Final Fantasy: Mystic Quest/ROM map: Difference between revisions

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{{rommap|game=Final Fantasy - Mystic Quest}}
{{rommap}}
 
==Unheadered ROM only==
==Unheadered ROM only==
* <tt>032B00</tt> - Tile Properties (solid, walkable, moves characters, etc..)
* <tt>034084</tt> - Location Palette assignments (First Location: Level Forest)
* <tt>038200</tt> - Menu Palettes
* <tt>03B218</tt> - 2 byte pointers to Locations (First Location: Level Forest)
* <tt>01572B</tt> - Enemy Formation Positions (Behemoth position on screen - Each enemy = 1 byte)
* <tt>010715</tt> - This data decides what frame of animation is shown when each enemy receives a certain amount of damage
* <tt>010B06</tt> - Targetting data (sword is first item)
* <tt>010BF2</tt> - This data affects the character's weapon's stats and effects
* <tt>010F4A</tt> - This data affects the character's weapon's effects as well
All offsets are using a V1.0 (U) version of the ROM without a header.
* 6BDAE  Pointers to SPCs ($0x03 each)
* 6BDFF  Pointers to BRRs (same as above)
* 6BEA1-6C1E1  Instrument sample indexes
* 6C201  BRR sample data
* 750FD  SPC sequence data
* 750FD  Silence
* 78573  Battle 1
* 78B68  Battle 2
* 79320  Battle 3
* 79B73  Victory!
* 79E0A  World
* 79F87  Fossil Labryrinth
* 7A29A  Dungeon of Ice
* 7A84E  Lava Dome
* 7AE4E  Mountain Range of Whirlwinds
* 7B20B  Dungeon and Waterfall
* 7B504  Middle Tower
* 7B779  Last Castle
* 7BF2E  Beautiful Forest
* 7C2F8  Shrine of Light
* 7C743  City of Earth ~ Foresta
* 7CC41  City of Ice ~ Aquaria
* 7D151  City of Fire ~ Faeria
* 7DA03  City of Wind ~ Windaria
* 7DF42  Rock 'n' Roll
* 7E410  Rock Theme
* 7E810  Fanfare of Friendship
* 7E8C2  Mystic Ballad
* 7EAAB  Hill of Fate
* 7EEDD  Mystic Quest
* 7F473  Ending
* 7FBD3  The Crystal
* 00-0D  - Play note, C
* 0E-1B  - Play note, C#
* 1C-29  - Play note, D
* 2A-37  - Play note, D#
* 38-45  - Play note, E
* 46-53  - Play note, F
* 54-61  - Play note, F#
* 62-6F  - Play note, G
* 70-7D  - Play note, G#
* 7E-8B  - Play note, A
* 8C-99  - Play note, A#
* 9A-A7  - Play note, B
* A8-BF  - Play note, B#
* C0-CE  - rest
* D2 xx  - set instrument volume to xx
* D3 xx  - ???
* D4 xx  - pan channel left or right [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
* D7 ss tt dd  - Vibrato: ss = speed, tt = time until vibrato, dd = depth
* E0  - Vibrato off?
* E1  - ???
* E2  - ???
* E3  - ???
* E4 xx  - change pitch to xx
* E5 xx  - lenth of next note is xx
* EA xx  - change instrument to xx
* F0 xx yy - ???
* F1  - ???
* F2  - end of channel
* F3 xx  - change tempo to xx
* F4  - ???
* F5 xx  - set reverb to xx
* F6  - ???
* F7 xx yy - ???
* F8 xx  - set global SPC volume to xx
* FF  - end of sequence?


