Final Fantasy III (NES)/ROM map: Difference between revisions

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Line 273: Line 273:
   BE: Shaman, Sage
   BE: Shaman, Sage
   BF: Evoker, Summoner
   BF: Evoker, Summoner
* $56F00 - Sprite data for weapons during battle
* $5D0A8 - Sprite and palette that every weapon uses in battle, ordered by weapon ID; three bytes per weapon:
0x0: Animation (Sword slash, bow&arrow,etc...)
0x1: Weapon sprite used
0x2: Palette used
* $61410 to $616CF - Weapon Combat stats, 8 bytes per weapon:
0x0: Weapon Element
0x1: Hit% (max 100% by default)
0x2: Attack
0x3: Status added on successful hit
0x4: Magic cast when used/back row OK
0x5: Special properties (for Onion Sword, Shuriken, arrows)
0x6: Stat bonuses/elemental boosts
0x8: Class usability index
* $616D0 to $618CF - Armor combat stats, 8 bytes per piece:
0x0: Elemental resistance
0x1: Evade bonus
0x2: Defence
0x3: Status resistance
0x4: Magic Defence
0x5: (Always zero)
0x6: Stat bonuses/Elemental boosts
0x7: Class usability index (bit 0x80 always set for armor)
* $618D0 to $61A8F - Black/White magic data, 8 bytes per spell; sorted in descending order of spell level:
0x0: Spell Element
0x1: Hit% (max 100% by default)
0x2: Spell Power
0x3: Spell Type (damage, status setting, percent-based damage,etc)
0x4: Target status needed? (eg Life spell only works on dead targets)
0x5: Targeting,reflectability?
0x6: Unknown
0x7: Class usability index
* $61A90 to $61B4F? - Monster and item magic data
* $61B50 to $61BA7? - Geomaner's Terrain magic
* $61BA8 to $61C67 - Summon magic; sorted in ascending order of spell level
== Monsters ==
* $21A90 - Monster Steal/drop data?
* $21C90 - Table of exp value pointers, one for each monster; each entry is a two-byte pointer to data at:
* $21D90 - Table of XP values
* $60010 to $60E7F - Monster combat data, 16 bytes per enemy:
0x0: Level
0x1-0x2: HP
0x3: AI pointer index
0x4: Skill
0x5: Elemental weakness(es)
0x6: Magic Evade/Magic Defense index
0x7: Intelligence
0x8: Attack element
0x9: Attack/Hit/Attack multipler index
0xA: Status applied on successful attack
0xB: Elemental absorption?
0xC: Defense/Evade index
0xD: Elemental resistance?
0xE: Special Attack index
0xF: Steal/Drop index
* $61010 - Combined table for monster attack/hit, defence/evade and Magic Defence/evade/, three bytes per entry. Indexed to in monster attack data
0x0: Attack/Evade/M.Evade multiplier
0x1: Hit/Evade/M.Evade %
0x2: Attack/Defense/M.Defense
== Item Price List ==


* $21E10 - Price for each item in the game, two bytes per item; sorted by item ID.
* $21E10 - Price for each item in the game, two bytes per item; sorted by item ID.
Line 548: Line 621:
   $2200E 64 00 100 Chocobo
   $2200E 64 00 100 Chocobo


* $56F00 - Sprite data for weapons during battle
* $5D0A8 - Sprite and palette that every weapon uses in battle, ordered by weapon ID; three bytes per weapon:
0x0: Animation (Sword slash, bow&arrow,etc...)
0x1: Weapon sprite used
0x2: Palette used
* $61410 to $616CF - Weapon Combat stats, 8 bytes per weapon:
0x0: Weapon Element
0x1: Hit% (max 100% by default)
0x2: Attack
0x3: Status added on successful hit
0x4: Magic cast when used/back row OK
0x5: Special properties (for Onion Sword, Shuriken, arrows)
0x6: Stat bonuses/elemental boosts
0x8: Class usability index
* $616D0 to $618CF - Armor combat stats, 8 bytes per piece:
0x0: Elemental resistance
0x1: Evade bonus
0x2: Defence
0x3: Status resistance
0x4: Magic Defence
0x5: (Always zero)
0x6: Stat bonuses/Elemental boosts
0x7: Class usability index (bit 0x80 always set for armor)
* $618D0 to $61A8F - Black/White magic data, 8 bytes per spell; sorted in descending order of spell level:
0x0: Spell Element
0x1: Hit% (max 100% by default)
0x2: Spell Power
0x3: Spell Type (damage, status setting, percent-based damage,etc)
0x4: Target status needed? (eg Life spell only works on dead targets)
0x5: Targeting,reflectability?
0x6: Unknown
0x7: Class usability index
* $61A90 to $61B4F? - Monster and item magic data
* $61B50 to $61BA7? - Geomaner's Terrain magic
* $61BA8 to $61C67 - Summon magic; sorted in ascending order of spell level
== Monsters ==
* $21A90 - Monster Steal/drop data?
* $21C90 - Table of exp value pointers, one for each monster; each entry is a two-byte pointer to data at:
* $21D90 - Table of XP values
* $60010 to $60E7F - Monster combat data, 16 bytes per enemy:
0x0: Level
0x1-0x2: HP
0x3: AI pointer index
0x4: Skill
0x5: Elemental weakness(es)
0x6: Magic Evade/Magic Defense index
0x7: Intelligence
0x8: Attack element
0x9: Attack/Hit/Attack multipler index
0xA: Status applied on successful attack
0xB: Elemental absorption?
0xC: Defense/Evade index
0xD: Elemental resistance?
0xE: Special Attack index
0xF: Steal/Drop index
* $61010 - Combined table for monster attack/hit, defence/evade and Magic Defence/evade/, three bytes per entry. Indexed to in monster attack data
0x0: Attack/Evade/M.Evade multiplier
0x1: Hit/Evade/M.Evade %
0x2: Attack/Defense/M.Defense


