || Menu customize settings - Battle Speed | |||
|- | |||
| Game/Menu Settings || 7E16AE || Menu customize settings - Battle Message | |||
|- | |||
| Game/Menu Settings || 7E16B6 || Menu customize settings - Sound (Stereo/Mono) | |||
|- | |||
| Game/Menu Settings || 7E16AA || Menu customize settings - Window Color | |||
|- | |||
| Game/Menu Settings || 7E16AB || Menu customize settings - Window Color | |||
|- | |||
| Game/Menu Settings || 7E16A8 || Menu customize settings - Change (Front/Back) | |||
|- | |||
| Game/Menu Settings || 7E1500 - 7E1553 || Character Names | |||
(Cecil/Kain/Rydia/Tellah/Edward/Rosa/Yang/Palom/Porom/Cid/Edge/FuSoYa/Golbez/Anna) | (Cecil/Kain/Rydia/Tellah/Edward/Rosa/Yang/Palom/Porom/Cid/Edge/FuSoYa/Golbez/Anna) | ||
|- | |||
| Game/Menu Settings || 7EC6B0 || Menu string "Item" | |||
|- | |||
| Game/Menu Settings || 7EC730 || Menu string "Magic" | |||
|- | |||
| Game/Menu Settings || 7EC7B0 || Menu string "Equip" | |||
|- | |||
| Game/Menu Settings || 7EC830 || Menu string "Status" | |||
|- | |||
| Game/Menu Settings || 7EC8B0 || Menu string "Form" | |||
|- | |||
| Game/Menu Settings || 7EC930 || Menu string "Change" | |||
|- | |||
| Game/Menu Settings || 7EC9B0 || Menu string "Custom" | |||
|- | |||
| Game/Menu Settings || 7ECA30 || Menu string "Save" | |||
|- | |||
| Game/Menu Settings || 7E0774 -7E0877 || Popup window text (found so and so, people's text, etc.) | |||
|- | |||
| Game/Menu Settings || 7E8CBC || Character command strings - character slot #1 | |||
|- | |||
| Game/Menu Settings || 7E8D20 || Character command strings - character slot #2 | |||
|- | |||
| Game/Menu Settings || 7E8D84 || Character command strings - character slot #3 | |||
|- | |||
| Game/Menu Settings || 7E8DE8 || Character command strings - character slot #4 | |||
|- | |||
| Game/Menu Settings || 7E8E4C || Character command strings - character slot #5 | |||
|- | |||
| Game/Menu Settings || 7E8EC0 -7E97A4 || Battle Item menu strings and numbers (example - Cure1: 01) | |||
|- | |||
| Game/Menu Settings || 7EBEEA || Enemy Names and number of (Imp 4) | |||
|- | |||
| Game/Menu Settings || 7EBF02 || In-battle character name (Slot #1) | |||
|- | |||
| Game/Menu Settings || 7EBF12 || In-battle character Current/Max HP (Slot #1) | |||
|- | |||
| Game/Menu Settings || 7EBF82 || In-battle character name (Slot #1) | |||
|- | |||
| Game/Menu Settings || 7EBF92 || In-battle character Current/Max HP (Slot #1) | |||
|- | |||
| Game/Menu Settings || 7E0302 || Item menu hand graphic (top menu) | |||
|- | |||
| Game/Menu Settings || 7E0303 || Item menu hand graphic (attribute top menu) | |||
|- | |||
| Game/Menu Settings || 7E0312 || Item menu hand graphic (bottom menu) | |||
|- | |||
| Game/Menu Settings || 7E0313 || Item menu hand graphic attribute (bottom menu) | |||
|- | |||
| Game/Menu Settings || 7E0300 || X coordinate of graphic hand pointer for Main Menu | |||
|- | |||
| Game/Menu Settings || 7E0301 || Y coordinate of graphic hand pointer for Main Menu | |||
|- | |||
| Game/Menu Settings || 7E0302 || Graphic for hand pointer for Main Menu | |||
|- | |||
| Game/Menu Settings || 7E0301 || Y coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in top menu) | |||
