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Secret of Evermore/ROM map: Difference between revisions
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within that. (Hit Rate + 1) capped at 100 when accessing. 676 entries. | within that. (Hit Rate + 1) capped at 100 when accessing. 676 entries. | ||
FC02B to FC066 = A set to ATK value based on charge level | FC02B to FC066 = A set to ATK value based on charge level and equipment | ||
FC047 to FC066 = A set to ATK value based purely on charge level (A is base ATK value, X is Character's Stats pointer; may be used in a ASM ROM hack for convenience) | |||
FC067 to FC099 = A set to Basic Damage with dispersion range of 75% to 125% (starting points: $C067 for ATK - DEF; $C06D for A - DEF; $C07E for A alone) | FC067 to FC099 = A set to Basic Damage with dispersion range of 75% to 125% (starting points: $C067 for ATK - DEF; $C06D for A - DEF; $C07E for A alone) | ||
FC09A to FC0D2 = Handles HP Recovery (A is recovery amount, Y is entity) | FC09A to FC0D2 = Handles HP Recovery (A is recovery amount, Y is entity) |
Revision as of 22:33, 22 July 2022
The following article is a ROM map for Secret of Evermore.
0 to 7FFF = Text 8523 to 8551 = Interrupt Request information setup; does Frame Update (A is IRQ custom procedure PB, X is IRQ custom procedure address, Y is H/V-Timer values) 8552 to 857E = Interrupt Request information setup; does starting REP $30 (A is IRQ custom procedure PB, X is IRQ custom procedure address, Y is H/V-Timer values) 857F to 858B = Pointer to NMI custom procedure set to $858B (basically just RTL) 858C to 8596 = Frame update; also manages $8F85 8597 to 859A = Disables buttons until release based on info in A 859B to 85D7 = A set to new RNG Seed 85ED to 85F5 = Brightness set to 15 85F6 to 85F9 = Brightness set to 0 85FA to 864F = Colors at CGRAM Address indicated by [$2E] updated to information at [$26] for X bytes 8650 to 86B1 = Graphics Tiles at VRAM Address indicated by [$2E] updated to information at [$26] for X bytes 86B2 to 870B = $8650 procedure with difference of VMain value set to Y instead of $80 870C to 8756 = Address in [$02] holds Number in A ending with $FF, X = number of Digits 8838 to 885D = Held button check for registered held button(s) 88A3 to 8AA2 = X offset values for rotation 8923 to 8B22 = Inverse Y offset values for rotation A87F to A886 = Bit position to bit mask table ACF5 to AD27 = [$02] 3 byte holds A * [$06] AD28 to AD53 = [$02] 4 byte holds A * [$06] AD54 to AD62 = [$0A] 4 byte = [$02] 4 byte - [$06] 4 byte (seems to be unused) AD62 to ADEF = A set to (Value [$02] x RNG Seed) / 65536 ADF0 to AE5B = A set to Direction nearest angle to offset location of [$02],[$04] (BUG: AE32 being set to $30 (BMI) rather than $10 (BPL) results in Northeast never happening) AE5C to AE77 = A set to default of 2 with Bit 2 set for both [$02] and [$04] being Positive or Negative, and Bit 3 set for [$02] being Negative AE78 to AEAB = A set to dominant Direction (tie goes to North, then West/East, then South) B01D to B148 = [$02] 4 byte holds coordinates of circle-based offset (initial A holds percentage of circle starting from rightmost point, [$06] is distance percentage) B149 to B159 = Text characters at address indicated by [$26] copied to address indicated by [$22] B21F to B282 = Address in [$22] holds Number in [$02], X = [$22] + Characters B283 to B2D9 = Direct Page [$06] holds Decimal Mode version of [$02] B2DA to B379 = Decimal Mode tabling (Digits 9~12 for numbers above 65536, then Digits 5~8, then Digits 1~4, all sorted from top to bottom) B37A to B393 = [$22] indicates address indicated by [$0B57] and changes [$0B57] to 64 bytes after that address C17F to C191 = All Palette Colors updated to information at [$26] 10000 to 17FFF = Text 19903 to 199D7 = Music component-loading pointers 19B30 to 19B4F = Related to sound 19B50 to 19BDB = Related to sound (Two-byte entries) 1A75C to 1AE4F = Related to sound (Four-byte entries) 1AE50 to 1AFF3 = Related to sound (Two-byte entries) 1AFF4 to 1B47D = Related to sound (Two-byte entries) 1B47E to 1B645 = Related to sound (Two-byte entries) 1B646 to 1B6D9 = Related to sound (Two-byte entries) 1B6DA to 1B70F = Related to sound (Two-byte entries) 1B710 to 1B718 = Related to sound 1B719 to 1B71E = Related to sound 1B71F to 1B746 = Related to sound 1B747 to 1BDE5 = Related to sound 1BDE6 to 1BE15 = Related to sound 1BE16 to 1BE26 = Related to sound 1BE27 to 1BE2C = Related to sound 1BE2D to 1BE52 = Related to sound 1BE53 to 1BE5E = Related to sound 1BE5F to 1BE7A = Related to sound 1BE7B to 1BE8B = Related to sound 1BE8C to 1BE91 = Related to sound 1BE92 to 1BEAD = Related to sound 1BEAE to 1BEB6 = Related to sound 1BEB7 to 1BEBC = Related to sound 1BEBD to 1BEC7 = Related to sound 1BEC8 to 1BED0 = Related to sound 1BED1 to 1BED6 = Related to sound 1BED7 to 1BEEA = Related to sound 1BEEB to 1BF0C = Related to sound 1BF0D to 1BF15 = Related to sound 1BF16 to 1BF1B = Related to sound 1BF1C to 1BF37 = Related to sound 1BF38 to 1BF40 = Related to sound 1BF41 to 1BF46 = Related to sound 1BF47 to 1BF78 = Related to sound 1BF79 to 1BF81 = Related to sound 1BF82 to 1BF87 = Related to sound 1BF88 to 1BFAD = Related to sound 1BFAE to 1BFD3 = Related to sound 1BFD4 to 1BFDC = Related to sound 1BFDD to 1BFE2 = Related to sound 1BFE3 to 1C0CF = Related to sound 1C0D0 to 1C11D = Related to sound 1C11E to 1C129 = Related to sound 1C12A to 1C132 = Related to sound 1C133 to 1C138 = Related to sound 1C139 to 1C14A = Related to sound 1C14B to 1C15B = Related to sound 1C15C to 1C161 = Related to sound 1C162 to 1C187 = Related to sound 1C188 to 1C1AE = Related to sound 1C1AF to 1C1C7 = Related to sound 1C1C8 to 1C1CD = Related to sound 1C1CE to 1C1F3 = Related to sound 1C1F4 to 1C21A = Related to sound 1C21B to 1C24A = Related to sound 1C24B to 1C250 = Related to sound 1C251 to 1C2A8 = Related to sound 1C2A9 to 1C2AE = Related to sound 1C2AF to 1C2D5 = Related to sound 1C2D6 to 1C32D = Related to sound 1C32E to 1C346 = Related to sound 1C347 to 1C34C = Related to sound 1C34D to 1C37C = Related to sound 1C37D to 1C382 = Related to sound 1C383 to 1C393 = Related to sound 1C394 to 1C399 = Related to sound 1C39A to 1C3BF = Related to sound 1C3C0 to 1C3C5 = Related to sound 1C3C6 to 1C3CE = Related to sound 1C3CF to 1C3D4 = Related to sound 1C3D5 to 1C422 = Related to sound 1C423 to 1C486 = Related to sound 1C487 to 1C48F = Related to sound 1C490 to 1C495 = Related to sound 1C496 to 1C4AC = Related to sound 1C4AD to 1C4B5 = Related to sound 1C4B6 to 1C4BB = Related to sound 1C4BC to 1C881 = Related to sound 1C882 to 1C88A = Related to sound 1C88B to 1C890 = Related to sound 1C891 to 1CE06 = Related to sound 1CE07 to 1CE0F = Related to sound 1CE10 to 1CE15 = Related to sound 1CE16 to 1CE3B = Related to sound 1CE3C to 1CE50 = Related to sound 1CE51 to 1CE6C = Related to sound 1CE6D to 1CE85 = Related to sound 1CE86 to 1CE8B = Related to sound 1CE8C to 1CED9 = Related to sound 1CEDA to 1CF09 = Related to sound 1CF0A to 1CFAB = Related to sound 1CFAC to 1CFB1 = Related to sound 1CFB2 to 1CFB7 = Related to sound 1CFB8 to 1CFFB = Related to sound 1CFFC to 1D2FB = Related to sound 1D2FC to 1D304 = Related to sound 1D305 to 1D30A = Related to sound 1D30B to 1D326 = Related to sound 1D327 to 1D32F = Related to sound 1D330 to 1D335 = Related to sound 1D336 to 1D365 = Related to sound 1D366 to 1D383 = Related to sound 1D384 to 1D38C = Related to sound 1D38D to 1D392 = Related to sound 1D393 to 1D3A4 = Related to sound 1D3A5 to 1D3BD = Related to sound 1D3BE to 1D3C3 = Related to sound 1D3C4 to 1D3EE = Related to sound 1D3EF to 1D3FB = Related to sound 1D3FC to 1D404 = Related to sound 1D405 to 1D40A = Related to sound 1D40B to 1D41C = Related to sound 1D41D to 1D438 = Related to sound 1D439 to 1D441 = Related to sound 1D442 to 1D447 = Related to sound 1D448 to 1D463 = Related to sound 1D464 to 1D484 = Related to sound 1D485 to 1D48A = Related to sound 1D48B to 1D4BA = Related to sound 1D4BB to 1D4C0 = Related to sound 1D4C1 to 1D4C9 = Related to sound 1D4CA to 1D4CF = Related to sound 1D4D0 to 1D4D8 = Related to sound 1D4D9 to 1D501 = Related to sound 1D502 to 1D507 = Related to sound 1D508 to 1D596 = Related to sound 1D597 to 1D69C = Related to sound 1D69D to 1D6A2 = Related to sound 1D6A3 to 1D6CD = Related to sound 1D6CE to 1D6D9 = Related to sound 1D6DA to 1D709 = Related to sound 1D70A to 1D722 = Related to sound 1D723 to 1D728 = Related to sound 1D729 to 1D749 = Related to sound 1D74A to 1D75A = Related to sound 1D75B to 1D773 = Related to sound 1D774 to 1D779 = Related to sound 1D77A to 1D78A = Related to sound 1D78B to 1D790 = Related to sound 1D791 to 1D7B9 = Related to sound 1D7BA to 1D7BF = Related to sound 1D7C0 to 1DA6E = Related to sound 1DA6F to 1DB3E = Related to sound 1DB3F to 1DB44 = Related to sound 1DB45 to 1DB92 = Related to sound 1DB93 to 1DBFE = Related to sound 1DBFF to 1DC27 = Related to sound 1DC28 to 1DC38 = Related to sound 1DC39 to 1DC3E = Related to sound 1DC3F to 1DC67 = Related to sound 1DC68 to 1DC6D = Related to sound 1DC6E to 1DC96 = Related to sound 1DC97 to 1DC9C = Related to sound 1DC9D to 1DCEA = Related to sound 1DCEB to 1DD03 = Related to sound 1DD04 to 1DD09 = Related to sound 1DD0A to 1DD12 = Related to sound 1DD13 to 1DD18 = Related to sound 1DD19 to 1DD2A = Related to sound 1DD2B to 1DD82 = Related to sound 1DD83 to 1DD8B = Related to sound 1DD8C to 1DD91 = Related to sound 1DD92 to 1DDC3 = Related to sound 1DDC4 to 1DDD4 = Related to sound 1DDD5 to 1DDDA = Related to sound 1DDDB to 1DE19 = Related to sound 1DE1A to 1DE81 = Related to sound 1DE82 to 1DE87 = Related to sound 1DE88 to 1DE90 = Related to