== Miscellaneous ==
== Miscellaneous ==

Revision as of 14:02, 2 November 2015

Class and Character Data

  • $69B31 to $69B88 - Commands each class can use in battle, four bytes per class

Values for each command:

 04 Attack
 05 Defend
 06 Run
 07 Escape
 08 Jump
 0C Peep
 0D Scan
 14 Item
 15 Magic
 0E Steal
 0B Terrain
 08 Jump
 0F Build Up
 10 Sing
 11 Scare
 12 Cheer

There are no more commands. Putting other values will show garbled text, that will most probably crash the game. You can give commands from one class to another, and they will even get Class Experience, although; curiously enough, they will get a different ammount of exp than the original job in most cases.

Also, to use Sing you need an harp; but you can use Attack with an harp too, making that command somewhat obsolete.

The order of the classes:

 Onion K	04 05 06 14	 $69B31 	
 Fighter	04 05 06 14	 $69B35 		
 Monk		04 05 06 14 	 $69B39		
 WhiteMage  	04 15 06 14 	 $69B3D 		
 BlackMage	04 15 06 14	 $69B41	 	
 Red    	04 15 06 14 	 $69B45 	 	
 Hunter         04 05 15 14 	 $69B49 		
 Knight         04 05 06 14 	 $69B4D	
 Thief	        04 0E 07 14	 $69B51	 	
 Scholar	04 0C 0D 14 	 $69B55              
 Geomancer	04 0B 05 14 	 $69B59		
 Dragoon	04 08 05 14	 $69B5D 		
 Viking         04 05 06 14	 $69B61 	
 BlackBelt	04 0F 05 14 	 $69B65	 	
 M.Knight 	04 05 15 14 	 $69B69 		
 Conjurer	04 15 06 14	 $69B69 		 
 Bard    	10 11 12 14 	 $69B71          
 Warlock 	04 15 06 14	 $69B75 	
 Devout  	04 15 06 14 	 $69B79 	
 Summon  	04 15 06 14 	 $69B7D 
 Sage		04 15 06 14 	 $69B81 
 Ninja		04 05 06 14 	 $69B85 


  • $72010 to $720BF - Base stat data for all classes, 8 bytes per class:
 0x0: Unknown (affects CP cost to change to this class)
 0x1: Level needed to change to this job
 0x2-0x6: Base stats (Strength-Agility-Vitality-Intelligence-Spirit)
 0x8: Base MP bonus. Probably an index to a table.

Class list by order:

 $72010  88 00 05 05 05 05 05 00  Onion K
 $72018  79 00 0A 0A 05 02 03 00  Fighter
 $72020  77 00 0A 0A 07 01 02 00  Monk
 $72028  99 00 05 06 04 05 0A 01  White Mage
 $72030  97 00 05 07 03 0A 05 01  Black Mage	
 $72038  8A 00 06 07 05 06 06 02  Red Mage
 $72040  7B 09 05 14 05 05 05 03  Hunter
 $72048  8C 09 0A 0A 0A 03 07 00  Knight
 $72050  75 09 0A 0F 09 05 01 00  Thief
 $72060  A4 0E 0A 0A 0A 14 05 00  Scholar
 $72068  5B 0E 14 0A 0A 05 0A 00  Geomancer
 $72070  55 0E 0F 0A 14 05 05 00  Dragoon
 $72078  28 0E 17 0A 14 01 01 00  Viking
 $72080  82 0E 14 14 0A 02 03 03  Black Belt
 $72088  D8 0E 0A 0A 05 0F 0F 04  Mystic / Magic Knight
 $72090  BB 0E 05 0F 0F 0A 0A 00  Conjurer
 $72098  C4 1D 0A 0F 0A 1E 05 05  Bard
 $720A0  CC 1D 0F 0A 0F 05 19 06  Warlock / Magus
 $720A8  F0 1D 14 0F 0A 05 0F 0F  Shaman  / Devout
 $720B0  FF 27 0F 14 0F 19 19 08  Sage
 $720B8  00 27 19 19 14 0F 0F 09  Ninja
	

Base MP Values: There are 8 levels of Magic, each one has it's own points. Each chass has one value pointing to one of these groups (Not all of them, there are a few weird ones).