|- | |||
| Game/Menu Settings || 7E0300 || X coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in top menu) | |||
|- | |||
| Game/Menu Settings || 7E0301 || Y coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in top menu) | |||
|- | |||
| Game/Menu Settings || 7E0310 || X coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in bottom menu | |||
|- | |||
| Game/Menu Settings || 7E0311 || Y coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in bottom menu) | |||
|- | |||
| Characters || 7E1000 || Center Character | |||
|- | |||
| Characters || 7E1040 || Upper Character | |||
|- | |||
| Characters || 7E1080 || Lower Character | |||
|- | |||
| Characters || 7E10C0 || Center-up Character | |||
|- | |||
| Characters || 7E1100 || Center-low Character | |||
|- | |||
| Characters || 7E1140 || Extra Character Data(?) | |||
|- | |||
| Characters || 7E1180 || Extra Character Data(?) | |||
|- | |||
| Characters || 7E11C0 || Extra Character Data(?) | |||
|- | |||
| Characters || 7E1200 || Extra Character Data(?) | |||
|- | |||
| Characters || 7E1240 || Extra Character Data(?) | |||
|- | |||
| Characters(Battle) || 7E2000 || Center Character | |||
|- | |||
| Characters(Battle) || 7E2080 || Upper Character | |||
|- | |||
| Characters(Battle) || 7E2100 || Lower Character | |||
|- | |||
| Characters(Battle) || 7E2180 || Center-up Character | |||
|- | |||
| Characters(Battle) || 7E2200 || Center-low Character | |||
|- | |||
| Miscellaneous || 7E06DF || Dialog/Text Window open amount (00 = closed, 08 = fully extended) | |||
|} | |||
== | ==Character data(Out of Battle, 64 bytes)== | ||
{| class="wikitable sortable" | |||
|- | |||
! Address !! Size !! Description | |||
|- | |||
| 0 || 1(&&63) || Character identifier in lower 6 bits. Known values are: | |||
** 0: Empty (Game ignores this slot until next party member acquired) | |||
** 1: Cecil (Dark Knight) | ** 1: Cecil (Dark Knight) | ||
** 2: Kain (beginning of game) | ** 2: Kain (beginning of game) | ||
Line 119: | Line 364: | ||
** 19: FuSoYa | ** 19: FuSoYa | ||
** 20: Kain (final) | ** 20: Kain (final) | ||
* | |- | ||
* | | 00 || 1(2MSb) || Flags? | ||
* | |- | ||
| 01 || 1 || Similar to above but class? | |||
|- | |||
| 02 || 1 || Level. | |||
|- | |||
| 03 || 4 || Status Flags (Grouped by byte): | |||
** 80: Wounded | |||
** 40: Stone | |||
** 20: Frog | |||
** 10: Tiny | |||
** 08: Piggy | |||
** 04: Mute | |||
** 02: Darkness | |||
** 01: Poison | |||
** 80: Skull | |||
** 40:Float | |||
** 20:Paralyzed | |||
** 10:Sleep | |||
** 08:Confused | |||
** 04:Berzerk | |||
** 03:Petrify (2-bit value, 3=fully petrified) | |||
** 80:Looks like paralyzed? | |||
** 40:Can't move | |||
** 20:????? | |||
** 10:????? | |||
** 08:????? | |||
** 04:????? | |||
** 02:????? | |||
** 01:Doom timer? | |||
** 80:????? | |||
** 40:????? | |||
** 20:????? | |||
** 10:????? | |||
** 0C:Decoy (2-bit value, 3=2 hits, 1=1 hit, 0/2=inactive) | |||
** 02:????? | |||
** 01:Crouch position (when HP is low) | |||
|- | |||
| 07 || 2 || Current HP. (2 bytes) | |||
|- | |||
| 09 || 2 || Max HP. (2 bytes) | |||
|- | |||
| 0B || 2 || Current MP. (2 bytes) | |||
|- | |||