sound 1DE91 to 1DE96 = Related to sound 1DE97 to 1DEDA = Related to sound 1DEDB to 1DEEB = Related to sound 1DEEC to 1DEF1 = Related to sound 1DEF2 to 1DF08 = Related to sound 1DF09 to 1DF19 = Related to sound 1DF1A to 1DF1F = Related to sound 1DF20 to 1DF30 = Related to sound 1DF31 to 1DF36 = Related to sound 1DF37 to 1DF4F = Related to sound 1DF50 to 1DF60 = Related to sound 1DF61 to 1DF66 = Related to sound 1DF67 to 1DF77 = Related to sound 1DF78 to 1DF80 = Related to sound 1DF81 to 1DF89 = Related to sound 1DF8A to 1DF8F = Related to sound 1DF90 to 1DFA0 = Related to sound 1DFA1 to 1DFB9 = Related to sound 1DFBA to 1DFCA = Related to sound 1DFCB to 1DFD0 = Related to sound 1DFD1 to 1E039 = Related to sound 1E03A to 1E13F = Related to sound 1E140 to 1E150 = Related to sound 1E151 to 1E156 = Related to sound 1E157 to 1E17C = Related to sound 1E17D to 1E18E = Related to sound 1E18F to 1E1A7 = Related to sound 1E1A8 to 1E1AD = Related to sound 1E1AE to 1E1E7 = Related to sound 1E1E8 to 1E1F0 = Related to sound 1E1F1 to 1E201 = Related to sound 1E202 to 1E207 = Related to sound 1E208 to 1E2F0 = Related to sound 1E2F1 to 1E348 = Related to sound 1E349 to 1E34E = Related to sound 1E34F to 1E35F = Related to sound 1E360 to 1E365 = Related to sound 1E366 to 1E3BD = Related to sound 1E3BE to 1E3C3 = Related to sound 1E3C4 to 1E3CC = Related to sound 1E3CD to 1E3D2 = Related to sound 1E3D3 to 1E3DD = Related to sound 1E3DE to 1E3EE = Related to sound 1E3EF to 1E415 = Related to sound 1E416 to 1E41B = Related to sound 1E41C to 1F7B3 = Sound sample (3 bytes and BRR data) 1F7B4 to 1F7F1 = Related to sound 1F7F2 to 1F830 = Related to sound 1F831 to 1F846 = Related to sound 1F847 to 1F84C = Related to sound 1F84D to 1FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 28000) 20000 to 27FFF = Text 28000 to 28293 = Sound sample (3 bytes and BRR data) (Split sample: former half at 1F84D) 28294 to 282B0 = Related to sound 282B1 to 282B6 = Related to sound 282B7 to 29EBE = Sound sample (3 bytes and BRR data) 29EBF to 29EEE = Related to sound 29EEF to 29EF4 = Related to sound 29EF5 to 29F7E = Related to sound 29F7F to 2A7A0 = Sound sample (3 bytes and BRR data) 2A7A1 to 2A7CA = Related to sound 2A7CB to 2A7D0 = Related to sound 2A7D1 to 2A7FB = Related to sound 2A7FC to 2BFC2 = Sound sample (3 bytes and BRR data) 2BFC3 to 2BFF9 = Related to sound 2BFFA to 2C004 = Related to sound 2C005 to 2C035 = Related to sound 2C036 to 2C03B = Related to sound 2C03C to 2C8C0 = Sound sample (3 bytes and BRR data) 2C8C1 to 2C8C7 = Related to sound 2C8C8 to 2C901 = Related to sound 2C902 to 2C907 = Related to sound 2C908 to 2D0CF = Sound sample (3 bytes and BRR data) 2D0D0 to 2D15E = Related to sound 2D15F to 2D164 = Related to sound 2D165 to 2D194 = Related to sound 2D195 to 2DE09 = Sound sample (3 bytes and BRR data) 2DE0A to 2DE27 = Related to sound 2DE28 to 2DE30 = Related to sound 2DE31 to 2DE36 = Related to sound 2DE37 to 2E9DC = Sound sample (3 bytes and BRR data) 2E9DD to 2E9ED = Related to sound 2E9EE to 2EA17 = Related to sound 2EA18 to 2EA48 = Related to sound 2EA49 to 2EA74 = Related to sound 2EA75 to 2EA7A = Related to sound 2EA7B to 2EB04 = Related to sound 2EB05 to 2FAFD = Sound sample (3 bytes and BRR data) 2FAFE to 2FB26 = Related to sound 2FB27 to 2FB4D = Related to sound 2FB4E to 2FB74 = Related to sound 2FB75 to 2FB99 = Related to sound 2FB9A to 2FBC0 = Related to sound 2FBC1 to 2FBC9 = Related to sound 2FBCA to 2FBD2 = Related to sound 2FBD3 to 2FBDB = Related to sound 2FBDC to 2FBE1 = Related to sound 2FBE2 to 2FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 38000) 30000 to 32DB3 = Text 38000 to 3801C = Sound sample (3 bytes and BRR data) (Split sample: former half at 2FBE2) 3801D to 3802D = Related to sound 3802E to 382D8 = Related to sound 382D9 to 382DE = Related to sound 382DF to 382FA = Related to sound 382FB to 38C8D = Sound sample (3 bytes and BRR data) 38C8E to 38CA1 = Related to sound 38CA2 to 38D33 = Related to sound 38D34 to 38D8E = Related to sound 38D8F to 38DD7 = Related to sound 38DD8 to 38E5A = Related to sound 38E5B to 38E60 = Related to sound 38E61 to 39C8E = Sound sample (3 bytes and BRR data) 39C8F to 39D2D = Related to sound 39D2E to 39D33 = Related to sound 39D34 to 3A38A = Sound sample (3 bytes and BRR data) 3A38B to 3A396 = Related to sound 3A397 to 3A39C = Related to sound 3A39D to 3AD4A = Sound sample (3 bytes and BRR data) 3AD4B to 3AE50 = Related to sound 3AE51 to 3AE69 = Related to sound 3AE6A to 3AE6F = Related to sound 3AE70 to 3D11C = Sound sample (3 bytes and BRR data) 3D11D to 3D122 = Related to sound 3D123 to 3D128 = Related to sound 3D129 to 3D139 = Related to sound 3D13A to 3D18B = Related to sound 3D18C to 3D191 = Related to sound 3D192 to 3D197 = Related to sound 3D198 to 3D1D6 = Related to sound 3D1D7 to 3D22F = Related to sound 3D230 to 3D271 = Related to sound 3D272 to 3D2BA = Related to sound 3D2BB to 3D301 = Related to sound 3D302 to 3D338 = Related to sound 3D339 to 3D34E = Related to sound 3D34F to 3D354 = Related to sound 3D355 to 3D3F2 = Related to sound 3D3F3 to 3EC0A = Sound sample (3 bytes and BRR data) 3EC0B to 3EC76 = Related to sound 3EC77 to 3ECAD = Related to sound 3ECAE to 3ECBE = Related to sound 3ECBF to 3EDB8 = Related to sound 3EDB9 to 3EDCE = Related to sound 3EDCF to 3EDD4 = Related to sound 3EDD5 to 3EEDB = Related to sound 3EEDC to 3F892 = Sound sample (3 bytes and BRR data) 3F893 to 3F962 = Related to sound 3F963 to 3F970 = Related to sound 3F971 to 3F976 = Related to sound 3F977 to 3FA7D = Related to sound 3FA7E to 3FA96 = Related to sound 3FA97 to 3FA9C = Related to sound 3FA9D to 3FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 48000) 40000 to 40001 = Values used in calculating regular font character data size 40002 to 40C01 = 1bpp regular font graphics 40C02 to 40C81 = Regular font width table 40C82 to 40C83 = Values used in calculating small font character data size 40C84 to 41883 = Small font 41884 to 41903 = Small font width table 41924 to 419B3 = Text Window Pattern graphics tiles (16 bytes per tile, 1 tile per Pattern) 419B4 to 41E83 = Text Window Border graphics tiles (7 tiles per Pattern) 43876 to 438E5 = Weapon and armor pointers 438E6 to 43B01 = Weapon data (36 bytes per weapon, weapons arranged by families then types; 0x00 holds Attack Power, 0x02 holds Name Pointer) 43B02 to 43C91 = Armor data 459A4 to 459BF = Weapon Obtained Flag - Addresses 459C0 to 459DB = Weapon Obtained Flag - Bit Weights 459DC to 459F9 = Weapon Families (0 = Sword, 2 = Axe, 4 = Spear, 6 = Bazooka (substituted for Sword in all relevant cases)) 459FA to 45A11 = Weapon description pointers 45A12 to 45A4D = Charm/Rare Item Sprite Pointers 45A4E to 45A74 = Trade Good Sprite Pointers 45A75 to 45A83 = Hero Equipment Icon Pointers 45A84 to 45A91 = Item Targeting Flags 45A92 to 45A9F = Item Invocation Script Pointer #s 45AA0 to 45AAD = Item HP Recovery Amounts 45AAE to 45ABF = Item Sprite Info Pointer #s 45AC0 to 45B0F = Armor Sprite Info Pointer #s 45B10 to 45B3B = Ingredient Sprite Info Pointer #s (uses reverse alphabetical, of course) 45B3C to 45B49 = Item Default Sell Prices 45B4A to 45B9B = Armor Default Sell Prices (first entry is actually at $C45B4C but relevant procedure uses $C45B4A) 45B9C to 45BA4 = Spell Level EXP Rates 45BA5 to 45BAE = Spell Level Power Multipliers 45BAF to 45BF4 = Spell Sprite Info Pointer #s 45BF5 to 45C3A = Spell Targeting Flags 45C3B to 45C80 = Learned Alchemy flags - Addresses 45C81 to 45CC6 = Learned Alchemy flags - Bit weights 45CC7 to 45D08 = Ingredient Sprite Pointers 45D09 to 45D4E = Alchemy name pointers 45D51 to 45D96 = Alchemy description pointers 45D99 to 45DDE = Spell Behavior Script Pointer Locations 45DDF to 45E24 = Spell Invocation Script Pointer #s 45E25 to 45E6A = (Seems to involve Alchemy Spell Sprites) 45E6B to 45EB0 = Alchemy Spell Might values (2 bytes each, but top byte rightfully always zero) 45EB1 to 45EF6 = Spell Call Bead Influence Type (0 = Direct Attack, 2 = Healing, -1 = Other) 45EF7 to 45F16 = Call Bead Spell Targeting Flags 45F17 to 45F36 = Call Bead Spell Might values 45F37 to 45F56 = Call Bead Spell Types (0 = Direct Attack, 2 = Healing, -1 = Other; -1 is invalid) 45F57 to 45F76 = Call Bead Spell Invocation Script Pointer #s 45F77 to 45F96 = Call Bead Spell Sprite Info Pointer #s 45F97 to 45FC4 = Enemy Spell Invocation Script Pointer #s 45FC5 to 45FF2 = Spell Name Pointers 45FF3 to 4601E = Ingredient Name Pointers 4601F to 460AA = Alchemy cost data (4 bytes each: Ingredient #1, Ingredient #2, Amount of ingredient #1, Amount of ingredient #2) 460AE to 460CF = Currency names 460D0 to 46195 = Weapon names 46196 to 463CC = Weapon descriptions 463CD to 465DC = Armor names 467E9 to 4692B = Alchemy names 4692C to 46C77 = Alchemy descriptions 46C78 to 46D1B = Alchemy ingredient names <-- Where are the pointers to these? 