 00 Nothing, 0 MP for all levels
 01  8 Lvl 1 
 02  4 Lvl 1 
 03  4 Lvl 1 
 04  2 Lvl 1
 05 10 Lvl 1 /  9 Lvl 2 /  8 Lvl 3 /  7 Lvl 4 /  6 Lvl 5 /  5 Lvl 6 /  4 Lvl 7 /  3 Lvl 8
 06 10 Lvl 1 /  9 Lvl 2 /  8 Lvl 3 /  7 Lvl 4 /  6 Lvl 5 /  5 Lvl 6 /  4 Lvl 7 /  3 Lvl 8
 07  4 Lvl 1 /  3 Lvl 2 /  2 Lvl 3 /  1 Lvl 4
 08 20 Lvl 1 / 15 Lvl 2 / 10 Lvl 3 /  5 Lvl 4 /  4 Lvl 5 /  3 Lvl 6 /  2 Lvl 7 /  1 Lvl 8
 0A 32 Lvl 1 /  1 Lvl 2 /  5 Lvl 5 /  1 Lvl 6 /  1 Lvl 8 
 0B 86 Lvl 1 /  8 Lvl 2 
 11 13 Lvl 4 / 13 Lvl 5 / 13 Lvl 6 /  8 Lvl 7 / 13 Lvl8
 14 32 Lvl 4 / 32 Lvl 5 / 32 Lvl 6 / 32 Lvl 7 / 32 Lvl 8 
 15 32 Lvl 3
 1A  7 Lvl 5 /  7 Lvl 7
 1B 13 Lvl 1 / 45 Lvl 2 / 45 Lvl 3 / 45 Lvl 4 / 45 Lvl 5 /  6 Lvl 6 /  6 Lvl 7 /  6 Lvl 8
 1C  8 Lvl 1 /  8 Lvl 2 /  8 Lvl 3 /  9 Lvl 6 /  9 Lvl 5 /  9 Lvl 6 /  9 Lvl 7 /  8 Lvl 8
 1D  8 Lvl 1 /  8 Lvl 2 /  8 Lvl 4 / 10 Lvl 5 / 10 Lvl 6 / 10 Lvl 7 / 10 Lvl 8 
 1E 40 Lvl 1 / 40 Lvl 2 / 32 Lvl 3 / 40 Lvl 4 / 16 Lvl 5 / 16 Lvl 6 / 16 Lvl 7 / 16 Lvl 8 
 1F 17 Lvl 1 / 17 Lvl 2 / 17 Lvl 3 / 17 Lvl 4 / 17 Lvl 5 / 17 Lvl 6 / 17 Lvl 7 / 78 Lvl 8

After that they are pretty messy. The offset for these start at $73B98. This will add a certain number of MP to a class. As it's the base MP it will not increase. So if you give a Knight a value of 5 PM Level 1, that character will always have 5 PM (Unless you modify that class' MP gains).


  • $720C0 to $721E5 - Experience needed for each level, 3 bytes per level.
  • $721E6 to $732BD - Stat table for level-ups, determining which stats raise on every level for each class.
 There are two bytes per level; the first determines the increase of physical stats using a bitfield:
  0x80 - Strength
  0x40 - Agility
  0x20 - Vitality
  0x10 - Intelligence
  0x08 - Spirit
  0x04-0x01: Amount to increase stat(s) by
 The second byte determines which spell levels increase using a bitfield system, one bit for each of the 8 levels.
 The order of classes is the same as the base stat table.
  • $73BE8 to $73BE9 - Starting HP of the four characters
  • $73C00 to $73C06 - Starting equipment (armor/weapons) of the four characters:
0x1,0x2,0x03: Helmet,Armor,Glove, respectively
0x04,0x06: Items in right and left hand, respectively
0x05,0x06: Quantity of items in right and left hand (for arrows etc)
  • $73C07 to $73C0E - Starting magic of the four characters (empty by default), one byte for each magic level.

Weapons, Armor, Magic

  • $910 to $A0F - Weapon/Armor/Magic usability table; 3 bytes for each entry, with one bit for each of the 22 classes.

Determines which classes can use which equipment. Many entries are empty or unused ingame.

It works like this:

 3F FF FF
 0011 1111 1111 1111 1111 1111
 00 All Classes

You take a group from the table and convert it to binary. All those "ones" mean a class, the order is this: Nothing Nothing, Ninja, Sage, Summoner, Shaman, Warlock, Bard, Conjurer, M.Knight, Black Belt, Viking, Dragoon, Geomancer, Scholar, Thief, Knight, Hunter, Red Mage, Black Mage, White Mage, Monk, Fighter and Onion Kid.

If you want for example to remove a class, let's say, the Onion Kid from this usability group, change the last 1 to 0:

0011 1111 1111 1111 1111 1110 ->Now he can't equip anything marked with the group 00. This gives you the ability to make your own groups. I hope I was clear enough...

Anyway, a list of the usabilty groups:

 3F FF FF - 00: All Classes
 00 00 00 - 01: None
 20 00 04 - 02: Monk, Ninja
 3A 80 30 - 03: Black Mage, Red Mage, Evoker/Conjurer, Magus, Summoner, Sage, Ninja
 3A 00 00 - 04: Magus, Summoner, Sage, Ninja
 34 00 28 - 05: White Mage, Red Mage, Devout, Sage, Ninja
 34 00 00 - 06: Devout, Sage, Ninja
 20 08 00 - 07: Dragoon, Ninja
 20 09 01 - 08: Onion Kid, Thief, Dragoon, Ninja
 20 01 00 - 09: Thief, Ninja
 20 10 00 - 0A: Viking, Ninja
 20 00 83 - 0B: Onion Kid, Warrior, Knight, Ninja
 20 00 20 - 0C: Red Mage, Ninja
 20 00 82 - 0E:  Warrior, Knight, Ninja
 20 00 80 - 0D: Knight, Ninja
 20 40 00 - 0F: Mystic Knight, Ninja
 3E 80 38 - 10: White Mage, Black Mage, Red Mage, Evoker/Conjurer, Magus, Devout, Summoner, Sage, Ninja
 21 00 00 - 11: Bard, Ninja
 36 02 18 - 12 White Mage, Black Mage, Scholar, Magus, Devout, Sage, Ninja
 20 04 00 - 13: Geomancer, Ninja
 20 00 73 - 14: Onion Kid, Warrior, Black Mage, Red Mage, Ranger, Ninja
 20 00 40 - 15: Ranger, Ninja
 20 19 A3 - 16: Onion Kid, Warrior, Red Mage, Knight, Thief, Dragoon, Viking, Ninja
 20 1B A3 - 17: Onion Kid, Warrior, Red Mage, Knight, Thief, Scholar, Dragoon, Viking, Ninja
 20 18 A3 - 18: Warrior, Red Mage, Knight, Dragoon, Viking, Ninja
 20 18 83 - 19: Onion Kid, Warrior, Knight, Dragoon, Viking, Ninja
 28 99 82 - 1A:Fighter Knight Thief Dragoon Viking Conjurer Summoner, Ninja
 3F BF FF - 1B: All but M. Knight
 20 19 A3 - 1C: Onion Kid, Warrior, Red Mage, Knight, Thief, Viking, Dragoon, Ninja
 20 19 E2 - 1D: Fighter, Red Mage, Ranger, Knight, Thief, Dragoon, Viking, Ninja 
 20 20 04 - 1E: Monk Black Belt, Ninja
 3F 86 40 - 1F: Ranger, Scholar, Geomancer, Evoker, Bard, Magus, Devout, Summoner, Sage, Ninja
 3F BF FF - 20; All But M.Knight
 21 19 E3 - 21: Onion Kid, Fighter, Red Mage, Hunter, Knight, Thief, Dragoon, Viking, Bard, Ninja
 20 19 E3 - 22: Onion Kid, Fighter, Red Mage, Hunter, Knight, Thief, Dragoon, Viking, Ninja
 20 18 C2 - 23: Warrior, Ranger, Knight, Dragoon, Viking, Ninja
 3E 80 38 - 24:White Mage, Black Mage, Red Mage, Conjurer, Warlock, Shaman, Summoner, Sage, Ninja
 3E 86 38 - 25: White Mage, Black Mage, Red Mage, Scholar, Geomancer, Evoker, Magus, Devout, Summoner, Sage, Ninja
 20 19 C2 - 26: Warrior, Ranger, Knight, Thief, Dragoon, Viking, Ninja
 3C 80 28 - 27: Black Mage, Red Mage, Evoker, Magus, Summoner, Sage, Ninja
 3A 80 30 - 28: White Mage, Red Mage, Evoker, Devout, Summoner, Sage, Ninja
 3F 9F FE - 29: Fighter, Monk, White Mage, Black Mage, Red Mage, Hunter, Knight, Thief, Scholar, Geomancer, Dragoon, Viking,              Conjurer, Bard, Warlock, Schaman, Summoner, Sage, Ninja
 21 3F E6 - 2A: Warrior, Monk, Red Mage, Ranger, Knight, Thief, Scholar, Geomancer, Dragoon, Viking, Black Belt, Bard, Ninja
 20 40 80 - 2B: Knight, Mystic Knight, Ninja
 20 18 E3 - 2C: Onion Kid, Warrior, Red Mage, Ranger, Knight, Dragoon, Viking, Ninja
 1E 80 00 - 2D:Conjurer, Summoner, Warlock, Shaman, Sage
 12 00 10 - 2E: Black Mage, Magus, Sage
 12 00 30 - 2F: Black Mage, Red Mage, Magus, Sage
 14 00 08 - 30: White Mage, Shaman, Sage
 14 00 28 - 31: White Mage, Red Mage, Devout, Sage
 14 40 68 - 32: White Mage, Red Mage, Ranger, M.Knight, Shaman, Sage
 14 00 08 - 33: White Mage, Shaman, Sage
 20 01 B3 - 34: Onion Kid, Warrior, Black Mage, Red Mage, Knight, Thief, Ninja
 30 02 00 - 35: Scholar, Sage
 20 18 80 - 36 Knight, Dragoon, Viking, Ninja
 20 18 80 - 37: Knight, Dragoon, Viking, Ninja
 20 20 00 - 38: Black Belt
 00 00 01 - 39: Onion Kid - ONION EQUIPMENT
 20 00 00 - 3A: Ninja
 20 58 A3 - 3B: Onion Kid, Warrior, Red Mage, Knight, Dragoon, Viking, M. Knight
 20 18 A3 - 3C Onion Kid, Warrior, Red Mage, Knight, Dragoon, Viking
 12 00 00 - 3D: Magus, Sage
 14 00 00 - 3E: Shaman, Sage
 18 80 00 - 3F: Conjurer, Summoner

Bold values are used for magic spells. From 00 to 3F, are considered Weapon Values. They are needed if you want to give a weapon a special effect, like Life Draining.