| 0D || 2 || Max MP. (2 bytes) | |||
|- | |||
| 0F || 1 || Strength (Base) | |||
|- | |||
| 10 || 1 || Agility (Base) | |||
|- | |||
| 11 || 1 || Vitality (Base) | |||
|- | |||
| 12 || 1 || Wisdom (Base) | |||
|- | |||
| 13 || 1 || Will (Base) | |||
|- | |||
| 14 || 1 || Strength (Effective) | |||
|- | |||
| 15 || 1 || Agility (Effective) | |||
|- | |||
| 16 || 1 || Vitality (Effective) | |||
|- | |||
| 17 || 1 || Wisdom (Effective) | |||
|- | |||
| 18 || 1 || Will (Effective) | |||
|- | |||
| 19 || ? || ????? | |||
|- | |||
| 1A || ? || ????? | |||
|- | |||
| 1B || 1 || Attack | |||
|- | |||
| 1C || 1 || Accuracy | |||
|- | |||
| 1D || 1 || Attack % | |||
|- | |||
| 1E || ? || ????? | |||
|- | |||
| 22 || 1 || Magic Defense | |||
|- | |||
| 23 || 1 || Magic Evasion | |||
|- | |||
| 24 || ? || ????? | |||
|- | |||
| 28 || 1 || Defense | |||
|- | |||
| 29 || 1 || Evasion | |||
|- | |||
| 2A || 1 || Defense % | |||
|- | |||
| 2B || ? || ????? | |||
|- | |||
| 30 || 1 || Head equipment slot | |||
|- | |||
| 31 || 1 || Body equipment slot | |||
|- | |||
| 32 || 1 || Arms equipment slot | |||
|- | |||
| 33 || 1 || Right hand equipment slot | |||
|- | |||
| 34 || 1 || ????? | |||
|- | |||
| 35 || 1 || Left hand equipment slot | |||
|- | |||
| 36 || 1 || ????? | |||
|- | |||
| 37 || 3 || Experience points | |||
|- | |||
| 3A || ? || ????? | |||
|} | |||
==Battery-backed SRAM== | |||
<pre> | |||
File Structure (0x2000 = 8192 bytes) | |||
Offset | Len | Description | |||
_______|______|_____________________ | |||
0x0000 | ? | ????? | |||
</pre> | |||
{{Internal Data}} |
Latest revision as of 04:51, 18 April 2024
The following article is a RAM map for Final Fantasy IV (SNES).
Main
Category | Address | Description |
---|---|---|
General State | 7E06B1 | 1 if currently in a cutscene, 0 otherwise. |
General State | 7E06D5 | 0 party is moving (walking/riding/flying between squares on current map), 1 when stationary. Possibly delayed by a frame or two. |
General State | 7E06D9 | 1 when transitioning between maps, 0 otherwise. |
General State | 7E0650 | nonzero if we're currently looking at the in-game menu (also possibly shop menus?) |
General State | 7E02E3 | 1 when viewing the window that says what we got from a treasure chest, 0 otherwise (changes values/goes nuts during battles and screen transitions) |
General State | 7E08FB | item ID of the last item found in a treasure chest/pot. |
General State | 7E1400 | Item Slot 1 Type |
General State | 7E1401 | Item Slot 1 Quantity |
General State | 7E1402-5F | Item Slots 2-48 (Note: 47 and 48 are FE and FF for Sort and Trashcan) |
General State | 7E1660-2 | Gil |
Battle | 7E0140 | 1 if in a battle, 0 otherwise (doesn't include battle transitions) |
Battle | 7E0685 | 1 when blurring into battle, in battle, or in post-battle transition, 0 otherwise |
Battle | 7E0686 | Encounter counter |
Battle | 7E26BB | battle autopilot flag. 1 when in a cutscene battle, 16 when in a non-cutscene battle, 0 when entering a battle. |
Battle | 7E00A8 | battle results. 128 when TPK, 64 when ran away, 48 when victory, 32 when cutscene victory, 8 when cutscene defeat, 4 when fight is interrupted, 0 when in battle. Stays on last result when not in battle. |