46D1C to 46D3C = Call Bead summon names 46D3D to 46DD2 = Call Bead spell names 46DD3 to 471FA = NPC/enemy names 471FB to 47249 = Item names 4724A to 47256 = NPC/enemy names 47257 to 472E9 = Trade good names 472EA to 47396 = Charm names 47397 to 473D3 = Rare item names 473D4 to 473DD = Rare item descriptions 473DE to 47712 = Charm descriptions 48000 to 48477 = Sound sample (3 bytes and BRR data) (Split sample: former half at 3FA9D) 48478 to 48485 = Related to sound 48486 to 4848B = Related to sound 4848C to 48592 = Related to sound 48593 to 485A6 = Related to sound 485A7 to 485B5 = Related to sound 485B6 to 485BB = Related to sound 485BC to 486E0 = Related to sound 486E1 to 486E6 = Related to sound 486E7 to 489A7 = Sound sample (3 bytes and BRR data) 489A8 to 489B0 = Related to sound 489B1 to 489B6 = Related to sound 489B7 to 49055 = Sound sample (3 bytes and BRR data) 49056 to 49062 = Related to sound 49063 to 49076 = Related to sound 49077 to 49088 = Related to sound 49089 to 490A1 = Related to sound 490A2 to 490A7 = Related to sound 490A8 to 490EB = Related to sound 490EC to 49151 = Related to sound 49152 to 4916F = Related to sound 49170 to 49175 = Related to sound 49176 to 49199 = Related to sound 4919A to 491A2 = Related to sound 491A3 to 491A8 = Related to sound 491A9 to 49484 = Sound sample (3 bytes and BRR data) 49485 to 49495 = Related to sound 49496 to 4949B = Related to sound 4949C to 49C00 = Sound sample (3 bytes and BRR data) 49C01 to 49C06 = Related to sound 49C07 to 49C4A = Related to sound 49C4B to 49C63 = Related to sound 49C64 to 49C69 = Related to sound 49C6A to 49C80 = Related to sound 49C81 to 49CC4 = Related to sound 49CC5 to 49CCA = Related to sound 49CCB to 49CD0 = Related to sound 49CD1 to 4ABB2 = Sound sample (3 bytes and BRR data) 4ABB3 to 4ABC3 = Related to sound 4ABC4 to 4ABDC = Related to sound 4ABDD to 4ABE2 = Related to sound 4ABE3 to 4C4D2 = Sound sample (3 bytes and BRR data) 4C4D3 to 4C4FF = Related to sound 4C500 to 4C505 = Related to sound 4C506 to 4C571 = Related to sound 4C572 to 4D97E = Sound sample (3 bytes and BRR data) 4D97F to 4D9AC = Related to sound 4D9AD to 4D9B2 = Related to sound 4D9B3 to 4E276 = Sound sample (3 bytes and BRR data) 4E277 to 4E304 = Related to sound 4E305 to 4E30A = Related to sound 4E30B to 4E58C = Sound sample (3 bytes and BRR data) 4E58D to 4E592 = Related to sound 4E593 to 4E82F = Sound sample (3 bytes and BRR data) 4E830 to 4E835 = Related to sound 4E836 to 4EA42 = Sound sample (3 bytes and BRR data) 4EA43 to 4EAAB = Related to sound 4EAAC to 4EAB1 = Related to sound 4EAB2 to 4EAF5 = Related to sound 4EAF6 to 4F65C = Sound sample (3 bytes and BRR data) 4F65D to 4F73A = Related to sound 4F73B to 4F740 = Related to sound 4F741 to 4FA25 = Sound sample (3 bytes and BRR data) 4FA26 to 4FA56 = Related to sound 4FA57 to 4FA6B = Related to sound 4FA6C to 4FA71 = Related to sound 4FA72 to 4FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 58000) 58000 to 586A7 = Sound sample (3 bytes and BRR data) (Split sample: former half at 4FA72) 586A8 to 587AE = Related to sound 587AF to 587B7 = Related to sound 587B8 to 587BD = Related to sound 587BE to 587CE = Related to sound 587CF to 587E4 = Related to sound 587E5 to 58807 = Related to sound 58808 to 58816 = Related to sound 58817 to 58821 = Related to sound 58822 to 58837 = Related to sound 58838 to 58845 = Related to sound 58846 to 5885E = Related to sound 5885F to 5886E = Related to sound 5886F to 58877 = Related to sound 58878 to 5887D = Related to sound 5887E to 58C43 = Sound sample (3 bytes and BRR data) 58C44 to 58C52 = Related to sound 58C53 to 58C5C = Related to sound 58C5D to 58C68 = Related to sound 58C69 to 58C6E = Related to sound 58C6F to 58D16 = Related to sound 58D17 to 58D3C = Related to sound 58D3D to 58D4B = Related to sound 58D4C to 58D55 = Related to sound 58D56 to 58D67 = Related to sound 58D68 to 58D78 = Related to sound 58D79 to 58D7E = Related to sound 58D7F to 5932A = Sound sample (3 bytes and BRR data) 5932B to 59330 = Related to sound 59331 to 59341 = Related to sound 59342 to 59347 = Related to sound 59348 to 5995F = Sound sample (3 bytes and BRR data) 59960 to 59965 = Related to sound 59966 to 59976 = Related to sound 59977 to 59982 = Related to sound 59983 to 59992 = Related to sound 59993 to 599A4 = Related to sound 599A5 to 599B3 = Related to sound 599B4 to 599D0 = Related to sound 599D1 to 599DC = Related to sound 599DD to 599ED = Related to sound 599EE to 599F9 = Related to sound 599FA to 599FF = Related to sound 59A00 to 59A11 = Related to sound 59A12 to 59A22 = Related to sound 59A23 to 59ADB = Related to sound 59ADC to 59AE1 = Related to sound 59AE2 to 59AFD = Related to sound 59AFE to 5C530 = Sound sample (3 bytes and BRR data) 5C531 to 5C607 = Related to sound 5C608 to 5C6CF = Related to sound 5C6D0 to 5C7EA = Related to sound 5C7EB to 5C832 = Related to sound 5C833 to 5C879 = Related to sound 5C87A to 5C9A0 = Related to sound 5C9A1 to 5C9A6 = Related to sound 5C9A7 to 5C9EA = Related to sound 5C9EB to 5CC48 = Sound sample (3 bytes and BRR data) 5CC49 to 5CD68 = Related to sound 5CD69 to 5CD71 = Related to sound 5CD72 to 5CD77 = Related to sound 5CD78 to 5D16A = Sound sample (3 bytes and BRR data) 5D16B to 5D173 = Related to sound 5D174 to 5D179 = Related to sound 5D17A to 5D186 = Related to sound 5D187 to 5D197 = Related to sound 5D198 to 5D4D2 = Related to sound 5D4D3 to 5D699 = Related to sound 5D69A to 5D6F3 = Related to sound 5D6F4 to 5D74D = Related to sound 5D74E to 5DA85 = Related to sound 5DA86 to 5DC9A = Related to sound 5DC9B to 5DCA0 = Related to sound 5DCA1 to 5DCC1 = Related to sound 5DCC2 to 5DF0D = Sound sample (3 bytes and BRR data) 5DF0E to 5E121 = Related to sound 5E122 to 5E1F4 = Related to sound 5E1F5 to 5E205 = Related to sound 5E206 to 5E400 = Related to sound 5E401 to 5E406 = Related to sound 5E407 to 5E664 = Sound sample (3 bytes and BRR data) 5E665 to 5E6C4 = Related to sound 5E6C5 to 5E6CA = Related to sound 5E6CB to 5EBE6 = Sound sample (3 bytes and BRR data) 5EBE7 to 5EC67 = Related to sound 5EC68 to 5EC6D = Related to sound 5EC6E to 5EEB9 = Sound sample (3 bytes and BRR data) 5EEBA to 5EEE1 = Related to sound 5EEE2 to 5EF08 = Related to sound 5EF09 to 5EF17 = Related to sound 5EF18 to 5EF1D = Related to sound 5EF1E to 5F10F = Related to sound 5F110 to 5F120 = Related to sound 5F121 to 5F131 = Related to sound 5F132 to 5F23E = Related to sound 5F23F to 5F300 = Related to sound 5F301 to 5F3E5 = Related to sound 5F3E6 to 5F52E = Related to sound 5F52F to 5F5FF = Related to sound 5F600 to 5F752 = Related to sound 5F753 to 5F853 = Related to sound 5F854 to 5F98A = Related to sound 5F98B to 5F99B = Related to sound 5F99C to 5FA6E = Related to sound 5FA6F to 5FA93 = Related to sound 5FA94 to 5FAB1 = Related to sound 5FAB2 to 5FC2A = Related to sound 5FC2B to 5FC61 = Related to sound 5FC62 to 5FC87 = Related to sound 5FC88 to 5FDB9 = Related to sound 5FDBA to 5FE67 = Related to sound 5FE68 to 5FE78 = Related to sound 5FE79 to 5FE9E = Related to sound 5FE9F to 5FEB5 = Related to sound 5FEB6 to 5FEDC = Related to sound 5FEDD to 5FF02 = Related to sound 5FF03 to 5FF27 = Related to sound 5FF28 to 5FF59 = Related to sound 5FF5A to 5FF7E = Related to sound 5FF7F to 5FF8A = Related to sound 5FF8B to 5FF9B = Related to sound 5FF9C to 5FFA1 = Related to sound 5FFA2 to 5FFB0 = Related to sound 5FFB1 to 5FFCD = Related to sound 5FFCE to 5FFD3 = Related to sound 5FFD4 to 5FFE0 = Related to sound 5FFE1 to 5FFFF = Related to sound (Split data: latter half at 68000) 68000 to 680B3 = Related to sound (Split data: former half at 5FFE1) 680B4 to 68188 = Related to sound 68189 to 6825B = Related to sound 6825C to 6832F = Related to sound 68330 to 6834C = Related to sound 6834D to 68365 = Related to sound 68366 to 68376 = Related to sound 68377 to 683E6 = Related to sound 683E7 to 6845C = Related to sound 6845D to 685F3 = Related to sound 685F4 to 6867F = Related to sound 68680 to 68709 = Related to sound 6870A to 6877B = Related to sound 6877C to 68853 = Related to sound 68854 to 68862 = Related to sound 68863 to 6886F = Related to sound 68870 to 68A1D = Related to sound 68A1E to 68BCC = Related to sound 68BCD to 68D79 = Related to sound 68D7A to 68E81 = Related to sound 68E82 to 68EAE = Related to sound 68EAF to 68EB4 = Related to sound 68EB5 to 68F58 = Related to sound 68F59 to 68FA3 = Related to sound 68FA4 to 68FA9 = Related to sound 68FAA to 69852 = Sound sample (3 bytes and BRR data) 69853 to 69864 = Related to sound 69865 to 6986D = Related to sound 6986E to 69873 = Related to sound 69874 to 6A0C2 = Sound sample (3 bytes and BRR data) 6A0C3 to 6A0D3 = Related to sound 6A0D4 to 6A0FB = Related to sound 6A0FC to 6A17B = Related to sound 6A17C to 6A181 = Related to sound 6A182 to 6A4F6 = Sound sample (3 bytes and BRR data) 6A4F7 to 6A54D = Related to sound 6A54E to 6A553 = Related to sound 6A554 to 6A579 = Related to sound 6A57A to 6B25A = Sound sample (3 bytes and BRR data) 6B25B to 6B260 = Related to sound 6B261 to 6BF6E = Sound sample (3 bytes and BRR data) 6BF6F to 6BF74 = Related to sound 6BF75 to 6CD36 = Sound sample (3 bytes and BRR data) 6CD37 to 6CD3C = Related to sound 6CD3D to 6D813 = Sound sample (3 bytes and BRR data) 6D814 to 6D819 = Related to sound 6D81A to 6E1A3 = Sound sample (3 bytes and BRR data) 6E1A4 to 6E1E2 = Related to sound 6E1E3 to 6E21D = Related to sound 6E21E to 6E25B = Related to sound 6E25C to 6E28C = Related to sound 6E28D to 6E2CF = Related to sound 6E2D0 to 6E2D5 = Related to sound 6E2D6 to 6E653 = Sound sample (3 bytes and BRR data) 6E654 to 6E659 = Related to sound 6E65A to 6E8ED = Sound sample (3 bytes and BRR data) 6E8EE to 6E8F3 = Related to sound 6E8F4 to 6EFA4 = Sound sample (3 bytes and BRR data) 6EFA5 to 6EFAD = Related to sound 6EFAE to 6EFB3 = Related to sound 6EFB4 to 6F66D = Sound sample (3 bytes and BRR data) 6F66E to 6F676 = Related to sound 6F677 to 6F687 = Related to sound 6F688 to 6F6A0 = Related to sound 6F6A1 to 6F6A6 = Related to sound 6F6A7 to 6FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 78000) 700E0 to 70137 = Alchemy Ingredients Graphics setup (alphabetical order except Acorn placed last and Atlas Amulet place between Gunpowder and Iron) 70DDF to 70E15 = Victory Pose Scripts 70E16 to 70E4D = Unequipped Standing Scripts 70E4E to 70EC5 = Ingredient Pickup Animation Scripts 70EC6 to 70FBF = Boy Spell Animation Scripts 70FC0 to 710F7 = Unequipped Walking/Running Scripts 710F8 to 711CD = Boy Recoil Scripts 711CE to 7170A = Bone