Armor Values go from 80 to BF. The content of the groups is exactly the same, but the game differenciates them.

 80 All Classes
 81 None
 82: Monk
 83: Black Mage, Red Mage, Evoker/Conjurer, Magus, Summoner, Sage
 84: Magus, Summoner, Sage - OMNI ROD
 85: White Mage, Red Mage, Devout, Sage
 86: Devout, Sage - Elder Staff
 87: Dragoon 
 89: Thief
 8A: Viking
 8B: Onion Kid, Warrior, Knight
 8C: Red Mage
 8E: Knight
 8D: Warrior, Knight
 8F: Mystic Knight
 90: White Mage, Black Mage, Red Mage, Evoker/Conjurer, Magus, Devout, Summoner, Sage
 91: Bard
 92: White Mage, Black Mage, Scholar, Magus, Devout, Sage
 93: Geomancer
 94: Onion Kid, Warrior, Black Mage, Red Mage, Ranger
 95: Ranger
 96: Onion Kid, Warrior, Red Mage, Knight, Thief, Dragoon, Viking 
 97: Onion Kid, Warrior, Red Mage, Knight, Thief, Knight, Dragoon, Viking
 98: Warrior, Red Mage, Knight, Dragoon, Viking 
 99: Onion Kid, Warrior, Knight, Dragoon, Viking
 9A: Knight, Thief, Viking
 9B: All but M. Knight
 9D: Warrior, Red Mage, Ranger, Knight, Thief, Viking, Dragoon
 9E: Monk Black Belt
 9F: Ranger, Scholar, Geomancer, Evoker, Bard, Magus, Devout, Summoner, Sage
 A3: Warrior, Ranger, Knight, Dragoon, Viking
 A5: White Mage, Black Mage, Red Mage, Scholar, Geomancer, Evoker, Magus, Devout, Summoner, Sage
 A7: Black Mage, Red Mage, Evoker, Magus, Summoner, Sage 
 A8: White Mage, Red Mage, Evoker, Devout, Summoner, Sage
 AA: Warrior, Monk, Red Mage, Ranger, Knight, Thief, Scholar, Geomancer, Dragoon, Viking, Black Belt, Bard
 AB: Knight, Mystic Knight
 AC: Onion Kid, Warrior, red Mage, Ranger, Knight, Dragoon, Viking
 AE: Black Mage, Magus, Sage
 AF: Black Mage, Red Mage, Magus, Sage
 B0: White Mage, Shaman, Sage
 B1: White Mage, Red Mage, Devout, Sage
 B2: White Mage, Red Mage, Ranger, M.Knight, Shaman, Sage
 B4: Onion Kid, Warrior, Black Mage, Red Mage, Knight, Thief - KNIFE, DAGGER, MYTHRIL KNIFE
 B5: Scholar, Sage - ALL BOOKS
 B6: Knight, Dragoon, Viking
 B8: Monk, Black Belt/Karate Master -CLAWS/KNUCKLES & Knuckles
 B7: Knight Dragoon Viking
 B9: Onion Kid - ONION EQUIPMENT
 BA: Ninja - SHURIKEN
 BB: Onion Kid, Warrior, Red Mage, Knight, Dragoon, Viking, M. Knight
 BC: Onion Kid, Warrior, Red Mage, Knight, Dragoon, Viking
 BD: Magus, Sage
 BE: Shaman, Sage
 BF: Evoker, Summoner


  • $56F00 - Sprite data for weapons during battle
  • $5D0A8 - Sprite and palette that every weapon uses in battle, ordered by weapon ID; three bytes per weapon:
0x0: Animation (Sword slash, bow&arrow,etc...)
0x1: Weapon sprite used
0x2: Palette used
  • $61410 to $616CF - Weapon Combat stats, 8 bytes per weapon:
0x0: Weapon Element
0x1: Hit% (max 100% by default)
0x2: Attack
0x3: Status added on successful hit
0x4: Magic cast when used/back row OK
0x5: Special properties (for Onion Sword, Shuriken, arrows)
0x6: Stat bonuses/elemental boosts
0x8: Class usability index
  • $616D0 to $618CF - Armor combat stats, 8 bytes per piece:
0x0: Elemental resistance
0x1: Evade bonus
0x2: Defence
0x3: Status resistance
0x4: Magic Defence
0x5: (Always zero)
0x6: Stat bonuses/Elemental boosts
0x7: Class usability index (bit 0x80 always set for armor)
  • $618D0 to $61A8F - Black/White magic data, 8 bytes per spell; sorted in descending order of spell level:
0x0: Spell Element
0x1: Hit% (max 100% by default)
0x2: Spell Power
0x3: Spell Type (damage, status setting, percent-based damage,etc)
0x4: Target status needed? (eg Life spell only works on dead targets)
0x5: Targeting,reflectability?
0x6: Unknown
0x7: Class usability index
  • $61A90 to $61B4F? - Monster and item magic data
  • $61B50 to $61BA7? - Geomaner's Terrain magic
  • $61BA8 to $61C67 - Summon magic; sorted in ascending order of spell level