Battle | 7EEF8D | Current target of cursor. Possible values:
|
Battle | 7E000E | bit flags for which of 8 possible enemies are being targeted. 255 (all flags set) for targeting all enemies. |
Battle | 7E00D0 | slot of party member that currently has their battle menu open (0 through 4), or 255 / -1 if nobody does. |
Battle | 7E1822 | same as above, but does not switch to 255 after the character had chosen their action; stays on the last character to have their battle menu optin. |
Battle | 7E00D7 | 1 when a party member's battle menu is open, 0 otherwise. |
Battle | 7E1820 | 1 when a battle menu is in the middle of opening/closing, 0 otherwise. |
Battle | 7E1823 | battle cursor state. Known values are:
|
Battle | 7E0060 | Cursor position in battle base menu. Can be 0 through 4. |
Battle | 7E0063 | Cursor position in item/spell menu. Can be 0 through 23 for spell menu, 0 through 47 for item menu. |
Battle | 7E321B | Battle item inventory. 48 items * 4 bytes per item. For each item:
|
Battle | 7E38D8 | 128 when surprised or back attack, 1 when first strike, 0 for a regular battle. |
Battle | 7E030B | 113 when in back attack, 49 when party is oriented normally. Flickers onto 240 at start of a fight. |
Battle | 7E00CE | Slot number of ally targeted by most recent enemy attack. Can be 0 through 4. |
Battle | 7E2307-8 | Enemy's current HP - Slot 01 |
Battle | 7E2309-A | Enemy's max HP - Slot 01 |
Battle | 7E230B-C | Enemy's current MP - Slot 01 |
Battle | 7E230D-E | Enemy's max MP - Slot 01 |
Battle | 7E2387-E | Repeat of 7E2307-7E230E - Slot 02 |
Battle | 7E29CD | Current enemy count. Updates as enemies are killed. |
Battle | 7E29CA | 3 bytes, one for how many enemies of the 3 possible enemy types are left in the fight. Updates as enemies are killed. |
Battle | 7E29AD | 3 bytes, each representing the ID of one of the enemy types in the current fight. 255 for no enemy type. Values change to 255 if all enemies of that type have been killed. |
Battle | 7E29B5 | 8 bytes, can be 0, 1, or 2, representing which enemy group from 7E29AD this
enemy is. Value is 255 if no enemy is in that slot or if the enemy has been killed. |
Battle | 7E29BD | same as 7E29B5, but retains the values from the start of the fight. |
Battle | 7E29A3 | value that represents how the enemies are arranged; this is independent of which enemies you're actually fighting. For example, 0 is just one enemy in the middle - used for most boss fights. |
Battle | 7EEF8E | Ability to Target single and multiple targets (00 for no) |
Battle | 7EEF8F | Enemy target |
Battle | 7EEF90 | Playable Character target |
Battle | 7EF0C2 | Hit effect (graphic animation) for Fight |
Map Data | 7E0CDD | overworld flag. Nonzero when on an overworld map. |
Map Data | 7E1701 | current plane. 0 in overworld (and some cutscenes), 1 in underworld and some moon maps, 2 for the moon. This is set for overworld and local maps. |
Map Data | 7E1702 | current local map. Does not update when exiting to overworld. |
Map Data | 7E16D2 | player's current map traversal layer (local maps). Can be 0, 1, 2, or 3.
|
Map Data | 7E06A1 | current map square type.
