Breath of Fire II/RAM map: Difference between revisions

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(Updated character in battle data, added monster in battle data)
m (Changed map pointer data address, was listed incorrectly)
Line 12: Line 12:
7E:0400                    Background palettes
7E:0400                    Background palettes


7E:09CC                   Map pointer (2 bytes) - Changing this will likely crash the game
7E:0C99                   Map pointer (2 bytes) - Changing this will likely crash the game


7E:0C86                    Overworld 'Event' loading
7E:0C86                    Overworld 'Event' loading

Revision as of 04:45, 21 March 2024

Chip tiny.png The following article is a RAM map for Breath of Fire II.



7E:00C5                    Screen brightness
7E:00C9                    Layer 1 X Coordinates
7E:00CB                    Layer 1 Y Coordinates
7E:00CD                    Layer 2 X Coordinates
7E:00CF                    Layer 2 Y Coordinates
7E:00D1                    Layer 3 X Coordinates
7E:00D3                    Layer 3 Y Coordinates
7E:0400                    Background palettes

7E:0C99                    Map pointer (2 bytes) - Changing this will likely crash the game

7E:0C86                    Overworld 'Event' loading
01 - Nothing
02 - Dialogue box
03 - Main Menu
04 - Battle
05 - Character Switch
06 - Fishing
07 - Field Game
08 - Overworld Map

7E:0C8C - 7E:0C8F          Some more event loading, mostly for dialogs and stuff. Playing with this can soft lock a game

7E:1000 - 7E:12BF          Character in battle data, some of the area before this is used in battle as well, but not character specific
                           Each character is 0x9F in size

7E:12C1                    More events, any animations which are char specific i.e. Rand rolling, play on other chars, but are weird.
02 - Default
04 - Starts an event from meeting Granny, but it's buggy and usually crashes. If it doesn't, it slows your walking speed.
06 - Shuffles the first character to the last place (R button)
08, 10 - Plays some animation then freezes
0A, 0E - Opens the drawer dialog box, and sometimes you can find stuff
0C - Makes the party follow differently and weird
12 - Drops the party to a new location
14 - Nina saving the party from a pit animation
16 - Walks up steps to a new location
18 - Become the Giant Frog
1A - Move like the Giant Frog, move two tiles at a time, can skip some tiles, swim, etc
1C - Riding the whale, you get stuck on land
1E - Rand rolling
20 - Sten grabbing? (pulls you far, then you can't move)
22 - Sten grabbing - Pulls you over, skipping a single tile, but you can move
24 - Freezes you in place
26 - You find an item, which the game asks if you want to take
28 - Ride the Great Bird
2A - Move like the Great Bird, very fast and anywhere, crashes when you try to land
38 - Displays some text on screen with spell names, maybe it's a debug screen?

7E:1400 - 7E:16FF          Monster in battle data. Each monster is 0x80 in size and there are up to 6 entries
Bytes (Offset from monster beginning address):
01-14 - ???
15 - Used to read/set if the enemies HP is known.
16-18 - Unknown
19-25 - Shifts values in battle between presets?
26-64 - Unknown
65-72 - Enemy name
73-74 - Enemy current HP
75-76 - Enemy max HP
77-78 - Enemy Current AP
79-80 - Enemy max AP
81 - Unknown, copied from enemy ROM + 27, LSR, AND 0x07 then written here
82 - Unknown, copied from enemy ROM + 29
83 - Unknown, copied from enemy ROM + 28
84 - Unknown
85 - Unknown, copied form enemy ROM + 30
86 - Unknown
87-88 - Enemy raw XP
89-90 - Enemy raw Zenny
91-92 - Unknown
93 - Enemy Luck
94 - Unknown, Copied form monster ROM + 26
95 - Unknown, starts as a number from the RNG, 1 byte, and is incremented every frame
96-97 - Unknown
98-99 - Enemy Attack Power
100-101 - Enemy Defense Power
102-103 - Enemy Vigor(Agility), capped at 0x01FF, checked when written
104 - Unknown, copied from monster + 20
105-128 - Unknown

7E:5050 - 7E:5053          Current PCs in your party \
7E:5054 - 7E:5057          Current PCs check         / These two areas 'MUST' be the same
7E:5058 - 7E:505F          Possibly blank or unused


7E:5060 - 7E:50C0          Inventory items (2 bytes each)
7E:50C0 - 7E:50D0          Special Items
7E:50D0 - 7E:51CB          Bank data (2 bytes each)
7E:51CC                    Bank Zenny (4 bytes)


7E:51D0 - 7E:51DF          Flags to dictate if you've learned your spells or not (1 byte per PC)


7E:51E0 - 7E:51E3          Start of PC data (PC Name)
7E:51E4                    Bit setting for PC availability or Valerie.
00 - Normal
20 - Valerie 
40 - Cannot swap PC
80 - PC is not present in party