Crusher Scripts 7170B to 718F2 = Boy Idling Yawn Scripts 718F3 to 71F4D = Sword Scripts 71F4E to 727EB = Axe Scripts 727EC to 72CCC = Spear Scripts 72CCD to 7322A = Bazooka Scripts 7322B to 733E1 = Boy Miscellaneous Scripts 733E2 to 73A02 = Dog Prehistoria Scripts 73A03 to 73F85 = Dog Antiqua Scripts 73F86 to 744E8 = Dog Gothica Scripts 744E9 to 74626 = Dog Podunk Scripts 74627 to 74EB8 = Dog Omnitopia Scripts 78000 to 7891E = Sound sample (3 bytes and BRR data) (Split sample: former half at 6F6A7) 7891F to 78930 = Related to sound 78931 to 78943 = Related to sound 78944 to 78955 = Related to sound 78956 to 78984 = Related to sound 78985 to 7898A = Related to sound 7898B to 78E3A = Sound sample (3 bytes and BRR data) 78E3B to 78E40 = Related to sound 78E41 to 798B4 = Sound sample (3 bytes and BRR data) 798B5 to 798BA = Related to sound 798BB to 79CBF = Sound sample (3 bytes and BRR data) 79CC0 to 79CFE = Related to sound 79CFF to 79D8F = Related to sound 79D90 to 79DAC = Related to sound 79DAD to 79DB5 = Related to sound 79DB6 to 79DBE = Related to sound 79DBF to 79DCB = Related to sound 79DCC to 79DD9 = Related to sound 79DDA to 79DE6 = Related to sound 79DE7 to 79DF6 = Related to sound 79DF7 to 79DFF = Related to sound 79E00 to 79E05 = Related to sound 79E06 to 7B1D3 = Sound sample (3 bytes and BRR data) 7B1D4 to 7B1E4 = Related to sound 7B1E5 to 7B1F7 = Related to sound 7B1F8 to 7B1FD = Related to sound 7B1FE to 7B2AF = Related to sound 7B2B0 to 7E858 = Sound sample (3 bytes and BRR data) 7E859 to 7E86C = Related to sound 7E86D to 7E880 = Related to sound 7E881 to 7E895 = Related to sound 7E896 to 7E8AA = Related to sound 7E8AB to 7E8BF = Related to sound 7E8C0 to 7E8D4 = Related to sound 7E8D5 to 7E8EA = Related to sound 7E8EB to 7E8FB = Related to sound 7E8FC to 7E9C9 = Related to sound 7E9CA to 7EA97 = Related to sound 7EA98 to 7EB75 = Related to sound 7EB76 to 7EC82 = Related to sound 7EC83 to 7EC98 = Related to sound 7EC99 to 7ECA5 = Related to sound 7ECA6 to 7ECB3 = Related to sound 7ECB4 to 7ECC5 = Related to sound 7ECC6 to 7ECD6 = Related to sound 7ECD7 to 7ECE4 = Related to sound 7ECE5 to 7ECF2 = Related to sound 7ECF3 to 7ED02 = Related to sound 7ED03 to 7ED12 = Related to sound 7ED13 to 7ED21 = Related to sound 7ED22 to 7ED3D = Related to sound 7ED3E to 7ED60 = Related to sound 7ED61 to 7ED85 = Related to sound 7ED86 to 7ED96 = Related to sound 7ED97 to 7EDA6 = Related to sound 7EDA7 to 7EDB7 = Related to sound 7EDB8 to 7EDCA = Related to sound 7EDCB to 7EDDD = Related to sound 7EDDE to 7EDF0 = Related to sound 7EDF1 to 7EE03 = Related to sound 7EE04 to 7EE16 = Related to sound 7EE17 to 7EE2A = Related to sound 7EE2B to 7EE39 = Related to sound 7EE3A to 7EE64 = Related to sound 7EE65 to 7EEAA = Related to sound 7EEAB to 7EED8 = Related to sound 7EED9 to 7EF06 = Related to sound 7EF07 to 7EF2B = Related to sound 7EF2C to 7EF3C = Related to sound 7EF3D to 7EF51 = Related to sound 7EF52 to 7EF5A = Related to sound 7EF5B to 7EF60 = Related to sound 7EF61 to 7F90E = Sound sample (3 bytes and BRR data) 7F90F to 7F91F = Related to sound 7F920 to 7F95D = Related to sound 7F95E to 7F9A0 = Related to sound 7F9A1 to 7F9E8 = Related to sound 7F9E9 to 7FA2F = Related to sound 7FA30 to 7FA4D = Related to sound 7FA4E to 7FA75 = Related to sound 7FA76 to 7FA86 = Related to sound 7FA87 to 7FAAD = Related to sound 7FAAE to 7FAB8 = Related to sound 7FAB9 to 7FB0A = Related to sound 7FB0B to 7FB10 = Related to sound 7FB11 to 7FB27 = Related to sound 7FB28 to 7FB33 = Sound sample (3 bytes and BRR data) 7FB34 to 7FB85 = Related to sound 7FB86 to 7FB99 = Related to sound 7FB9A to 7FB9F = Related to sound 7FBA0 to 7FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 88000) 88000 to 8882F = Sound sample (3 bytes and BRR data) (Split sample: former half at 7FBA0) 88830 to 88839 = Related to sound 8883A to 88845 = Related to sound 88846 to 8884E = Related to sound 8884F to 88854 = Related to sound 88855 to 8946F = Sound sample (3 bytes and BRR data) 89470 to 8947A = Related to sound 8947B to 894AE = Related to sound 894AF to 894B4 = Related to sound 894B5 to 89D93 = Sound sample (3 bytes and BRR data) 89D94 to 89D99 = Related to sound 89D9A to 8A306 = Sound sample (3 bytes and BRR data) 8A307 to 8A30C = Related to sound 8A30D to 8AAF8 = Sound sample (3 bytes and BRR data) 8AAF9 to 8AB27 = Related to sound 8AB28 to 8AB56 = Related to sound 8AB57 to 8AB8B = Related to sound 8AB8C to 8ABC2 = Related to sound 8ABC3 to 8ABD3 = Related to sound 8ABD4 to 8AD39 = Related to sound 8AD3A to 8AD4B = Related to sound 8AD4C to 8AD5F = Related to sound 8AD60 to 8AD76 = Related to sound 8AD77 to 8AD92 = Related to sound 8AD93 to 8AD9E = Related to sound 8AD9F to 8ADAA = Related to sound 8ADAB to 8AF11 = Related to sound 8AF12 to 8AF16 = Related to sound 8AF17 to 8AF86 = Related to sound 8AF87 to 8B0B0 = Related to sound 8B0B1 to 8B0C1 = Related to sound 8B0C2 to 8B202 = Related to sound 8B203 to 8B28C = Related to sound 8B28D to 8B339 = Related to sound 8B33A to 8B414 = Related to sound 8B415 to 8B41A = Related to sound 8B41B to 8B486 = Related to sound 8B487 to 8B609 = Related to sound 8B60A to 8B6DE = Related to sound 8B6DF to 8B7B4 = Related to sound 8B7B5 to 8B872 = Related to sound 8B873 to 8B87F = Related to sound 8B880 to 8B88B = Related to sound 8B88C to 8B897 = Related to sound 8B898 to 8B8A9 = Related to sound 8B8AA to 8B8B5 = Related to sound 8B8B6 to 8B8C1 = Related to sound 8B8C2 to 8B8D3 = Related to sound 8B8D4 to 8B8DC = Related to sound 8B8DD to 8B8ED = Related to sound 8B8EE to 8B8FF = Related to sound 8B900 to 8B911 = Related to sound 8B912 to 8B924 = Related to sound 8B925 to 8B936 = Related to sound 8B937 to 8B93F = Related to sound 8B940 to 8B989 = Related to sound 8B98A to 8B999 = Related to sound 8B99A to 8B9A9 = Related to sound 8B9AA to 8B9BA = Related to sound 8B9BB to 8BB23 = Related to sound 8BB24 to 8BB29 = Related to sound 8BB2A to 8BB4F = Related to sound 8BB50 to 8C4C7 = Sound sample (3 bytes and BRR data) 8C4C8 to 8C630 = Related to sound 8C631 to 8C749 = Related to sound 8C74A to 8C89F = Related to sound 8C8A0 to 8C908 = Related to sound 8C909 to 8C996 = Related to sound 8C997 to 8CABC = Related to sound 8CABD to 8CAD1 = Related to sound 8CAD2 to 8CAD7 = Related to sound 8CAD8 to 8D15B = Sound sample (3 bytes and BRR data) 8D15C to 8D16C = Related to sound 8D16D to 8D26B = Related to sound 8D26C to 8D2D5 = Related to sound 8D2D6 to 8D2FA = Related to sound 8D2FB to 8D33F = Related to sound 8D340 to 8D36F = Related to sound 8D370 to 8D48F = Related to sound 8D490 to 8D525 = Related to sound 8D526 to 8D585 = Related to sound 8D586 to 8D58E = Related to sound 8D58F to 8D597 = Related to sound 8D598 to 8D59D = Related to sound 8D59E to 8D5C3 = Related to sound 8D5C4 to 8D5CC = Related to sound 8D5CD to 8D5D5 = Related to sound 8D5D6 to 8D5E1 = Related to sound 8D5E2 to 8D5E4 = Related to sound 8D5E5 to 8D5E9 = Related to sound 8D5EA to 8D5F6 = Related to sound 8D5F7 to 8D60D = Related to sound 8D60E to 8D634 = Related to sound 8D635 to 8D658 = Related to sound 8D659 to 8D67B = Related to sound 8D67C to 8D6AD = Related to sound 8D6AE to 8D6D4 = Related to sound 8D6D5 to 8D6DD = Related to sound 8D6DE to 8D6E3 = Related to sound 8D6E4 to 8D763 = Related to sound 8D764 to 8EE64 = Sound sample (3 bytes and BRR data) 8EE65 to 8EE73 = Related to sound 8EE74 to 8EE85 = Related to sound 8EE86 to 8EE97 = Related to sound 8EE98 to 8EEAA = Related to sound 8EEAB to 8EEBC = Related to sound 8EEBD to 8EF2C = Related to sound 8EF2D to 8EF71 = Related to sound 8EF72 to 8EFD9 = Related to sound 8EFDA to 8EFEA = Related to sound 8EFEB to 8F145 = Related to sound 8F146 to 8F16A = Related to sound 8F16B to 8F1F2 = Related to sound 8F1F3 to 8F296 = Related to sound 8F297 to 8F2AC = Related to sound 8F2AD to 8F2BC = Related to sound 8F2BD to 8F2C9 = Related to sound 8F2CA to 8F2DB = Related to sound 8F2DC to 8F2EC = Related to sound 8F2ED to 8F35A = Related to sound 8F35B to 8F3B5 = Related to sound 8F3B6 to 8F574 = Related to sound 8F575 to 8F5CA = Related to sound 8F5CB to 8F622 = Related to sound 8F623 to 8F6EF = Related to sound 8F6F0 to 8F78E = Related to sound 8F78F to 8F82D = Related to sound 8F82E to 8F83E = Related to sound 8F83F to 8F878 = Related to sound 8F879 to 8F927 = Related to sound 8F928 to 8F9D2 = Related to sound 8F9D3 to 8FA27 = Related to sound 8FA28 to 8FAD7 = Related to sound 8FAD8 to 8FB30 = Related to sound 8FB31 to 8FBA5 = Related to sound 8FBA6 to 8FC1B = Related to sound 8FC1C to 8FC22 = Related to sound 8FC23 to 8FC39 = Related to sound 8FC3A to 8FC47 = Related to sound 8FC48 to 8FC60 = Related to sound 8FC61 to 8FC71 = Related to sound 8FC72 to 8FC77 = Related to sound 8FC78 to 8FC85 = Related to sound 8FC86 to 8FC96 = Related to sound 8FC97 to 8FCD5 = Related to sound 8FCD6 to 8FCDB = Related to sound 8FCDC to 8FD51 = Related to sound 8FD52 to 8FDE8 = Related to sound 8FDE9 to 8FFAA = Related to sound 8FFAB to 8FFFF = Related to sound (Split data: latter half at 98000) 98000 to 9816B = Related to sound (Split data: former half at 8FFAB) 9816C to 98196 = Related to sound 98197 to 981CA = Related to sound 981CB to 981D0 = Related to sound 981D1 to 98207 = Related to sound 98208 to 98241 = Related to sound 98242 to 98252 = Related to sound 98253 to 98262 = Related to sound 98263 to 98275 = Related to sound 98276 to 98288 = Related to sound 98289 to 9829A = Related to sound 9829B to 982AC = Related to sound 982AD to 98303 = Related to sound 98304 to 9835A = Related to sound 9835B to 98365 = Related to sound 98366 to 98376 = Related to sound 98377 to 983BA = Related to sound 983BB to 983FE = Related to sound 983FF to 