|
Map Data | 7E06A3 | current map square type 1 square north of player |
Map Data | 7E06A5 | current map square type 1 square east of player |
Map Data | 7E06A7 | current map square type 1 square south of player |
Map Data | 7E06A9 | current map square type 1 square west of player |
Map Data | 7E06A2 | current map square landability. Seems to be a bitmask for whether various vehicle can land in this position. |
Map Data | 7E1705 | player's facing direction. 0 = north, 1 = east, 2 = south, 3 = west |
Map Data | 7E1706 | player's current map x coordinate. Updates at start of move when moving left, updates after move is finished when moving right. |
Map Data | 7E1707 | player's current map y coordinate. Updates at start of move when moving up, updates after move is finished when moving down. |
Map Data | 7E1704 | player's current vehicle. 0 = walking, 1 = chocobo, 2 = black chocobo, 3 = hovercraft, 4 = Enterprise, 5 = Falcon, 6 = Whale. |
Map Data | 7E06A2 | Makes screen flash when walking, like damage |
Map Data | 7E06C2 | Makes screen pixelate when walking, like poison |
Map Data | 7E06C4 | Makes location's colors inverted (not sprites) |
Map Data | 7E06C9 | Layer 2's scrolling method |
Map Data | 7E06E3 | change this for screen shake |
Map Data | 7E0EDB | Tile properties for town (solid, non-solid, exit, harmful,etc...) |
Map Data | 7E1A02 | Can you save and use a tent here? (00 - no, 01 - yes) |
Map Data | 7E1E00 | Music data (instruments and the likes) |
Map Data | 7E09CF | Event for location? |
Map Data | 7E09D1 | Storyline point for location? |
Map Data | 7E1703 | Current location map |
Map Data | 7E0649 | Location name displayed (00-not currently displaying, 01-currently displaying) |
Map Data | 7E08F0 | Location NPC sprite data, palette, location, movement, etc.. |
Map Data | 7F5000 | Location MAP data in RAM |
Map Data | 7E172C | Location Exit destination |
Map Data | 7E0FDE | Location NPC Layout |
Map Data | 7E0FDD | Location tileset |
Map Data | 7E0FD6 | Location Name displayed upon entering |
Map Data | 7E0FD4 | Layer 1 visibility, On/Off |
Map Data | 7E0FD3 | Layer 1 tileset (Whole maps, used for water and the likes) |
Map Data | 7E0FE0 | Layer 1 palette for locations |
Map Data | 7F4480 | Town Baron Level Data |
Game/Menu Settings | 7E16A3 | Menu 'Time' counter (always counting up) |
Game/Menu Settings | 7E1440 | Player's item inventory. 48 items * 2 bytes per item.
|
Game/Menu Settings | 7E16AD | Menu customize settings - Battle Speed |
Game/Menu Settings | 7E16AE | Menu customize settings - Battle Message |
Game/Menu Settings | 7E16B6 | Menu customize settings - Sound (Stereo/Mono) |
Game/Menu Settings | 7E16AA | Menu customize settings - Window Color |
Game/Menu Settings | 7E16AB | Menu customize settings - Window Color |
Game/Menu Settings | 7E16A8 | Menu customize settings - Change (Front/Back) |
Game/Menu Settings | 7E1500 - 7E1553 | Character Names
(Cecil/Kain/Rydia/Tellah/Edward/Rosa/Yang/Palom/Porom/Cid/Edge/FuSoYa/Golbez/Anna) |
Game/Menu Settings | 7EC6B0 | Menu string "Item" |
Game/Menu Settings | 7EC730 | Menu string "Magic" |
Game/Menu Settings | 7EC7B0 | Menu string "Equip" |
Game/Menu Settings | 7EC830 | Menu string "Status" |
Game/Menu Settings | 7EC8B0 | Menu string "Form" |
Game/Menu Settings | 7EC930 | Menu string "Change" |
Game/Menu Settings | 7EC9B0 | Menu string "Custom" |
Game/Menu Settings | 7ECA30 | Menu string "Save" |
Game/Menu Settings | 7E0774 -7E0877 | Popup window text (found so and so, people's text, etc.) |
Game/Menu Settings | 7E8CBC | Character command strings - character slot #1 |
Game/Menu Settings | 7E8D20 | Character command strings - character slot #2 |
Game/Menu Settings | 7E8D84 | Character command strings - character slot #3 |
Game/Menu Settings | 7E8DE8 | Character command strings - character slot #4 |