7E:51E5                    PC 1 Status
7E:51E6                    PC 1 Current PC
00 - Ryu
01 - Bow
02 - Rand
03 - Katt
04 - Nina
05 - Jean
06 - Sten
07 - Spar
08 - Bleu
09 - Kid Ryu
0A - Kid Bow (Zombie in battle)
0B - Spar Form #1 (Snap Dragon)
0C - Jean Form #1
0D - Rand Form #1
0E - Bow Form #1
0F - Nina Form #1
10 - Katt Form #1
11 - Spar Form #2 (Mushroom Girl)
12 - Spar Form #3 (Seedling)
13 - Sten Form #1
14 - Rand (Recolored)
15 - Nina (Recolored)
16 - Sten (Recolored)
17 - Spar (Recolored)
18 - Valerie (No battle sprites)
19 - Ryu Battle Sprites (Final running scene)

7E:51E7                    PC 1 Level
7E:51E8                    PC 1 Current Health (2 bytes)
7E:51EA                    PC 1 Max Health (2 bytes)
7E:51EC                    PC 1 Current AP (2 bytes)
7E:51EE                    PC 1 Max AP (2 bytes)
7E:51F0                    PC 1 Shaman Form
7E:51F1                    PC 1 Strength
7E:51F2                    PC 1 Stamina (Base defense) + (Equipment = Defense)
7E:51F3                    PC 1 Agility (2 bytes)
7E:51F5                    PC 1 Condition (Better PC Condition, the more damage dealt, less damage taken and higher counter attack)
7E:51F6                    Weapon Equipped (2 bytes. 2nd byte dictates it's a weapon)
7E:51F8                    Shield Equipped (2 bytes. 2nd byte dictates it's a shield)
7E:51FA                    Armor Equipped (2 bytes. 2nd byte dictates it's an armor)
7E:51FC                    Helmet Equipped (2 bytes. 2nd byte dictates it's an helmet)
7E:51FE                    Accessory #1 Equipped (2 bytes. 2nd byte dictates it's an accessory)
7E:5200                    Accessory #2 Equipped (2 bytes. 2nd byte dictates it's an accessory)
7E:5202                    PC 1 Attack (2 bytes)
7E:5204                    PC 1 Defense (2 bytes)
7E:5206                    PC 1 Vigor (2 bytes)
7E:2508                    PC 1 Wisdom (From current equipment + Base)
7E:5209                    PC 1 Luck (From current equipment + Base)
7E:520A                    PC 1 ???
7E:520B                    PC 1 Guts
7E:520C                    PC 1 Wisdom Base
7E:520D                    PC 1 Luck Base
7E:520E                    PC 1 Current EXP (3 bytes)
7E:5211 - 7E:521F          All do nothing but are read to be stored into another location with other stats.


7E:5420                    Ryu's spell table
7E:5440                    Bow's spell table
7E:5460                    Rand's spell table
7E:5480                    Katt's spell table
7E:54A0                    Nina's spell table
7E:54C0                    Jean's spell table
7E:54E0                    Sten's spell table
7E:5500                    Spar's spell table
7E:5520                    Bleu's spell table


7E:5540 - 7E:55B0          Shaman stat bonus for each PC (+10 per PC)
7E:5540                    Offense Shaman stat boost
7E:5542                    Defense Shaman stat boost
7E:5544                    Vigor Shaman stat boost
7E:5546                    Wisdom Shaman stat boost
7E:5548                    Luck Shaman stat boost (Does not work)
7E:554A                    AP Shaman stat boost
7E:554C                    PC graphic to use
7E:554E                    Unused

7E:5620 - 7E:562F          Queen of Tunlan enemy counters (Setting all to 80 will skip the queen event)

7E:5670 - 7E:5673          Warp Point Modifier (Set to FF to have all Warp Locations)

7E:55E0                    Sets location Township level is entered as
01 - Initial state
02 - Carpenter In-Progress
04 - Phase 1 Completed (Victorian Carpenter)
08 - Phase 2 Completed (Victorian Carpenter)
10 - Phase 1 Completed (Tree-house Carpenter)
20 - Phase 2 Completed (Tree-house Carpenter)
40 - Phase 1 Completed (Arabesque Carpenter)
80 - Phase 2 Completed (Arabesque Carpenter)


7E:5696                    Bit for Sana being used (Based on PC #)
7E:5697                    Bit for Seso being used (Based on PC #)
7E:5698                    Bit for Spoo being used (Based on PC #)
7E:5699                    Bit for Solo being used (Based on PC #)
7E:569A                    Bit for Seny being used (Based on PC #)
7E:569B                    Bit for Shin being used (Based on PC #)