98441 = Related to sound 98442 to 98485 = Related to sound 98486 to 984C9 = Related to sound 984CA to 9850E = Related to sound 9850F to 985AE = Related to sound 985AF to 985B4 = Related to sound 985B5 to 985F8 = Related to sound 985F9 to 9872B = Related to sound 9872C to 9873A = Related to sound 9873B to 98748 = Related to sound 98749 to 9875E = Related to sound 9875F to 987B9 = Related to sound 987BA to 98814 = Related to sound 98815 to 98821 = Related to sound 98822 to 98835 = Related to sound 98836 to 98849 = Related to sound 9884A to 98862 = Related to sound 98863 to 98868 = Related to sound 98869 to 988AC = Related to sound 988AD to 98904 = Related to sound 98905 to 98915 = Related to sound 98916 to 98938 = Related to sound 98939 to 98954 = Related to sound 98955 to 98970 = Related to sound 98971 to 98991 = Related to sound 98992 to 989B7 = Related to sound 989B8 to 98A2C = Related to sound 98A2D to 98A9F = Related to sound 98AA0 to 98AAD = Related to sound 98AAE to 98ABE = Related to sound 98ABF to 98B08 = Related to sound 98B09 to 98B0E = Related to sound 98B0F to 9934B = Sound sample (3 bytes and BRR data) 9934C to 99351 = Related to sound 99352 to 998FD = Sound sample (3 bytes and BRR data) 998FE to 99903 = Related to sound 99904 to 9A1FD = Sound sample (3 bytes and BRR data) 9A1FE to 9A203 = Related to sound 9A204 to 9A863 = Sound sample (3 bytes and BRR data) 9A864 to 9A8D0 = Related to sound 9A8D1 to 9A8DC = Related to sound 9A8DD to 9A8EA = Related to sound 9A8EB to 9A919 = Related to sound 9A91A to 9A938 = Related to sound 9A939 to 9A985 = Related to sound 9A986 to 9A9FD = Related to sound 9A9FE to 9AA0E = Related to sound 9AA0F to 9AD69 = Related to sound 9AD6A to 9ADD3 = Related to sound 9ADD4 to 9AE14 = Related to sound 9AE15 to 9AF20 = Related to sound 9AF21 to 9B02C = Related to sound 9B02D to 9B139 = Related to sound 9B13A to 9B445 = Related to sound 9B446 to 9B4D1 = Related to sound 9B4D2 to 9B4DA = Related to sound 9B4DB to 9B4E4 = Related to sound 9B4E5 to 9B4EE = Related to sound 9B4EF to 9B500 = Related to sound 9B501 to 9B516 = Related to sound 9B517 to 9B527 = Related to sound 9B528 to 9B536 = Related to sound 9B537 to 9B543 = Related to sound 9B544 to 9B552 = Related to sound 9B553 to 9B578 = Related to sound 9B579 to 9B59D = Related to sound 9B59E to 9B5CD = Related to sound 9B5CE to 9B5F3 = Related to sound 9B5F4 to 9B5FF = Related to sound 9B600 to 9B610 = Related to sound 9B611 to 9B786 = Related to sound 9B787 to 9B824 = Related to sound 9B825 to 9B9BD = Related to sound 9B9BE to 9B9DE = Related to sound 9B9DF to 9BA01 = Related to sound 9BA02 to 9BA1A = Related to sound 9BA1B to 9BA32 = Related to sound 9BA33 to 9BA49 = Related to sound 9BA4A to 9BA5A = Related to sound 9BA5B to 9BAEF = Related to sound 9BAF0 to 9BAF5 = Related to sound 9BAF6 to 9BB25 = Related to sound 9BB26 to 9F263 = Sound sample (3 bytes and BRR data) 9F264 to 9F2D8 = Related to sound 9F2D9 to 9F34D = Related to sound 9F34E to 9F3C2 = Related to sound 9F3C3 to 9F437 = Related to sound 9F438 to 9F48F = Related to sound 9F490 to 9F4FD = Related to sound 9F4FE to 9F570 = Related to sound 9F571 to 9F57F = Related to sound 9F580 to 9F59B = Related to sound 9F59C to 9F5B4 = Related to sound 9F5B5 to 9F633 = Related to sound 9F634 to 9F651 = Related to sound 9F652 to 9F66F = Related to sound 9F670 to 9F681 = Related to sound 9F682 to 9F695 = Related to sound 9F696 to 9F6A6 = Related to sound 9F6A7 to 9F88E = Related to sound 9F88F to 9FA45 = Related to sound 9FA46 to 9FB9F = Related to sound 9FBA0 to 9FCB1 = Related to sound 9FCB2 to 9FD7B = Related to sound 9FD7C to 9FE42 = Related to sound 9FE43 to 9FFD7 = Related to sound 9FFD8 to 9FFFF = Related to sound (Split data: latter half at A8000) A8000 to A80E1 = Related to sound (Split data: former half at 9FFD8) A80E2 to A80F2 = Related to sound A80F3 to A8240 = Related to sound A8241 to A8434 = Related to sound A8435 to A8589 = Related to sound A858A to A861A = Related to sound A861B to A86A0 = Related to sound A86A1 to A87A5 = Related to sound A87A6 to A8900 = Related to sound A8901 to A89FB = Related to sound A89FC to A8A0C = Related to sound A8A0D to A8A2D = Related to sound A8A2E to A8A50 = Related to sound A8A51 to A8A56 = Related to sound A8A57 to A9443 = Sound sample (3 bytes and BRR data) A9444 to A9451 = Related to sound A9452 to A9460 = Related to sound A9461 to A946C = Related to sound A946D to A947C = Related to sound A947D to A948C = Related to sound A948D to A949F = Related to sound A94A0 to A94B0 = Related to sound A94B1 to A9511 = Related to sound A9512 to A9569 = Related to sound A956A to A95E1 = Related to sound A95E2 to A9658 = Related to sound A9659 to A9663 = Related to sound A9664 to A967E = Related to sound A967F to A968C = Related to sound A968D to A96A4 = Related to sound A96A5 to A96B5 = Related to sound A96B6 to A96E7 = Related to sound A96E8 to A9718 = Related to sound A9719 to A974B = Related to sound A974C to A9791 = Related to sound A9792 to A98D6 = Related to sound A98D7 to A9988 = Related to sound A9989 to A99A9 = Related to sound A99AA to A99CC = Related to sound A99CD to A99D5 = Related to sound A99D6 to A99D8 = Related to sound A99D9 to A99EE = Related to sound A99EF to A99F4 = Related to sound A99F5 to A99F7 = Related to sound A99F8 to A9A1A = Related to sound A9A1B to A9A20 = Related to sound A9A21 to A9E01 = Sound sample (3 bytes and BRR data) A9E02 to A9E0D = Related to sound A9E0E to A9E16 = Related to sound A9E17 to A9EDB = Related to sound A9EDC to A9F63 = Related to sound A9F64 to A9FCA = Related to sound A9FCB to AA014 = Related to sound AA015 to AA025 = Related to sound AA026 to AA02F = Related to sound AA030 to AA03B = Related to sound AA03C to AA044 = Related to sound AA045 to AA04D = Related to sound AA04E to AA056 = Related to sound AA057 to AA05E = Related to sound AA05F to AA066 = Related to sound AA067 to AA071 = Related to sound AA072 to AA082 = Related to sound AA083 to AA09B = Related to sound AA09C to AA101 = Related to sound AA102 to AA11F = Related to sound AA120 to AA141 = Related to sound AA142 to AA153 = Related to sound AA154 to AA165 = Related to sound AA166 to AA206 = Related to sound AA207 to AA218 = Related to sound AA219 to AA229 = Related to sound AA22A to AA3AA = Related to sound AA3AB to AA507 = Related to sound AA508 to AA588 = Related to sound AA589 to AA642 = Related to sound AA643 to AA6B7 = Related to sound AA6B8 to AA740 = Related to sound AA741 to AA77E = Related to sound AA77F to AA792 = Related to sound AA793 to AA797 = Related to sound AA798 to AA79F = Related to sound AA7A0 to AA7A5 = Related to sound AA7A6 to AA7B0 = Related to sound AA7B1 to AA7BD = Related to sound AA7BE to AFFFF = Music component-loading data (Split data: latter half at B8000) B8000 to B8EF1 = Music component-loading data (Split data: former half at AA7BE) BFCCF to ----- = *** UNKNOWN - 2E0000 table entry *** BFD15 to ----- = *** UNKNOWN - 2E0000 table entry *** BFD8A to ----- = *** UNKNOWN - 2E0000 table entry *** BFDD1 to ----- = *** UNKNOWN - 2E0000 table entry *** BFE2B to ----- = *** UNKNOWN - 2E0000 table entry *** BFE7A to ----- = *** UNKNOWN - 2E0000 table entry *** BFED4 to ----- = *** UNKNOWN - 2E0000 table entry *** BFF2F to ----- = *** UNKNOWN - 2E0000 table entry *** BFF89 to ----- = *** UNKNOWN - 2E0000 table entry *** C81FD to C8235 = APU ports set to the following values: Y%256, Y/256, APU Port 3 previous value + 1, A; Port 3 value is not incremented if waiting loop happens 10240 times C8658 to C8718 = Cary Flag set to inversion of Targeting viability (Y is entity, $59 seems to be the camera coordinates) C8719 to C8761 = Establish Default Valid Entry in Targeting, Carry Flag Set if none (Y is default entity with 0 resulting in first one) C8735 to C8761 = Establish Next Valid Entry in Targeting, Carry Flag Set if none C8762 to C879A = Establish Previous Valid Entry in Targeting, Carry Flag Set if none C879B to C888E = Establish Multitarget Entries in Targeting, Carry Flag Set if none (3 targets selected by standard attack alchemy spells choose nearest by circle calculations within the first 8 valid entries) C888F to C88CB = Targeting Cursor graphics update per frame C88CC to C89DE = Targeting Controls Main Procedure, Carry Flag set to inversion of confirmation (Y is the default entity) C89DF to C8A1B = Handles text window of Target's name C8A1C to C8A24 = Text "Multiple" (used for multiple Targets with C89DF procedure) C8BD0 to C8CF8 = Boy - total experience needed to reach level (99 entries, 3 bytes each) C8CFC to C8E24 = Dog - total experience needed to reach level (99 entries, 3 bytes each) C8E25 to C8F02 = Boy - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level) C8F03 to C8FE0 = Boy - Hit % by level (entries for 0-110, Jade Disk +5 to used level) C8FE1 to C90BE = Dog - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level) C90BF to C919C = Dog - Hit % by level (entries for 0-110, Jade Disk +5 to used level) C919D to C927A = Boy - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level) C927B to C9358 = Boy - base Defense by level (entries for 0-110, Staff of Life +5 to used level) C9359 to C9436 = Boy - base Attack by level (entries for 0-110, Sun Stone +5 to used level) C9437 to C9514 = Boy - Magic Defense by level (entries for 0-110, Wizard's Coin +7 to used level) C9515 to C95F2 = Dog - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level) C95F3 to C96D0 = Dog - base Defense by level (entries for 0-110, Staff of Life +5 to used level) C96D1 to C97AE = Dog - base Attack by level (entries for 0-110, Sun Stone +5 to used level) C97AF to C988C = Dog - Magic Defense by level (entries for 0-110, Wizard's