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Final Fantasy VI/RAM map: Difference between revisions
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*1866-1868: steps count | *1866-1868: steps count | ||
==Items== | |||
*1869-1968: [[Final Fantasy VI:Digits|item]], slot 1 to slot 256 | *1869-1968: [[Final Fantasy VI:Digits|item]], slot 1 to slot 256 | ||
*1969-1A68: quantity, slot 1 to slot 256 | *1969-1A68: quantity, slot 1 to slot 256 |
Revision as of 16:39, 30 October 2005
- 11E0-11E1: encountered monster formation
- 11E2: battle background
Actors main carateristics
First actor (default: Terra)
- 1600: actor
- 1601: character sprite
- 1602-1607: name, 1st letter to 6th letter
- 1608: level
- 1609-160A: current HP
- 160B-160C: max HP
- 160D-160E: current MP
- 160F-1610: max MP
- 1611-1613: experience
- 1614-1615: status ailment
- 1616-1619: battle command, slot 1 to slot 4
- 161A: vigor
- 161B: speed
- 161C: stamina
- 161D: magic power
- 161E: equipped esper
- 161F: item equipped on right hand
- 1620: item equipped on left hand
- 1621: item equipped on head
- 1622: item equipped on body
- 1623: item equipped on relic slot 1
- 1624: item equipped on relic slot 2
The codes go in sequence for all 14 prime actors slots and then continue on for the 2 guest character slots.
Add 0x25 from a actor to the following.
- 1625-184F: actors caracteristics from slot 2 to slot 16
- 1850-185F: actors location
TEAMS | T1 | T2 | T3 |
slot 1 | 0xE1 | 0xE2 | 0xE3 |
slot 2 | 0xE9 | 0xEA | 0xEB |
slot 3 | 0xF1 | 0xF2 | 0xF3 |
slot 4 | 0xF9 | 0xFA | 0xFB |
- 1860-1862: gils
- 1863-1865: play time (hours-minutes-seconds)
- 1866-1868: steps count
Items
- 1869-1968: item, slot 1 to slot 256
- 1969-1A68: quantity, slot 1 to slot 256
Note: item in slot 256 doesn't appear in the inventory
Magic and skills acquired
- 1A69-1A6C: espers
- 1ACD: ???
- 1A6E-1AA3: magic, actor 1
- 1AA3-1AD9: magic, actor 2
- 1ADA-1B0F: magic, actor 3
- 1B10-1B45: magic, actor 4
- 1B46-1B7B: magic, actor 5
- 1B7C-1BB1: magic, actor 6
- 1BB2-1BE7: magic, actor 7
- 1BE8-1C1D: magic, actor 8
- 1C1E-1C53: magic, actor 9
- 1C54-1C89: magic, actor 10
- 1C8A-1CBF: magic, actor 11
- 1CC0-1CF5: magic, actor 12
Note: 1 byte per magic, value within [0x01,0x62] for % learning, value 0xFF = learned.
- 1CF6: ???
- 1CF7: sword techniques
- 1CF8-1D27: (to be verified) sword techniques names in japanese game, 6 bytes per name
- 1D28: blitz
- 1D29-1D2A: lores
- 1D2C-1D2D: ???
- 1D2E-1D4A: rages
- 1D4B: ???
- 1D4C: dances
- 1EBA-1EBC: rare items