Romancing SaGa 3/ROM map: Difference between revisions

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(Created page with "==In-battle state== * <tt>7E0942</tt> - ID of currently selected attack for character 1")
 
 
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==In-battle state==
{{rommap|game=Romancing SaGa 3}}
* <tt>7E0942</tt> - ID of currently selected attack for character 1
==Functions==
* <tt>C2:0227</tt> - (Entry point) Multiplication function using SNES register and scratch ram 09BF.
* <tt>C2:0242</tt> - (Entry point) Bit-munching randomization function
* <tt>C2:02FD</tt> - (Entry point) ? Checks if character has learned skill in 0942 already
* <tt>C2:A706</tt> - (Entry point) ? Returns xFF or 0 related to techs
* <tt>C2:A754</tt> - Read pointer at 099E to get current skill and update 0982.
* <tt>C2:A79F</tt> - Branch here if not able to learn the skill
* <tt>C2:A7A1</tt> - Skill-learning branch here
* <tt>C2:A7AB</tt> - Update skill difficulty 0943 here
* <tt>C2:A7AB</tt> - Update monster learning rate 0944 here
* <tt>C2:A870</tt> - (Entry point) ? Cancels skill learning sometimes
* <tt>C2:A849</tt> - (Entry point) ?
* <tt>C2:C0E7</tt> - (Entry point) Technique-learning determination function (Return value: 0xFF if failed to learn)
* <tt>C2:C12B</tt> - Final comparison for technique learning. ($C2/C12B C5 8A      CMP $8A    [$00:098A])
* <tt>FE:E853</tt> - (JSL Entry point) Checks if character has skill at 7E:0942 in their skill list already. (Return: A = 0 if no)
* <tt>FE:E853</tt> - (JSL Entry point) Alternate technique-learning determination function? (Return value: 0xFF if failed to learn)
 
==Encounters==
* <tt>FE:9C05</tt> - Table of monster battle rank limits. Change these to change the maximum level of monsters you can encounter. Raise to encounter secret/rare monsters such as Asura or Pale Empress on the field.
 
==Misc data==
* <tt>FE:3195</tt> - HARD table of technique-learning chances. Skill difficulty indexes this table as such:
<code>Index = (Skill difficulty - Monster power) + 10
If the index ends up greater than 20, the index becomes 20.
Chances to learn based on the index (hex):
28 27 27 25 24 22 1F 1D 1A 17 14 10 0D 0A 08 05 03 01 00 00 00</code>
* <tt>FE:3180</tt> - EASY table of technique-learning chances. This table with greater chances is used if the character has no physical crown or JP.
<code> Chances to learn based on the index (hex):
32 2F 2E 2C 2A 27 25 22 1F 1C 19 15 12 0F 0C 09 06 04 02 01 00</code>
 
{{Internal Data}}

Latest revision as of 14:28, 24 January 2024

Chip tiny.png The following article is a ROM map for Romancing SaGa 3.

Functions

  • C2:0227 - (Entry point) Multiplication function using SNES register and scratch ram 09BF.
  • C2:0242 - (Entry point) Bit-munching randomization function
  • C2:02FD - (Entry point) ? Checks if character has learned skill in 0942 already
  • C2:A706 - (Entry point) ? Returns xFF or 0 related to techs
  • C2:A754 - Read pointer at 099E to get current skill and update 0982.
  • C2:A79F - Branch here if not able to learn the skill
  • C2:A7A1 - Skill-learning branch here
  • C2:A7AB - Update skill difficulty 0943 here
  • C2:A7AB - Update monster learning rate 0944 here
  • C2:A870 - (Entry point) ? Cancels skill learning sometimes
  • C2:A849 - (Entry point) ?
  • C2:C0E7 - (Entry point) Technique-learning determination function (Return value: 0xFF if failed to learn)
  • C2:C12B - Final comparison for technique learning. ($C2/C12B C5 8A CMP $8A [$00:098A])
  • FE:E853 - (JSL Entry point) Checks if character has skill at 7E:0942 in their skill list already. (Return: A = 0 if no)
  • FE:E853 - (JSL Entry point) Alternate technique-learning determination function? (Return value: 0xFF if failed to learn)

Encounters

  • FE:9C05 - Table of monster battle rank limits. Change these to change the maximum level of monsters you can encounter. Raise to encounter secret/rare monsters such as Asura or Pale Empress on the field.

Misc data

  • FE:3195 - HARD table of technique-learning chances. Skill difficulty indexes this table as such:
Index = (Skill difficulty - Monster power) + 10
If the index ends up greater than 20, the index becomes 20.
Chances to learn based on the index (hex):
28 27 27 25 24 22 1F 1D 1A 17 14 10 0D 0A 08 05 03 01 00 00 00
  • FE:3180 - EASY table of technique-learning chances. This table with greater chances is used if the character has no physical crown or JP.
 Chances to learn based on the index (hex):
32 2F 2E 2C 2A 27 25 22 1F 1C 19 15 12 0F 0C 09 06 04 02 01 00