Coin +5 to used level) C9DAF to C9DE6 = Sets [$90] to X, [$92] to the Text Characters Width values address, and [$0B3D] to [$0B44] to their respective assignments with Text Character handling C9DE7 to C9DF9 = Sets $7E2000 to 15 + byte #0-15 x 16 for 16 bytes C9E03 to C9EF9 = Main Text Window writing procedure (Y is location of Text Window info; [$22] 3 byte holds location of text characters including values for procedures to call; and [$92] holds location of font width values) (NOTE: C9E62 to C9EA2 are actually part of other, though related, procedures) CA346 to CA3AE = Dialogue Print Stop CA41C to CA435 = Game on standby until Start/Face Button Press CA4FE to CA590 = Handles function of ASCII Character Code A CA591 to CA5A1 = (UNUSED) Progress set to bottom right corner of involved Text Character CA5A2 to CA7C5 = Prints Text Character, ending with A set to Character's Font Width (A is Character's ASCII Value) CA7C6 to CA927 = Dialogue Choice controls ending with A set to Choice # CA928 to CAAF9 = Converts Text Character to restore Window Palette portion based on ASCII Character indicated by A, A set to Character's Font Width (irrelevant miscoding: CA9CF to CAA00 is supposed to result in only the leftover/only relevant bits active, rather than the whole row past the X offset in general) CAAFA to CAB0F = A set to value first byte starting from $7E2000 to contain greater result than initial A CAC16 to CAC5D = Text Window Border update script CAC5E to CAC73 = Text Window Border colors pointers CAC74 to CAC89 = Text Window Border graphics tiles pointers CAF2B to CAFCF = Text Window loading script (Y is RAM location of text info) CB55B to CB5A3 = Text Window continue arrow set up as needed CB5A4 to CB5EC = Text Window continue arrow stopped as needed CBBB0 to CBBCB = Charm flags - Addresses CBBCC to CBBD7 = Rare item flags - Addresses CBBD8 to CBBF3 = Charm flags - Bit weights CBBF4 to CBBFF = Rare item flags - Bit weights CBC00 to CBC19 = Trade good name pointers CBC1A to CBC35 = Charm name pointers CBC36 to CBC41 = Rare item name pointers CC3F8 to CC41A = A = Total Number of Charms CC41B to CC435 = A = Total Number of Trade Goods (processes that call this simply compare this to 0) CC521 to CC542 = Script - Signal to play next quick message CC3D0 to CC3EB = Charm description pointers CC3EC to CC3F7 = Rare item description pointers CC88C to ----- = *** UNKNOWN - Assembly related to 2E0000? *** CCF18 to CCFF3 = Initializes Subscript in first available Subscript location; $7E0E80 to $7E0E93 is moved to 0x0F to 0x22 CD315 to CD330 = Next Instruction Byte determine loop count for storing Math Script results in $7E0E80 with 2 bytes each CD428 to CD456 = Instruction Byte Pointer shifted backward by byte count of difference of 257 and single Number Byte CD434 to CD464 = Instruction Byte Pointer shifted by byte count of 2 Number Bytes from after the Number Bytes CEA43 to CEA64 = Math Script main procedure; finishes with an instruction with the instruction byte having its Most Significant Bit set CEC8E to CEC95 = Sets [$4C] and Y to unit's stats pointer based on current math scripts E99D2 to E9A2E = Script - Establishes Weapons Ring information E9A86 to E9B39 = Script - Establishes Main Ring information for both Boy and Dog E9B3A to E9B6E = Script - Establishes Spells Ring information E9B6F to E9BC0 = Script - Establishes Items Ring information EB520 to EB559 = Establishes Ring Menu Cursor graphics EB55A to EB677 = Character data pointers EB678 to EDF83 = Character data (74 bytes each) (first of 91 actual monsters starts at EC536. everything before that are NPCs.) (Every stat is two bytes unless indicated otherwise.) x00 - Name pointer (3 bytes) x07 - Unique Trait flags Bit 0 - ? (Tar Skull and Salabog only) Bit 1 - -30 Hit penalty vs. AI Player Character Bit 2 - ? (Rock only) Bit 3 - ? (Bridge only) Bit 4 - Projectile attacks won't hit (Bomb only) x09 - Palette x0D - ? (Relates to collision) x0F - HP x13 - Aggression Range x15 - Aggression Chance (/256) x19 - Attack x1B - Defense x1D - Magic Defense x1F - Evade x21 - Hit Rate x23 - Experience (4 bytes) x27 - Money x29 - Chance of prize drop (out of 128) (1 byte) x2C - Chargeup limit x2E - Chargeup gain per frame x30 - Attack calculation procedure pointer x42 - Script - Death, No Spoils x44 - Script - Death, Spoils x48 - Script - Block F81C9 to F8279 = Establishes Boy's Info for combat fields (X is Weapon #) F827A to F82FC = EXP gains handled F82FD to F8302 = Text - "DB: +" (likely unused) F8303 to F830F = Text - " EXPERIENCE." (likely unused) F8310 to F8387 = Boy's Level Up handled F8388 to F8397 = Text - " reaches level " F8398 to F84F4 = Boy's stats established F84F5 to F856C = Dog's Level Up handled F856D to F857D = Text - " reaches level " F857D to F8688 = Dog's stats established F8689 to F86F9 = Money gains handled F86FA to F8703 = Text - "Received " F8704 to F870F = Pointers to Currency type text F9144 to F920F = Establishes Character X's Status Bar HP Row graphics where valid F9210 to F936C = Establishes Charm, Rare Item, and Weapon update as well as Boy's Graphics Info F936D to F945C = Dog's Graphics Info Tables ($28 bytes per table) F945D to F946A = Dog's Graphics Info Table pointers F946B to F9534 = Establishes Dog's Graphics Info F973E to F97B0 = Boy's Weapon EXP handling F97B1 to F97BF = Text - " is now level " F97C0 to F9800 = Dog's Attack EXP handling F9801 to F9816 = Text - "Dog attack now level " FA9B1 to FA9D8 = A set to Cardinal Direction indicated by [$12] and [$13] (SEP $20 assumed) FA9D9 to FAA04 = A set to Cardinal Direction indicated by [$46] and [$48] FAA05 to FAA50 = A set to Direction indicated by [$12] and [$14] FAA51 to FAA81 = A set to Direction indicated by A FAB6E to FAB91 = A set to dominant direction to destination affected by RNG choice from FDB0C first table FAC63 to FAC63 = X viewing offset (what/where to trigger), X is the character viewing variable FAC73 to FAC82 = Y as above FB28D to FB29A = Establish Yawn Animation Timer to 1200 to 3247 Frames FB5E6 to FB6AD = Attack management check ([$3E] to [$41] holds hitbox width and length, [$44] 2 byte holds relative elevation bits, [$46] to [$4B] holds 3D coordinates of hitbox center, [$4C] 2 byte holds pointer to attacker's information) FB6AE to FB6CB = Attack Calculations Script pointers FB6CC to FB6DF = Attack Calculations Script $00: Standard Monster FB6E0 to FB723 = Attack Calculations Script $02: Standard Projectile FB724 to FB73B = Attack Calculations Script $04: Infinite Pierce Projectile FB73C to FB759 = Attack Calculations Script $06: Armor Ignore Projectile FB75A to FB77C = Attack Calculations Script $08: Boy Standard FB77D to FB79F = Attack Calculations Script $0A: Dog Standard FB7A0 to FB7D6 = Attack Calculations Script $0C: Carniflower FB7D7 to FB7F2 = Attack Calculations Script $0E: Mosquitos (no flinching caused, halted by Insect Incense) FB7DF to FB7F2 = Attack Calculations Script $10: No flinching (seems to be unused) FB7F3 to FB82C = Attack Calculations Script $14: Spiders (1/4 Chance Poison, halted by Insect Incense) FB7FB to FB82C = Attack Calculations Script $12: Sons of Set (1/4 Chance Poison) FB82D to FB855 = Attack Calculations Script $18: Stone Cobra (Ensured Poison) FB856 to FB85D = Text: "Poison!" FB85E to FB897 = Attack Calculations Script $16: Rat (1/8 Chance Plague 5 Might) FB898 to FB8CE = Attack Calculations Script $1C: Mad Monk (1/4 Chance Confound, 1/4 Chance Plague 5 Might) FB8CF to FB8D6 = Text: "Plague!" FB8D7 to FB8E2 = Text: "Confounded!" FB8E3 to FB8EF = Attack Calculations Script $1A: Ensured Hit + No Revenge Aggro (seems to be unused) FB9F8 to FBAAE = Accuracy Calculation for projectiles FBA06 to FBAAE = Accuracy Calculation for non-projectiles FBAAF to FBAE1 = Most significant part of effective hit rate index, indexed by ((Evade + 1) DIV 4) * 2 . Picks the sub-table in FBAE3. (Evade + 1) assumed to be <= 100. FBAE3 to FC02A = Tables of effective hit rate values (0 to 32768). Indexed using Evade (via FBAAF), and by ((Hit Rate + 1) DIV 4) * 2 (including Ruby Heart influence) within that. (Hit Rate + 1) capped at 100 when accessing. 676 entries. FC02B to FC066 = A set to ATK value based on charge level and equipment FC047 to FC066 = A set to ATK value based purely on charge level (A is base ATK value, X is Character's Stats pointer; may be used in a ASM ROM hack for convenience) FC067 to FC099 = A set to Basic Damage with dispersion range of 75% to 125% (starting points: $C067 for ATK - DEF; $C06D for A - DEF; $C07E for A alone) FC09A to FC0D2 = Handles HP Recovery (A is recovery amount, Y is entity) FC0D3 to FC120 = Updates to recent damage taken and character's reaction bits for standard attack (A = Damage value) FC121 to FC131 = Updates to recent damage taken and character's reaction bits for scripted non-hazard damage FC132 to FC142 = Updates to recent damage taken and character's reaction bits for Mazquito or scripted cutscene damage (difference: Byte $12 Bit 5 is inactive) FC143 to FC16D = Updates to recent damage taken and character's reaction bits for attack that doesn't cause flinching FC16E to FC17E = Updates to recent damage taken and character's reaction bits for scripted hazard damage FC17F to FC1BA = Same Type Revenge Aggro script for attacks, also sets partner enemy as PCs' target regardless of attacker's side FC554 to FC617 = Clear 130 bytes starting from location pointed by X FDB0C to FDBCB = 3 tables of direction shifts each using 64 entries First table 45 degree increase intervals: $1A,$26,$3A,$3E Second table 45 degree increase intervals: $1A,$2A,$36,$3E Third table 45 degree increase intervals: $26,$32,$3A,$3E 108000 to 1080CD = Pointers to Behavior