Final Fantasy IV (SNES)/ROM map: Difference between revisions

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{{rommap|game=Final Fantasy IV}}
{{rommap}}


==Exit Data==
==Japanese==
 
Pointer tables are at the same bank, that seems to be split in two like the dialogues (32768 bytes).
 
* 0x57000: boxes and font, 2BPP (NES).
* 0x70000: listing and battle dialogues.
* 0x80000: general dialogues.
** 0x8070B (0x80709 in Easy Type): first dialogue.
** Split in two parts, the second one begins at 0x88000!
 
==North American==
 
===Exit Data===
This data is apparently some kind of exit data, maybe all locations, or just towns. First location - Town of Baron.
This data is apparently some kind of exit data, maybe all locations, or just towns. First location - Town of Baron.


Line 7: Line 19:
* <tt>A800</tt> (File Address - Unheadered)
* <tt>A800</tt> (File Address - Unheadered)


==Object Data==
===Object Data===
Location map object event type data (locked doors, healing jars, etc....
Location map object event type data (locked doors, healing jars, etc....


Line 17: Line 29:
:Byte 4 - Unknown
:Byte 4 - Unknown


==Tile Properties==
===Tile Properties===
Tile properties for locations (i.e. collision data.) Make grass unwalkable, trees walkable, make them exits, or harmful to walk on, etc.. These are copied to RAM at 7E0EDB
Tile properties for locations (i.e. collision data.) Make grass unwalkable, trees walkable, make them exits, or harmful to walk on, etc.. These are copied to RAM at 7E0EDB


Line 23: Line 35:
* <tt>A1200</tt> (File Address - Unheadered)
* <tt>A1200</tt> (File Address - Unheadered)


== Dump of Final Fantasy II (US) ROM ==
=== Dump of Final Fantasy II (US) ROM ===
Addresses are for unheadered ROM. Any address without a range is the starting point for that set of data.
Addresses are for unheadered ROM. Any address without a range is the starting point for that set of data.


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* <tt>0A9620</tt> = Location Names
* <tt>0A9620</tt> = Location Names


== Other ==
=== Other ===
* <tt>2053-20B2 </tt> - SaveRAM File: The party's inventory. Set any of these bytes to any value you like to get different items, including some removed from the U.S. version.
* <tt>2053-20B2 </tt> - SaveRAM File: The party's inventory. Set any of these bytes to any value you like to get different items, including some removed from the U.S. version.


{{Internal Data|game=Final Fantasy IV}}
{{Internal Data}}

Latest revision as of 04:53, 18 April 2024

Chip tiny.png The following article is a ROM map for Final Fantasy IV (SNES).

Japanese

Pointer tables are at the same bank, that seems to be split in two like the dialogues (32768 bytes).

  • 0x57000: boxes and font, 2BPP (NES).
  • 0x70000: listing and battle dialogues.
  • 0x80000: general dialogues.
    • 0x8070B (0x80709 in Easy Type): first dialogue.
    • Split in two parts, the second one begins at 0x88000!

North American

Exit Data

This data is apparently some kind of exit data, maybe all locations, or just towns. First location - Town of Baron.

  • 158000 (SNES Address)
  • A800 (File Address - Unheadered)

Object Data

Location map object event type data (locked doors, healing jars, etc....

  • 138300 (SNES Address)
  • 98300 (File Address - Unheadered)
Byte 1 - Object type
Byte 2 - X position
Byte 3 - Y position
Byte 4 - Unknown

Tile Properties

Tile properties for locations (i.e. collision data.) Make grass unwalkable, trees walkable, make them exits, or harmful to walk on, etc.. These are copied to RAM at 7E0EDB

  • 149200 (SNES Address)
  • A1200 (File Address - Unheadered)

Dump of Final Fantasy II (US) ROM

Addresses are for unheadered ROM. Any address without a range is the starting point for that set of data.

  • 00BA30 = Menu Text
  • 071800-071EFF (0006FF) = Enemy names
  • 077370 = Battle Dialogue
  • 078000 = Item Names
  • 078900 = Spell Names
  • 07A710 = Actor/Job/Command Names
  • 07AE20 = Medicine Descriptions
  • 07B070 = Battle Messages
  • 07B440 = Status Names

Dialogue banks use DTE.

  • 080400 = Dialogue Bank 1
  • 088300 = Dialogue Bank 2
  • 09A700 = Dialogue Bank 3
  • 09E9C0 = Mysidian Legend/Ending dialogue
  • 09F360 = Credits
  • 0A9620 = Location Names

Other

  • 2053-20B2 - SaveRAM File: The party's inventory. Set any of these bytes to any value you like to get different items, including some removed from the U.S. version.