Monsters

  • $21A90 - Monster Steal/drop data?
  • $21C90 - Table of exp value pointers, one for each monster; each entry is a two-byte pointer to data at:
  • $21D90 - Table of XP values
  • $60010 to $60E7F - Monster combat data, 16 bytes per enemy:
0x0: Level
0x1-0x2: HP
0x3: AI pointer index
0x4: Skill
0x5: Elemental weakness(es)
0x6: Magic Evade/Magic Defense index
0x7: Intelligence
0x8: Attack element
0x9: Attack/Hit/Attack multipler index
0xA: Status applied on successful attack
0xB: Elemental absorption?
0xC: Defense/Evade index
0xD: Elemental resistance?
0xE: Special Attack index
0xF: Steal/Drop index
  • $61010 - Combined table for monster attack/hit, defence/evade and Magic Defence/evade/, three bytes per entry. Indexed to in monster attack data
0x0: Attack/Evade/M.Evade multiplier
0x1: Hit/Evade/M.Evade %
0x2: Attack/Defense/M.Defense

Item Price List

  • $21E10 - Price for each item in the game, two bytes per item; sorted by item ID.

By orden of ID:

 $21E10        00 00   0       Nothing. Thankfully is cheap.
 ----Weapons----
 $21E12	58 1B 	7000	Kaiser Knuckles
 $21E14	B0 36 	14000	Cat Claws
 $21E16	50 46 	18000	Wyvern Claws
 $21E18	50 46 	18000	Faerie Claws
 $21E1A	40 9C 	40000	Hellish Claws
 $21E1C	3C 00 	60	Nunchaku
 $21E1E	F4 01 	500	Tonfa
 $21E20	B8 0B 	3000	Three Part
 $21E22	90 01 	400	Mythril Rod
 $21E24	B8 0B 	3000	Fire Rod
 $21E26	B8 0B 	3000	Ice Rod
 $21E28	B8 0B 	3000	Bolt Rod
 $21E2A	30 75 	30000	Omni Rod
 $21E2C	28 00 	40	Staff
 $21E2E	AC 0D 	3500	Fire Staff
 $21E30	AC 0D 	3500	Ice Staff
 $21E32	AC 0D 	3500	Bolt Staff
 $21E34	BC 34 	13500	Golem Staff
 $21E36	50 46 	18000	Rune Staff
 $21E38	E8 FD 	65500	Elder Staff
 $21E3A	F4 01 	500	Hammer DUMMIED
 $21E3C	B0 36 	14000	Thor Hammer
 $21E3E	7C 15 	5500	Battle Axe
 $21E40	B0 36 	14000	Great Axe
 $21E42	40 1F 	8000	Morning Star
 $21E44	40 1F 	8000	Thunder Spear
 $21E46	10 27 	10000	Wind Lance
 $21E48	20 4E 	20000	Blood Lance
 $21E4A	C8 AF 	45000	Holy Lance
 $21E4C	14 00 	20	Knife	
 $21E4E	3C 00 	60	Dagger
 $21E50	F4 01 	500	Mythril Knife
 $21E52	58 1B 	7000	Main Gauche
 $21E54	E0 2E 	12000	Orichalcum
 $21E56	10 27 	10000	Air Knife
 $21E58	64 00 	100	Long Sword
 $21E5A	E8 03 	1000	WightSlayer	
 $21E5C	88 13 	5000	Golden Sword
 $21E5E	F4 01 	500	Mythril Sword
 $21E60	DC 05 	1500	Serpent Sword	
 $21E62	B8 0B 	3000	Freezing Blade	
 $21E64	F0 0A 	2800	Tyrfing
 $21E66	B8 0B 	3000	Salamander
 $21E68	88 13 	5000	Royal Sword
 $21E6A	20 4E 	20000	Dual Tomahawk	
 $21E6C	74 40	16500	Ancient Sword	
 $21E6E	20 4E 	20000	Ashura		
 $21E70	74 40 	16500	Blood Sword	
 $21E72	74 40 	16500	Defender	
 $21E74	20 4E 	20000	Triton Hammer	
 $21E76	08 52 	21000	Kotetsu
 $21E78	F0 55 	22000	KikuIchimonji
 $21E7A	30 75 	30000	Break Blade	 
 $21E7C	E8 FD 	65000	Masamune
 $21E7E	E8 FD 	65000	Excalibur
 $21E80	DC FF 	65500	Ragnarok
 $21E82	DC FF 	65500	Onion Sword
 $21E84	E4 0C 	3300	Book of Fire	
 $21E86	E4 0C 	3300	Book of Ice	
 $21E88	98 3A 	15000	Tomeof Fire	
 $21E8A	E4 0C 	3300	Book of Light	
 $21E8C	98 3A 	15000	Tome of Light
 $21E8E	28 23 	9000	Boomerang
 $21E90	30 F2	62000	FullMoon 
 $21E92	DC FF 	65500	Shuriken
 $21E94	98 3A 	15000	Tome of Ice
 $21E96	94 11 	4500	Diamond Bell