Script instructions (Even Inclusive, actual script bytes get multiplied by 2 to point to the pointer) 1080CE to 108114 = Establishes and executes Behavior Script (X is the Script Address pointer, Y is the Entity Pointer) 1080D2 to 108114 = Executes Behavior Script (Y is the Entity Pointer) 108115 to 10811A = Sets Entity's Current Script to Base Script 10811B to 108123 = Sets Entity's 5th Bit in Bit Collection for add-on to 108124 108124 to 108138 = Tests MSBs for direction-based add-on to 108139 108139 to 10814F = Behavior Script changed and started unless already active (same as 10817B below) 108150 to 10815A = Portion of 108124 used by 108124 for when Most Significant Bit is held true 10815B to 10816A = Direction-based add-on values for pure cardinal directions 10816B to 10816B = Direction-based add-on values for all 8 directions 10817B to 108199 = Behavior Script call basics establishment (X is the Script Address pointer, Y is the Entity Pointer) 10819A to 1081BC = Tests MSBs for direction-based add-on to 10817B (A is the Direction; X and Y are the same otherwise) 10824B to 10825F = Sets stationary or walking script to X based on character moving before direction-based Behavior Script establishment 108260 to 108270 = Sets stationary or movement script to X based on character moving before direction-based Behavior Script establishment (A is the stationary script, X is the moving script) 108271 to 108278 = Jaguar Ring check extension of 108279 (probably unused) 108279 to 10828D = Sets stationary or running script to X based on character moving before direction-based Behavior Script establishment 10828E to 10829A = Sets stationary script to X before direction-based Behavior Script establishment 10829B to 1082A7 = Sets casting script to X before direction-based Behavior Script establishment (may be unused) 1082A8 to 1082D7 = Player-controlled character's running script handling 1082D8 to 108359 = Script: Attack set up based on chargeup, including charged up attack intangibility and Bazooka ammo glitch; jumps to 10811B for graphics update if attack exists 1086C3 to 1086D3 = Behavior Script $43: Behavior Script timer increased if not grounded 1086D4 to 1086E4 = Behavior Script $44: Behavior Script timer increased if clearing randomized target height 1086E5 to 1086FD = Behavior Script $45: Jump/Fly Upward Velocity established as 1st double byte value; flight ceiling of 1600 units (effectively 100 pixels) sets it to 0 instead 1086FE to 108724 = Behavior Script $46: Jump/Fly Upward Velocity established as 1st double byte value if entity is on the ground and LSB of $0E94 is set 1087BA to 10880F = Behavior Script $47: Attack Hit Check (first 2 bytes is hitbox's base center coordinates, second 2 bytes is hitbox's width and length) 109815 to 109838 = A set to x04 of Tile Information for direct coordinates X,Y 109FC9 to 10A000 = Camera Target Coordinates set based on coordinates A,Y 10C9AB to 10C9B1 = Sets Status Outline Check Bits determined by A (X is Character) 10C9B2 to 10C9FB = Clears Status Outline Check Bits determined by A; also handles default Palette restoration if needed (X is Character) 10C9FC to 10CA9A = Updates Boy and Dog's Palettes based on Status Outline handling 10CA9B to 10CBB2 = Updates last 2 colors of Boy/Dog's Palette for Status Outline (X is Character; alternates between statuses) 10CDDC to 10CE14 = Establishes current Palette Row to default one, and also updates Boy/Dog's Palette Row accordingly (Y is entity) 10CE15 to 10CE1F = Establishes current Palette Row to A (Y is entity) 10CE92 to 10CEB5 = Updates 3rd Palette Half-Row and checks for influenced actors as necessary, ends with A and X set to 4 (A is Color Palette) 10CEB6 to 10CED5 = Process $10CED6 for both the primary and secondary actor lists 10CED6 to 10CEEC = Changes Designated Palette Half-Row of each entity that doesn't use the 3rd one to their Default (Y is 1st Entity) 10CF3A to 10CFB7 = Establishes default and current colors for Palette Row (A is Palette Colors Pointer, X is double the number of the Palette Row in the 2nd half to use) 10CFB8 to 10CFEF = Colors at CGRAM Address indicated by 8X + 129 updated to information at A + 2 for 30 bytes (basically handling 2nd half Palette Row except for 1st color) 10CFBF to 10CFEF = Colors at CGRAM Address indicated by 8X + (Y/256) + 128 updated to information at A + 2 * (Y/256) for 2 * Y%256 bytes 10D2A6 to 10D34B = A = New Color ([$12] has Offset's Intensity, [$16] has base color, [$18] has Offset color) 10D34C to 10D407 = BG Offset Palette settings interpreted into BG Overall Palettes ([$12] has Offset's Intensity, [$14] has number of Overall Palettes to use, [$26] points to Base Palettes Pointers, [$2A] points to Offset Palette Pointers, [$2E] points to Overall Palette Pointers) 10D408 to 10D440 = BG Offset Palette settings established ([$02] 4 byte has Palette Pointer, [$06] has Base Intensity, [$08] has Destination Intensity, and [$0A] has Change Per Frame) 10D506 to 10D55E = Sprite Palette Color Rotation management establishment ([$02] holds Palette Half-Row, [$04] holds Palette Color # on Half-Row, [$06] holds number of Palette Colors to rotate, [$08] holds Base Timer including rotation direction bit) 10D50F to 10D55E = BG Palette Color Rotation management establishment ([$02] holds Palette Half-Row, [$04] holds Palette Color # on Half-Row, [$06] holds number of Palette Colors to rotate, [$08] holds Base Timer including rotation direction bit) 10D55F to 10D61C = Color Rotation management on $7E:$22EB LSB inactive 10D61D to 10D65A = Sprite pointers under PB $CC for Damage/Recovery Numbers, order of Small, Medium, Large, Miss 10D65B to 10D67E = Damage/Recovery Number display script address pointers and timer values (4 bytes per instruction; 1st 2 bytes are script address pointers, 3rd and 4th bytes are timer values) 10D67F to 10D68C = "Miss!" display script address pointers and timer values (4 bytes per instruction; last instruction avoids timer usage regardless, saving 2 bytes of space) 10D68D to 10D68E = Simple CLC instruction; used for startup of Damage/Recovery Display 10D68F to 10D6C3 = Establishes Damage/Recovery Color 10D6C4 to 10D6D1 = Establishes Damage/Recovery Offset Color Black with 1/32 intensity per frame 10D6D2 to 10D6E2 = Establishes Damage/Recovery Offset Color White with 1/16 intensity per frame 10D6E3 to 10D6EA = Establishes Damage/Recovery Offset Color Intensity Decrease Rate of 10 10D6EB to 10D72B = Sets up and establishes Damage/Recovery Numbers graphics for current frame, including bouncing effect; also increases digit spacing on any even numbered frame 10D6F9 to 10D72B = Sets up and establishes Damage/Recovery Numbers graphics for current frame, including bouncing effect 10D72C to 10D742 = Closing Damage/Recovery Numbers handling, terminates Damage/Recovery Numbers instead of establishing Damage/Recovery Numbers once digits get closed (Actual start at 10D732) 10D743 to 10D748 = Terminates Damage/Recovery Numbers for offset Y 10D749 to 10D7CA = Establishes Damage/Recovery Numbers graphics for current effect 10D7CB to 10D7DC = Clears all Damage/Recovery Numbers 10D7DD to 10D857 = Damage/Recovery Numbers Scripts main setup 10D858 to 10D966 = Establishes Damage/Recovery Info (A is Damage/Recovery amount, X is Color, Y is Entity) 10DE7B to 10DE7F = Projectile Y Script termination establishment 10DFDF to 10E072 = [$02] and [$04] multiplied by 4 / ((Initial A / 4) Range 1~255) 11973E to 11974F = Sets Spell Slot Instruction Bytes (X is Spell to use based on the order with Pointers at $9180A6) 119759 to 119776 = Y set to first available primary attack Alchemy slot, 0 if available 119777 to 119794 = Y set to first available secondary attack Alchemy slot, 0 if none available 1197BD to 1197E4 = Behavior Script X if X != -1, Clears [Spell Slot $26] Bit 1 and [Spell Slot $06~0D], Set [Spell Slot $2C] to Spell Target List location 119E93 to 119FC8 = Camera update script 119FC9 to 11A000 = Camera Target Coordinates set based on coordinates A,Y 11AC84 to 11ACBC = Spell Instruction $44: Boy and Dog's Status Outline Palette Bits set 11ACBD to 11ACD7 = Status Outline Palette Bit set at [$16]; Y (default of entity location) increased at 6 at the end for looping 11AD17 to 11AD6E = Script: Sets Projectile Y's Caster to [$4C] and Effective Might to about [$02] x 15~20 / 16 x 2 / (Targets +1) 11ADD0 to 11AE30 = A = Call Bead Spell Power, or highest Effective Might of available learned Spells if that is higher (X is Call Bead Spell Number) 11AE31 to 11AED0 = Status Change information (8 bytes each) x00 - Application Process Pointer x02 - Removal Process Pointer x04 - Outline Palette Pointer Bit x06 - 1 = Positive; 2 = Negative/Wings 11B632 to 11B7F9 = Status Placement (X is the Status Pointer, Y is the entity) 11B7FA to 11B814 = Forced Status Removal (A is Pointer to Status sub-information) 11B815 to 11B83E = Status Replacement (Y is entity, [$02] is Status; starting points for Status #: $B815, $B81F, $B829, $B834) 11B83F to 11B898 = Status 1 Placement (Y is entity, [$02] is Status) 11B899 to 11B8F2 = Status 2 Placement 11B8F3 to 11B94C = Status 3 Placement 11B94D to 11B9A6 = Status 4 Placement 11B9A7 to 11BA4C = Status Removal; Carry Set by any successful removal (X is Status ID if needed, Y is Entity, initial Carry Flag Set causes Negative Status Removal) 11BA4D to 11BB00 = Negative Status Removal; Carry Set by any successful removal 11BB01 to 11BB26 = Updates Boy/Dog's Status Outline according to to status removal (Y is entity) 11BB27 to 11BB71 = All Status Removal induced by Auto-Life 11BB72 to 11BB94 = Handles given status removal for Auto-Life (X is Status, Y is entity) (BUG: x60 and x62 are set to cover for