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Breath of Fire II/RAM map: Difference between revisions
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m (Changed map pointer data address, was listed incorrectly) |
m (Defined 7E:520A as character's mood) |
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7E:2508 PC 1 Wisdom (From current equipment + Base) | 7E:2508 PC 1 Wisdom (From current equipment + Base) | ||
7E:5209 PC 1 Luck (From current equipment + Base) | 7E:5209 PC 1 Luck (From current equipment + Base) | ||
7E:520A PC 1 | 7E:520A PC 1 Mood, Ryu's will always show as if this were 0x80 (orange), but works with other characters. | ||
7E:520B PC 1 Guts | 7E:520B PC 1 Guts | ||
7E:520C PC 1 Wisdom Base | 7E:520C PC 1 Wisdom Base |
Latest revision as of 02:11, 10 June 2024
The following article is a RAM map for Breath of Fire II.
7E:00C5 Screen brightness 7E:00C9 Layer 1 X Coordinates 7E:00CB Layer 1 Y Coordinates 7E:00CD Layer 2 X Coordinates 7E:00CF Layer 2 Y Coordinates 7E:00D1 Layer 3 X Coordinates 7E:00D3 Layer 3 Y Coordinates 7E:0400 Background palettes 7E:0C99 Map pointer (2 bytes) - Changing this will likely crash the game 7E:0C86 Overworld 'Event' loading 01 - Nothing 02 - Dialogue box 03 - Main Menu 04 - Battle 05 - Character Switch 06 - Fishing 07 - Field Game 08 - Overworld Map 7E:0C8C - 7E:0C8F Some more event loading, mostly for dialogs and stuff. Playing with this can soft lock a game 7E:1000 - 7E:12BF Character in battle data, some of the area before this is used in battle as well, but not character specific Each character is 0x9F in size 7E:12C1 More events, any animations which are char specific i.e. Rand rolling, play on other chars, but are weird. 02 - Default 04 - Starts an event from meeting Granny, but it's buggy and usually crashes. If it doesn't, it slows your walking speed. 06 - Shuffles the first character to the last place (R button) 08, 10 - Plays some animation then freezes 0A, 0E - Opens the drawer dialog box, and sometimes you can find stuff 0C - Makes the party follow differently and weird 12 - Drops the party to a new location 14 - Nina saving the party from a pit animation 16 - Walks up steps to a new location 18 - Become the Giant Frog 1A - Move like the Giant Frog, move two tiles at a time, can skip some tiles, swim, etc 1C - Riding the whale, you get stuck on land 1E - Rand rolling 20 - Sten grabbing? (pulls you far, then you can't move) 22 - Sten grabbing - Pulls you over, skipping a single tile, but you can move 24 - Freezes you in place 26 - You find an item, which the game asks if you want to take 28 - Ride the Great Bird 2A - Move like the Great Bird, very fast and anywhere, crashes when you try to land 38 - Displays some text on screen with spell names, maybe it's a debug screen? 7E:1400 - 7E:16FF Monster in battle data. Each monster is 0x80 in size and there are up to 6 entries Bytes (Offset from monster beginning address): 01-14 - ??? 15 - Used to read/set if the enemies HP is known. 16-18 - Unknown 19-25 - Shifts values in battle between presets? 26-64 - Unknown 65-72 - Enemy name 73-74 - Enemy current HP 75-76 - Enemy max HP 77-78 - Enemy Current AP 79-80 - Enemy max AP 81 - Unknown, copied from enemy ROM + 27, LSR, AND 0x07 then written here 82 - Unknown, copied from enemy ROM + 29 83 - Unknown, copied from enemy ROM + 28 84 - Unknown 85 - Unknown, copied form enemy ROM + 30 86 - Unknown 87-88 - Enemy raw XP 89-90 - Enemy raw Zenny 91-92 - Unknown 93 - Enemy Luck 94 - Unknown, Copied form monster ROM + 26 95 - Unknown, starts as a number from the RNG, 1 byte, and is incremented every frame 96-97 - Unknown 98-99 - Enemy Attack Power 100-101 - Enemy Defense Power 102-103 - Enemy Vigor(Agility), capped at 0x01FF, checked when written 104 - Unknown, copied from monster + 20 105-128 - Unknown 7E:5050 - 7E:5053 Current PCs in your party \ 7E:5054 - 7E:5057 Current PCs check / These two areas 'MUST' be the same 7E:5058 - 7E:505F Possibly blank or unused 7E:5060 - 7E:50C0 Inventory items (2 bytes each) 7E:50C0 - 7E:50D0 Special Items 7E:50D0 - 7E:51CB Bank data (2 bytes each) 7E:51CC Bank Zenny (4 bytes) 7E:51D0 - 7E:51DF Flags to dictate if you've learned your spells or not (1 byte per PC) 7E:51E0 - 7E:51E3 Start of PC data (PC Name) 7E:51E4 Bit setting for PC availability or Valerie. 