 $21E98	7C 15 	5500	Earthen Bell	
 $21E9A	7C 15	5500	Rune Bell 	
 $21E9C	40 1F 	8000	Madora Harp
 $21E9E	4C 1D 	7500	Dream Harp
 $21EA0	FC 53 	21500	Lamia Harp
 $21EA2	40 9C 	40000	Loki Harp
 $21EA4	64 00 	100	Bow
 $21EA6	B0 04 	1200	Great Bow
 $21EA8	D0 07 	2000	Killer Bow	
 $21EAA	B8 0B 	3000	Rune Bow	
 $21EAC	10 A4 	42000	Yoichi Bow
 $21EAE	05 00 	5	Arrow
 $21EB0	0A 00 	10	Holy Arrow
 $21EB2	0A 00 	10	Iron Arrow
 $21EB4	1E 00 	30	Light Arrow
 $21EB6	1E 00 	30	Fire Arrow
 $21EB8	1E 00 	30	Ice Arrow
 $21EBA	64 00 	100	Medusa Arrows
 $21EBC	C8 00 	200	Yoichi Arrows
 ----Shields----
 $21EC0	28 00 	40	Leather Shield
 $21EC2	DC FF 	65500	Onion Shield
 $21EC4	B4 00 	180	Mythril Shield
 $21EC6	08 07 	1800	Ice Shield
 $21EC8	AC 0D 	3500	Heroic Shield
 $21ECA	D4 30 	12500	Demon Shield
 $21ECC	50 46 	18000	Diamond Shield
 $21ECE	60 6D 	28000	Aegis Shield
 $21ED0	70 94 	38000	Genji Shield
 $21ED2	50 C3	50000	Crystal Shield
 ----Helms----
 $21ED4	0F 00 	15	Leather Cap
 $21ED6	DC FF 	65500	Onion Helm
 $21ED8	82 00 	130	Mythril Helm
 $21EDA	C2 01 	450	Shell Helm
 $21EDC	B0 04 	1200	Ice Helm
 $21EDE	B0 04 	1200	Headband
 $21EE0	4C 1D 	7500	Scholar Hat
 $21EE2	D0 07 	2000	Black Cowl
 $21EE4	D0 07 	2000	Chakra Band
 $21EE6	B8 0B 	3000	Viking Helm
 $21EE8	40 1F 	8000	Dragon Helm
 $21EEA	40 1F 	8000	Feathered Hat
 $21EEC	20 4E 	20000	Diamond Helm
 $21EEE	00 7D 	32000	Genji Helm
 $21EF0	50 C3 	50000	Crystal Helm
 $21EF2	0A 00 	10	Ribbon
 ----Armors----
 $21EF4	32 00 	50	Vest
 $21EF6	5F 00 	95	Leather Armor
 $21EF8	DC FF	65500	Onion Armor
 $21EFA	5E 01 	350	Mythril Armor
 $21EFC	E2 04 	1250	Shell Armor
 $21EFE	60 09 	2400	Ice Armor
 $21F00	60 09 	2400	Flame Mail
 $21F02	D0 07 	2000	Kenpo Gi
 $21F04	D8 0E 	3800	Black Garb
 $21F06	D0 07 	2000	Mage Robe
 $21F08	A0 0F 	4000	Viking Mail
 $21F0A	D8 0E 	3800	Black Belt
 $21F0C	4C 1D 	7500	Knight Armor
 $21F0E	40 1F	8000	Dragon Mail
 $21F10	7C 15 	5500	Bard Vest
 $21F12	7C 15 	5500	Scholar Vest
 $21F14	68 10 	4200	Gaia Vest	
 $21F16	A8 61 	25000	Demon Mail
 $21F18	E8 80 	33000	Diamond Mail
 $21F1A	B8 88 	35000	Reflect Mail
 $21F1C	58 1B 	7000	White Robe	
 $21F1E	58 1B 	7000	Black Robe	
 $$21F20	40 9C 	40000	Genji Armor
 $21F22	E8 FD 	65000	Crystal Armor
 $21F24	64 00 	100	Rusty Armor
 ----Gloves----
 $21F26	50 00 	80	Bronze Brazers
 $21F28	DC FF 	65500	Onion Gloves
 $21F2A	78 00 	120	Mythril Gloves	
 $21F2C	78 00 	120	Mythril Brazers
 $21F2E	C4 09 	2500	Thief Gloves
 $21F30	C4 09 	2500	Gauntlets
 $21F32	C4 09 	2500	Power Brazers	
 $21F34	88 13 	5000	Rune Brazers
 $21F36	10 27 	10000	Diamond Brazers 
 $21F38	98 3A 	15000	Diamond Gloves
 $21F3A	30 75 	30000	Protect Ring
 $21F3C	30 75 	30000	Genji Gloves
 $21F3E	50 C3 	50000	Crystal Gloves
 ----Other Items----
 $21F40	64 00 	100	Magic Key
 $21F42	96 00	150	Carrot
 ----Important items---- They can't be sold or bought, so 0 for all
 $21F44	00 00 	0	Horn
 $21F46	00 00 	0	Eye
 $21F48	00 00 	0	Eureka Key
 $21F4A	00 00 	0	Wind Fang
 $21F4E	00 00 	0	Fire Fang
 $21F50	00 00 	0	Water Fang
 $21F52	00 00 	0 	Earth Fang
 $21F54	00 00 	0	Lute
 $21F56	00 00 	0	Sylx Key 
 ----Items----
 $21F58	C8 00 	200	MidgBread
 $21F5C	96 00 	150	Potion
 $21F5E	B0 04 	1200	Hi-Potion	
 $21F60	B8 0B 	3000	Elixir