the first status instead of the directed one) 11C65B to 11C675 = Spell Instruction $16: restores Palettes of all targets (Y is Spell Entity) 11CB8A to 11CB99 = Text "It didn't work!" 11CCD8 to 11CE2B = Player Spell Casting Script (X is Spell #, Y is Spell Slot Pointer, $4C holds Caster Pointer) 11CE2C to 11CE37 = Text " now level " 11CE38 to 11CE90 = [$12] set to Spell A's Charge Count 11CEE9 to 11CEFD = Light Spell Animation script established (X is caster) 11CEFE to 11CF12 = Dark Spell Animation script established (X is caster) 11D000 to 11DAE8 = Text pointers for bank C0 11DAE9 to 11E63D = Text pointers for bank C1 11E63E to 11EF97 = Text pointers for bank C2 11EF98 to 11F32D = Text pointers for bank C3 11F32E to 11F3AD = ASCII for text codes [80] to [BF] - Letter pairs 11F3AE to 11F3ED = ASCII for text codes [00] to [3F] - Individual letters 11F3EE to 11F46B = Word indices for Dictionary #1 11F46C to 11F66B = Word indices for Dictionary #2 11F66C to 11F7D4 = Dictionary #1 - Text codes [C1] to [FF] 11F7D5 to 11FE87 = Dictionary #2 - Text codes [C0 XX] 128000 to ------ = A table for scripts, table format is unknown, value in 128000 ($928000) is added as offset when calling any script 128008 to ------ = Length of a portion of script table, value in 128008 ($928008) is added as offset when calling "global" scripts 12801B to ------ = *** UNKNOWN - Five-byte entries. Map NPC pointers and stuff? *** 128294 to ------ = Address offsets to $928000 for map scripts, 3 Byte each encoding a 25bit integer with bit $008000 missing 12990b to ------ = Address offsets to $928000 for global scripts, 3 Bytes each 188000 to ------ = *** UNKNOWN - Twelve-byte entries? *** 1C8000 to ------ = Map arrangement data - M.ANCIENT PATH 2 1CF0C2 to ------ = Map arrangement data - M.White Castle Dog Maze III 1D8000 to ------ = Map arrangement data - m.Swamp Maze2 1DBCF3 to ------ = Map arrangement data - M.Junk Towers 1DEA4E to ------ = Map arrangement data - M.WHITE CASTLE PATH 1E8000 to ------ = Map arrangement data - M.LANDING 1EABDF to ------ = Map arrangement data - m.tar pit 1ED770 to ------ = Map arrangement data - M.Pyramid 1 1F8000 to ------ = Map arrangement data - M.White Castle Dog Maze 1FAAEB to ------ = Map arrangement data - m.Ancient/Market 1FD4E3 to ------ = Map arrangement data - M.Metro Tunnels 1FFDE7 to 1FFFE2 = Map arrangement pointers 208000 to ------ = Map arrangement data - M.QSAND FIELD 20A80A to ------ = Map arrangement data - M.oglin cave 20CD23 to ------ = Map arrangement data - M.HISTORIAN CAMP 20F130 to ------ = Map arrangement data - M.Side show 20FF33 to ------ = Map arrangement data - M.Brian's Test Ground 218000 to ------ = Map arrangement data - M.VOLCANO MAZE 21A38F to ------ = Map arrangement data - M.Greek Down 21C650 to ------ = Map arrangement data - m.Dark Forest Maze 21E7E2 to ------ = Map arrangement data - M.White town interiors 228000 to ------ = Map arrangement data - M.Greek4 22A161 to ------ = Map arrangement data - m.lava path 1 satalites 22C0A8 to ------ = Map arrangement data - m.lava path 1 22DFCB to ------ = Map arrangement data - M.white castle town upper 238000 to ------ = Map arrangement data - M.Bug maze 1 239ECA to ------ = Map arrangement data - M.Lava path 2 23BC84 to ------ = Map arrangement data - M.Dark Greek Temple 23DA2C to ------ = Map arrangement data - M.Metroplex Final Arena 23F774 to ------ = Map arrangement data - M.JUNGLE CLEARING 248000 to ------ = Map arrangement data - M.CHESS BOARD 249D43 to ------ = Map arrangement data - M.White Castle Dungeon 24B92D to ------ = Map arrangement data - M.FE VILLAGE 24D3B4 to ------ = Map arrangement data - M.ANCIENT PATH 1 24EE2D to ------ = Map arrangement data - M.metro.JUNK YARD 258000 to ------ = Map arrangement data - M.Black Castle Sewer 259A21 to ------ = Map arrangement data - M.white castle town 25B42E to ------ = Map arrangement data - m.Ancient/City Square 25CDD9 to ------ = Map arrangement data - M.White Castle Sewer 25E6BE to ------ = Map arrangement data - M.M GRAVE PATH 25FD60 to ------ = Map arrangement data - m.Prehist/Cloud BH Toss 268000 to ------ = Map arrangement data - M.CITY PATH 26964A to ------ = Map arrangement data - m.Ancient/Palace Ext. 26ABE2 to ------ = Map arrangement data - M.THIEF TOWN 26C154 to ------ = Map arrangement data - M.Pyramid 2 26D67A to ------ = Map arrangement data - M.Grave Yard 2 26EB36 to ------ = Map arrangement data - M.METRO INTRO 278000 to ------ = Map arrangement data - M.QSAND PATH 2793E9 to ------ = Map arrangement data - m.Ancient/Bridge 27A7A2 to ------ = Map arrangement data - M.pyramid base 27BB53 to ------ = Map arrangement data - M.Greek Main 27CE91 to ------ = Map arrangement data - M.Greek Temple Exterior 27E153 to ------ = Map arrangement data - M.coliseum gate 27F396 to ------ = Map arrangement data - M.colosseum 288000 to ------ = Map arrangement data - M.White Castle Dog Maze II 289236 to ------ = Map arrangement data - M.Zoo 28A2F4 to ------ = Map arrangement data - M.White Castle 28B3A9 to ------ = Map arrangement data - M.Secret of Evermore 28C44E to ------ = Map arrangement data - M.SWAMP PATH 28D4CA to ------ = Map arrangement data - m.Dark Forest Clearing1 28E53C to ------ = Map arrangement data - M.Chessboard Interior 28F590 to ------ = Map arrangement data - M.Raptor 298000 to ------ = Map arrangement data - M.Lava path 2 extra 299047 to ------ = Map arrangement data - M.Waterfall Cave Entrance 299F92 to ------ = Map arrangement data - M.PLATEAU 29AED7 to ------ = Map arrangement data - m.Prehist/Hut Interiors 29BDE6 to ------ = Map arrangement data - m.Ancient/Dog Trans. 29CB12 to ------ = Map arrangement data - M.White Castle Dog Balcony 29D82A to ------ = Map arrangement data - M.Black Castle 29E517 to ------ = Map arrangement data - m.Alchemist Hut/Boss2 29F1D1 to ------ = Map arrangement data - M.METRO CLIMATE CONTROL 2A8000 to ------ = Map arrangement data - M.PROMINADE 2A8C6D to ------ = Map arrangement data - M.Metro storage 2A98B5 to ------ = Map arrangement data - M.Greek Minotaur Room 2AA4F5 to ------ = Map arrangement data - M.IN THIEF TOWN 2AB123 to ------ = Map arrangement data - M.Pig Race-Bazaar 2ABD2C to ------ = Map arrangement data - m.lavamachine 2AC915 to ------ = Map arrangement data - M.Black Castle Dog Maze 2AD4AB to ------ = Map arrangement data - M.Jungle Caves 2ADFDF to ------ = Map arrangement data - M.White Castle DiningRm 2AEABA to ------ = Map arrangement data - M.Alias Mansion color 2AF592 to ------ = Map arrangement data - M.Metro Greenhouse 2B8000 to ------ = Map arrangement data - m.Legend/lil Swamp Path 2B8AD2 to ------ = Map arrangement data - m.Bugboss 2B958D to ------ = Map arrangement data - m.Palace Gate 2BA009 to ------ = Map arrangement data - M.White Castle Puppet Show 2BA9F5 to ------ = Map arrangement data - M.Metro Control 2BB3BC to ------ = Map arrangement data - M.WELL BOSS 2BBD82 to ------ = Map arrangement data - M.Black Castle Queen 2BC707 to ------ = Map arrangement data - M.WELL 2 2BD077 to ------ = Map arrangement data - M.Black Castle Tinkerer 2BD9CE to ------ = Map arrangement data - M.Rat boss 2BE2F9 to ------ = Map arrangement data - m.Prehist/Waterfall Trans 2BEBF5 to ------ = Map arrangement data - M.METRO HALL 2BF4F1 to ------ = Map arrangement data - M.ALARM ROOM 2C8000 to 2C88E0 = Map names 2C88E1 to ------ = Map arrangement data - M.Waterfall Candy 2C911F to ------ = Map arrangement data - M.Greek3 2C9955 to ------ = Map arrangement data - M.Bug maze 2 2CA178 to ------ = Map arrangement data - M.White Castle Queen 2CA984 to ------ = Map arrangement data - M.landing castle 2CB18D to ------ = Map arrangement data - M.BLACK CASTLE SEWER OUT 2CB96B to ------ = Map arrangement data - M.Dark Greek 2 2CC12D to ------ = Map arrangement data - M.Alias Mansion b/w 2CC8B8 to ------ = Map arrangement data - M.Black Castle DiningRm 2CD00A to ------ = Map arrangement data - M.ANCIENT CLEARING 2CD757 to ------ = Map arrangement data - M.intro 2CDE7C to ------ = Map arrangement data - M.Colosseum Holds 2CE592 to ------ = Map arrangement data - m.Dark Forest Clearing2 2CEC95 to ------ = Map arrangement data - M.Ratboss 2 2CF37C to ------ = Map arrangement data - m.Dark Forest Entry 2CFA2D to ------ = Map arrangement data - m.Prehist/Volc.Crater 2D8000 to ------ = Map arrangement data - M.Side Show interior 2D8669 to ------ = Map arrangement data - M.Palace Interior 2D8CBB to ------ = Map arrangement data - M.Pyramid boss 2D9309 to ------ = Map arrangement data - M.QSAND FIELD LEDGE 2D9947 to ------ = Map arrangement data - M.White Castle Dungeon Stair 2D9F83 to ------ = Map arrangement data - m.Ancient/Town Interiors 2DA585 to ------ = Map arrangement data - M.Intro color 2DAB68 to ------ = Map arrangement data - M.Landing square 2DB0AA to ------ = Map arrangement data - M.SMALL OGLIN CAVE 2DB50C to ------ = Map arrangement data - M.JUNGLE ALCHEMIST 2DB961 to ------ = Map arrangement data - M.Ratboss dark 2DBD79 to ------ = Map arrangement data - M.JUNGLE ALCHEMIST INTERIOR 2DC17D to ------ = Map arrangement data - M.WHITE CASTLE SEWER OUT 2DC553 to ------ = Map arrangement data - M.Black Castle Glass Hall 2DC8BA to ------ = Map arrangement data - M.Hermit Cave 2DCC0B to ------ = Map arrangement data - M.Ratboss extra 2DCEE5 to ------ = Map arrangement data - M.FE VILLAGE SECRET MAP DATA + 0x0d = n: length of following event script section in bytes MAP DATA + 0x0f: event script section, 6 Bytes per entry MAP DATA + 0x0f + n: length of following B-trigger script section in bytes MAP DATA + 0x11 + n: B-trigger script section, 6 Bytes per entry
Internal Data for Secret of Evermore
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