00 - Normal 20 - Valerie 40 - Cannot swap PC 80 - PC is not present in party 7E:51E5 PC 1 Status 7E:51E6 PC 1 Current PC 00 - Ryu 01 - Bow 02 - Rand 03 - Katt 04 - Nina 05 - Jean 06 - Sten 07 - Spar 08 - Bleu 09 - Kid Ryu 0A - Kid Bow (Zombie in battle) 0B - Spar Form #1 (Snap Dragon) 0C - Jean Form #1 0D - Rand Form #1 0E - Bow Form #1 0F - Nina Form #1 10 - Katt Form #1 11 - Spar Form #2 (Mushroom Girl) 12 - Spar Form #3 (Seedling) 13 - Sten Form #1 14 - Rand (Recolored) 15 - Nina (Recolored) 16 - Sten (Recolored) 17 - Spar (Recolored) 18 - Valerie (No battle sprites) 19 - Ryu Battle Sprites (Final running scene) 7E:51E7 PC 1 Level 7E:51E8 PC 1 Current Health (2 bytes) 7E:51EA PC 1 Max Health (2 bytes) 7E:51EC PC 1 Current AP (2 bytes) 7E:51EE PC 1 Max AP (2 bytes) 7E:51F0 PC 1 Shaman Form 7E:51F1 PC 1 Strength 7E:51F2 PC 1 Stamina (Base defense) + (Equipment = Defense) 7E:51F3 PC 1 Agility (2 bytes) 7E:51F5 PC 1 Condition (Better PC Condition, the more damage dealt, less damage taken and higher counter attack) 7E:51F6 Weapon Equipped (2 bytes. 2nd byte dictates it's a weapon) 7E:51F8 Shield Equipped (2 bytes. 2nd byte dictates it's a shield) 7E:51FA Armor Equipped (2 bytes. 2nd byte dictates it's an armor) 7E:51FC Helmet Equipped (2 bytes. 2nd byte dictates it's an helmet) 7E:51FE Accessory #1 Equipped (2 bytes. 2nd byte dictates it's an accessory) 7E:5200 Accessory #2 Equipped (2 bytes. 2nd byte dictates it's an accessory) 7E:5202 PC 1 Attack (2 bytes) 7E:5204 PC 1 Defense (2 bytes) 7E:5206 PC 1 Vigor (2 bytes) 7E:2508 PC 1 Wisdom (From current equipment + Base) 7E:5209 PC 1 Luck (From current equipment + Base) 7E:520A PC 1 Mood, Ryu's will always show as if this were 0x80 (orange), but works with other characters. 7E:520B PC 1 Guts 7E:520C PC 1 Wisdom Base 7E:520D PC 1 Luck Base 7E:520E PC 1 Current EXP (3 bytes) 7E:5211 - 7E:521F All do nothing but are read to be stored into another location with other stats. 7E:5420 Ryu's spell table 7E:5440 Bow's spell table 7E:5460 Rand's spell table 7E:5480 Katt's spell table 7E:54A0 Nina's spell table 7E:54C0 Jean's spell table 7E:54E0 Sten's spell table 7E:5500 Spar's spell table 7E:5520 Bleu's spell table 7E:5540 - 7E:55B0 Shaman stat bonus for each PC (+10 per PC) 7E:5540 Offense Shaman stat boost 7E:5542 Defense Shaman stat boost 7E:5544 Vigor Shaman stat boost 7E:5546 Wisdom Shaman stat boost 7E:5548 Luck Shaman stat boost (Does not work) 7E:554A AP Shaman stat boost 7E:554C PC graphic to use 7E:554E Unused 7E:5620 - 7E:562F Queen of Tunlan enemy counters (Setting all to 80 will skip the queen event) 7E:5670 - 7E:5673 Warp Point Modifier (Set to FF to have all Warp Locations) 7E:55E0 Sets location Township level is entered as 01 - Initial state 02 - Carpenter In-Progress 04 - Phase 1 Completed (Victorian Carpenter) 08 - Phase 2 Completed (Victorian Carpenter) 10 - Phase 1 Completed (Tree-house Carpenter) 20 - Phase 2 Completed (Tree-house Carpenter) 40 - Phase 1 Completed (Arabesque Carpenter) 80 - Phase 2 Completed (Arabesque Carpenter) 7E:5696 Bit for Sana being used (Based on PC #) 7E:5697 Bit for Seso being used (Based on PC #) 7E:5698 Bit for Spoo being used (Based on PC #) 7E:5699 Bit for Solo being used (Based on PC #) 7E:569A Bit for Seny being used (Based on PC #) 7E:569B Bit for Shin being used (Based on PC #)
Internal Data for Breath of Fire II
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