 $21F62	B8 0B 	3000	FenixDown
 $21F64	2C 01 	300	Soft		
 $21F66	64 00 	100	MaidKiss
 $21F68	64 00 	100	EchoHerb
 $21F6A	64 00 	100	LuckMallet
 $21F6C	28 00 	100	Eyedrop
 $21F6E	50 00 	80	Antidote
 $21F70	D0 07 	2000	Otterhead	
 $21F72	E8 03 	1000	BombShard	
 $21F74	E8 03 	1000	Southwind	
 $21F76	E8 03 	1000	Zeus Rage	
 $21F78	DC 05 	1500	Bomb Arm	
 $21F7A	DC 05 	1500	NorthWind	
 $21F7C	DC 05 	1500	God's Rage
 $21F7E	C4 09 	2500	Earthdrum	
 $21F80 	B8 0B 	3000	LamiaSCL
 $21F82	B8 0B 	3000	God's Wine
 $21F84	B8 0B 	3000	TurtleShell
 $21F86	B8 0B 	3000	Devil's Sigh
 $21F88	A0 0F 	4000	BlackHole
 $21F8A	88 13 	5000	DarkScent
 $21F8C	B8 0B 	3000	LilithKiss
 $21F8E	B8 0B 	3000	Imp's Yawn
 $21F90	B8 0B 	3000	SplitShell
 $21F92	B8 0B 	3000	Paralyzer
 $21F94	D0 07 	2000	Mutecharm
 $21F96	D0 07 	2000	Pillow
 $21F98	D0 07 	2000	Bombhead
 $21F9A	88 13 	5000	Barrier
 $21F9C	88 13 	5000	ChocoRage
 $21F9E	88 13 	5000	Whitescent
 ----Lvl 8 Spells
 $21FA0	60 EA 	60000	Flare
 $21FA2	60 EA 	60000	Death
 $21FA4	60 EA 	60000	Meteo
 $21FA6	60 EA 	60000	Wwind
 $21FA8	60 EA	60000	Life2
 $21FAA	60 EA 	60000	Holy
 $21FAC	E8 FD 	65000   Baha Summon
 ----Lvl 7 Spells
 $21FAE	20 4E 	20000	Quake
 $21FB0	20 4E 	20000	Brak2
 $21FB2	20 4E 	20000	Drain
 $21FB4	20 4E 	20000	Cure4
 $21FB6	20 4E 	20000	Heal
 $21FB8	20 4E 	20000	Wall
 $21FBA	D8 D6 	55000   Leviathan Summon
 ---Lvl 6 Spells
 $21FBC	10 27 	10000	Fire3
 $21FBE	10 27 	10000	Bio
 $21FC0	10 27 	10000	Warp
 $21FC2	10 27 	10000	Aero2
 $21FC4	10 27 	10000	Soft
 $21FC6	10 27	10000	Haste
 $21FC8	C8 AF 	45000   Oddin Summon
 ----Lvl 5 Spells
 $21FCA	88 13 	5000	Bolt3
 $21FCC	88 13 	5000	Kill
 $21FCE	88 13 	5000	Erase
 $21FD0	88 13 	5000	Cure3
 $21FD2	88 13 	5000	Life1
 $21FD4	88 13 	5000	Safe
 $21FD6	88 13 	5000    Titan
 ----Lvl 4 Spells
 $21FD8	B8 0B 	3000	Break
 $21FDA	B8 0B 	3000	Ice3
 $21FDC	B8 0B 	3000	Shade
 $21FDE	B8 0B 	3000	Libra
 $21FE0	B8 0B 	3000	Confu
 $21FE2	B8 0B 	3000	Mute
 $21FE4	B8 0B 	3000    Ifrit
 ----Lvl 3 Spells
 $21FE6	DC 05 	1500	Fire2
 $21FE8	DC 05 	1500	Ice2
 $21FEA	DC 05 	1500	Bolt2
 $21FEC	DC 05 	1500	Cure2
 $21FEE	DC 05 	1500	Teleport
 $21FF0	DC 05 	1500	Wash
 $21FF2	DC 05 	1500    Ramuh
 ----Lvl 2 Spells
 $21FF4	BC 02 	700	Bolt
 $21FF6	BC 02 	700	Venom
 $21FF8	BC 02 	700	Blind
 $21FFA	BC 02 	700	Aero
 $21FFC	BC 02 	700	Toad
 $21FFE	BC 02 	700	Mini
 $22000	BC 02 	700 	Shiva
 ----Lvl 1 Spells
 $22002	64 00 	100	Fire
 $22004	64 00 	100	Ice
 $22006	64 00 	100	Sleep
 $22008	64 00 	100	Cure1
 $2200A	64 00 	100	Pure
 $2200C	64 00 	100	Sight
 $2200E	64 00 	100 	Chocobo


Miscellaneous

  • $A10 - Map connections; determines which entrances lead to which map (sprites not included).
  • $3C10 to ? - Contents of all chests in the game, in no particular order


  • $30810 - Text pointer for item/magic/enemy names
  • $30D70 - Start of text data
  • $3CC3A - Start of text data for items, magic and enemies
  • $58010 to $5894F - pointers to, among other things, shop inventory data
  • $62C46,4A - Maximum base Hit% for attacks
  • $61C68 - Gold given by every enemy, two bytes per enemy
  • $7CDE0 - Player's movement speed in towns and dungeons. Higher values than 2 cause screen glitches.