* 032B00 - Tile Properties (solid, walkable, moves characters, etc..)
* Sample Index list from: 6BEA1-6C1E1
* 034084 - Location Palette assignments (First Location: Level Forest)
* 038200 - Menu Palettes
* 03B218 - 2 byte pointers to Locations (First Location: Level Forest)
* 01572B - Enemy Formation Positions (Behemoth position on screen - Each enemy = 1 byte)
* 010715 - This data decides what frame of animation is shown when each enemy receives a certain amount of damage
* 010B06 - Targetting data (sword is first item)
* 010BF2 - This data affects the character's weapon's stats and effects
* 010F4A - This data affects the character's weapon's effects as well


==Unheadered 1.1 ROM==
* 00 Nothing
* 01 Guitar
* 02 Kick Drum
* 03 Brass Section
* 04 Distortion Guitar
* 05 Synth Bass
* 06 Flute 1
* 07 Hihat
* 08 Flute 2
* 09 Rock Organ
* 0A Electric Bass
* 0B Snare Drum (loop)
* 0C Strings
* 0D Conga Drum
* 0E Trumpet
* 0F Xylophone
* 10 Cymbal Crash
* 11 Timpani
* 12 Wood Block


SPC Pointers for FFMQ begin at 6BDAE (3 bytes each)


Names based on SPC pack track names
* Samples from within the SPC sequence (not listed on the sample index):


Pointer/Track Name/(File Address)
* 00 Triangle waveform
* 01 Triangle waveform (Synth Church Organ)
* 02 Square waveform (not Square as in Squaresoft)
* 03 Saw waveform (Overdrive)
* 04 Saw waveform (Synth Trumpet)
* 05 Square waveform (Overdrive)
* 06 Saw waveform?
* 07 Triangle waveform (Bell)
* 08 Triangle waveform (Overdrive)
* 09 Saw waveform (Overdrive)
* 0A Saw waveform (Synth Bass)
* 0B Sine waveform (Flute)
* 0C-3F Nothing


* 0E 73 85 - Battle 1 (68573)
{{Internal Data}}
* 0E 69 8B - Battle 2 (68B69)
* 0E 21 93 - Battle 3 (69321)
* 0E 74 9B - Victory Fanfare (69B74)
* 0E 0B 9E - World (69E0B)
* 0E 88 9F - Fossil Labrynth (69F88)
* 0E 9B A2 - Dungeon of Ice (6A29B)
* 0E 4F A8 - Lava Dome (6A84F)
* 0E 4F AE - Mountain Range of Whirlwinds (6AE4F)
* 0E 0C B2 - Dungeon and Waterfall (6B20C)
* 0E 04 B5 - Middle Tower (6B504)
* 0E 79 B7 - Last Castle (6B779)
* 0E 2E BF - Beautiful Forest (6BF2E)
* 0E F8 C2 - Shrine of Light (6C2F8)
* 0E 43 C7 - City of Forest (6C743)
* 0E 41 CC - City of Wind (6CC41)
* 0E 51 D1 - City of Fire (6D151)
* 0E 03 DA - City of ? (6DA03)
* 0E 42 DF - Rock 'n' Roll (6DF42)
* 0E 10 E4 - Rock Theme (6E410)
* 0E 10 E8 - Fanfare of Friendship (6E810)
* 0E C2 E8 - Mystic Ballad (6E8C2)
* 0E AB EA - Hill of Fate (6EAAB)
* 0E DD EE - Mystic Quest (6EEDD)
* 0E 73 F4 - Ending (6F473)
* 0E D3 FB - The Crystal (6FBD3)

Latest revision as of 23:49, 18 April 2024

Chip tiny.png The following article is a ROM map for Final Fantasy: Mystic Quest.

Unheadered ROM only

  • 032B00 - Tile Properties (solid, walkable, moves characters, etc..)
  • 034084 - Location Palette assignments (First Location: Level Forest)
  • 038200 - Menu Palettes
  • 03B218 - 2 byte pointers to Locations (First Location: Level Forest)
  • 01572B - Enemy Formation Positions (Behemoth position on screen - Each enemy = 1 byte)
  • 010715 - This data decides what frame of animation is shown when each enemy receives a certain amount of damage
  • 010B06 - Targetting data (sword is first item)
  • 010BF2 - This data affects the character's weapon's stats and effects
  • 010F4A - This data affects the character's weapon's effects as well

All offsets are using a V1.0 (U) version of the ROM without a header.