Game/Menu Settings | 7E8E4C | Character command strings - character slot #5 |
Game/Menu Settings | 7E8EC0 -7E97A4 | Battle Item menu strings and numbers (example - Cure1: 01) |
Game/Menu Settings | 7EBEEA | Enemy Names and number of (Imp 4) |
Game/Menu Settings | 7EBF02 | In-battle character name (Slot #1) |
Game/Menu Settings | 7EBF12 | In-battle character Current/Max HP (Slot #1) |
Game/Menu Settings | 7EBF82 | In-battle character name (Slot #1) |
Game/Menu Settings | 7EBF92 | In-battle character Current/Max HP (Slot #1) |
Game/Menu Settings | 7E0302 | Item menu hand graphic (top menu) |
Game/Menu Settings | 7E0303 | Item menu hand graphic (attribute top menu) |
Game/Menu Settings | 7E0312 | Item menu hand graphic (bottom menu) |
Game/Menu Settings | 7E0313 | Item menu hand graphic attribute (bottom menu) |
Game/Menu Settings | 7E0300 | X coordinate of graphic hand pointer for Main Menu |
Game/Menu Settings | 7E0301 | Y coordinate of graphic hand pointer for Main Menu |
Game/Menu Settings | 7E0302 | Graphic for hand pointer for Main Menu |
Game/Menu Settings | 7E0301 | Y coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in top menu) |
Game/Menu Settings | 7E0300 | X coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in top menu) |
Game/Menu Settings | 7E0301 | Y coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in top menu) |
Game/Menu Settings | 7E0310 | X coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in bottom menu |
Game/Menu Settings | 7E0311 | Y coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in bottom menu) |
Characters | 7E1000 | Center Character |
Characters | 7E1040 | Upper Character |
Characters | 7E1080 | Lower Character |
Characters | 7E10C0 | Center-up Character |
Characters | 7E1100 | Center-low Character |
Characters | 7E1140 | Extra Character Data(?) |
Characters | 7E1180 | Extra Character Data(?) |
Characters | 7E11C0 | Extra Character Data(?) |
Characters | 7E1200 | Extra Character Data(?) |
Characters | 7E1240 | Extra Character Data(?) |
Characters(Battle) | 7E2000 | Center Character |
Characters(Battle) | 7E2080 | Upper Character |
Characters(Battle) | 7E2100 | Lower Character |
Characters(Battle) | 7E2180 | Center-up Character |
Characters(Battle) | 7E2200 | Center-low Character |
Miscellaneous | 7E06DF | Dialog/Text Window open amount (00 = closed, 08 = fully extended) |
Character data(Out of Battle, 64 bytes)
Address | Size | Description |
---|---|---|
0 | 1(&&63) | Character identifier in lower 6 bits. Known values are:
|
00 | 1(2MSb) | Flags? |
01 | 1 | Similar to above but class? |
02 | 1 | Level. |
03 | 4 | Status Flags (Grouped by byte):
|
07 | 2 | Current HP. (2 bytes) |
09 | 2 | Max HP. (2 bytes) |
0B | 2 | Current MP. (2 bytes) |
0D | 2 | Max MP. (2 bytes) |
0F | 1 | Strength (Base) |
10 | 1 | Agility (Base) |
11 | 1 | Vitality (Base) |
12 | 1 | Wisdom (Base) |
13 | 1 | Will (Base) |
14 | 1 | Strength (Effective) |
15 | 1 | Agility (Effective) |
16 | 1 | Vitality (Effective) |
17 | 1 | Wisdom (Effective) |
18 | 1 | Will (Effective) |
19 | ? | ????? |
1A | ? | ????? |
1B | 1 | Attack |
1C | 1 | Accuracy |
1D | 1 | Attack % |
1E | ? | ????? |
22 | 1 | Magic Defense |
23 | 1 | Magic Evasion |
24 | ? | ????? |
28 | 1 | Defense |
29 | 1 | Evasion |
2A | 1 | Defense % |
2B | ? | ????? |
30 | 1 | Head equipment slot |
31 | 1 | Body equipment slot |
32 | 1 | Arms equipment slot |
33 | 1 | Right hand equipment slot |
34 | 1 | ????? |
35 | 1 | Left hand equipment slot |
36 | 1 | ????? |
37 | 3 | Experience points |
3A | ? | ????? |
Battery-backed SRAM
File Structure (0x2000 = 8192 bytes) Offset | Len | Description _______|______|_____________________ 0x0000 | ? | ?????
Internal Data for Final Fantasy IV (SNES)
| |
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