  • 6BDAE Pointers to SPCs ($0x03 each)
  • 6BDFF Pointers to BRRs (same as above)
  • 6BEA1-6C1E1 Instrument sample indexes
  • 6C201 BRR sample data
  • 750FD SPC sequence data


  • 750FD Silence
  • 78573 Battle 1
  • 78B68 Battle 2
  • 79320 Battle 3
  • 79B73 Victory!
  • 79E0A World
  • 79F87 Fossil Labryrinth
  • 7A29A Dungeon of Ice
  • 7A84E Lava Dome
  • 7AE4E Mountain Range of Whirlwinds
  • 7B20B Dungeon and Waterfall
  • 7B504 Middle Tower
  • 7B779 Last Castle
  • 7BF2E Beautiful Forest
  • 7C2F8 Shrine of Light
  • 7C743 City of Earth ~ Foresta
  • 7CC41 City of Ice ~ Aquaria
  • 7D151 City of Fire ~ Faeria
  • 7DA03 City of Wind ~ Windaria
  • 7DF42 Rock 'n' Roll
  • 7E410 Rock Theme
  • 7E810 Fanfare of Friendship
  • 7E8C2 Mystic Ballad
  • 7EAAB Hill of Fate
  • 7EEDD Mystic Quest
  • 7F473 Ending
  • 7FBD3 The Crystal


  • 00-0D - Play note, C
  • 0E-1B - Play note, C#
  • 1C-29 - Play note, D
  • 2A-37 - Play note, D#
  • 38-45 - Play note, E
  • 46-53 - Play note, F
  • 54-61 - Play note, F#
  • 62-6F - Play note, G
  • 70-7D - Play note, G#
  • 7E-8B - Play note, A
  • 8C-99 - Play note, A#
  • 9A-A7 - Play note, B
  • A8-BF - Play note, B#
  • C0-CE - rest


  • D2 xx - set instrument volume to xx
  • D3 xx - ???
  • D4 xx - pan channel left or right [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
  • D7 ss tt dd - Vibrato: ss = speed, tt = time until vibrato, dd = depth
  • E0 - Vibrato off?
  • E1 - ???
  • E2 - ???
  • E3 - ???
  • E4 xx - change pitch to xx
  • E5 xx - lenth of next note is xx
  • EA xx - change instrument to xx
  • F0 xx yy - ???
  • F1 - ???
  • F2 - end of channel
  • F3 xx - change tempo to xx
  • F4 - ???
  • F5 xx - set reverb to xx
  • F6 - ???
  • F7 xx yy - ???
  • F8 xx - set global SPC volume to xx
  • FF - end of sequence?


  • Sample Index list from: 6BEA1-6C1E1
  • 00 Nothing
  • 01 Guitar
  • 02 Kick Drum
  • 03 Brass Section
  • 04 Distortion Guitar
  • 05 Synth Bass
  • 06 Flute 1
  • 07 Hihat
  • 08 Flute 2
  • 09 Rock Organ
  • 0A Electric Bass
  • 0B Snare Drum (loop)
  • 0C Strings
  • 0D Conga Drum
  • 0E Trumpet
  • 0F Xylophone
  • 10 Cymbal Crash
  • 11 Timpani
  • 12 Wood Block


  • Samples from within the SPC sequence (not listed on the sample index):
  • 00 Triangle waveform
  • 01 Triangle waveform (Synth Church Organ)
  • 02 Square waveform (not Square as in Squaresoft)
  • 03 Saw waveform (Overdrive)
  • 04 Saw waveform (Synth Trumpet)
  • 05 Square waveform (Overdrive)
  • 06 Saw waveform?
  • 07 Triangle waveform (Bell)
  • 08 Triangle waveform (Overdrive)
  • 09 Saw waveform (Overdrive)
  • 0A Saw waveform (Synth Bass)
  • 0B Sine waveform (Flute)
  • 0C-3F Nothing