Final Fantasy VI/RAM map: Difference between revisions

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(formatting, links to Final Fantasy VI:Digits added #'s)
Line 1: Line 1:
[[Category:Final_Fantasy_VI]]
[[Category:Final Fantasy VI|RAM map]]
*11E0-11E1: encountered [[Final Fantasy VI:Monster formation digits|monster formation]]
{{rammap|game=[[Final Fantasy VI]]}}
*11E0-11E1: encountered [[Final Fantasy VI:Digits#Monster formation digits|monster formation]]
*11E2: battle background
*11E2: battle background


==Actors main carateristics==
==Actors main carateristics==
'''First actor''' (default: Terra)
'''First actor''' (default: Terra)
*1600: [[Final Fantasy VI:Digits|actor]]
*1600: [[Final Fantasy VI:Digits#Actor digits|actor]]
*1601: character sprite
*1601: character sprite
*1602-1607: name, 1st letter to 6th letter
*1602-1607: name, 1st letter to 6th letter
Line 14: Line 15:
*160F-1610: max MP
*160F-1610: max MP
*1611-1613: experience
*1611-1613: experience
*1614-1615: [[Final Fantasy VI:Digits|status ailment]]
*1614-1615: [[Final Fantasy VI:Digits#Status ailment digits|status ailment]]
*1616-1619: [[Final Fantasy VI:Digits|battle command]], slot 1 to slot 4
*1616-1619: [[Final Fantasy VI:Digits#Battle command digits|battle command]], slot 1 to slot 4
*161A: vigor
*161A: vigor
*161B: speed
*161B: speed
Line 21: Line 22:
*161D: magic power
*161D: magic power
*161E: equipped esper
*161E: equipped esper
*161F: [[Final Fantasy VI:Digits|item]] equipped on right hand
*161F: [[Final Fantasy VI:Digits#Item digits|item]] equipped on right hand
*1620: [[Final Fantasy VI:Digits|item]] equipped on left hand
*1620: [[Final Fantasy VI:Digits#Item digits|item]] equipped on left hand
*1621: [[Final Fantasy VI:Digits|item]] equipped on head
*1621: [[Final Fantasy VI:Digits#Item digits|item]] equipped on head
*1622: [[Final Fantasy VI:Digits|item]] equipped on body
*1622: [[Final Fantasy VI:Digits#Item digits|item]] equipped on body
*1623: [[Final Fantasy VI:Digits|item]] equipped on relic slot 1
*1623: [[Final Fantasy VI:Digits#Item digits|item]] equipped on relic slot 1
*1624: [[Final Fantasy VI:Digits|item]] equipped on relic slot 2
*1624: [[Final Fantasy VI:Digits#Item digits|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.<br>
'''The codes go in sequence for all 14 prime actors slots and then continue on for the 2 guest character slots.<br>
'''Add 0x25 from a [[Final Fantasy VI:Digits|actor]] to the following.
'''Add 0x25 from a [[Final Fantasy VI:Digits#Actor digits|actor]] to the following.


*1625-184F: actors caracteristics from slot 2 to slot 16
*1625-184F: actors caracteristics from slot 2 to slot 16
*1850-185F: actors location
*1850-185F: actors location
<TABLE BORDER>
{| class = "bordered" cellpadding = "4" border = "1" style = "text-align: center"
<TR>
! TEAMS || T1 || T2 || T3
<TD ALIGN=CENTER NOWRAP>TEAMS</TD><TD ALIGN=CENTER NOWRAP>T1</TD><TD ALIGN=CENTER NOWRAP>T2</TD><TD ALIGN=CENTER NOWRAP>T3</TD>
|-
</TR>
| '''slot 1''' || 0xE1 || 0xE2 || 0xE3
<TR>
|-
<TD ALIGN=CENTER NOWRAP>slot 1</TD><TD ALIGN=CENTER NOWRAP>0xE1</TD><TD ALIGN=CENTER NOWRAP>0xE2</TD><TD ALIGN=CENTER NOWRAP>0xE3</TD>
| '''slot 2''' || 0xE9 || 0xEA || 0xEB
</TR>
|-
<TR>
| '''slot 3''' || 0xF1 || 0xF2 || 0xF3
<TD ALIGN=CENTER NOWRAP>slot 2</TD><TD ALIGN=CENTER NOWRAP>0xE9</TD><TD ALIGN=CENTER NOWRAP>0xEA</TD><TD ALIGN=CENTER NOWRAP>0xEB</TD>
|-
</TR>
| '''slot 4''' || 0xF9 || 0xFA || 0xFB
<TR>
|}
<TD ALIGN=CENTER NOWRAP>slot 3</TD><TD ALIGN=CENTER NOWRAP>0xF1</TD><TD ALIGN=CENTER NOWRAP>0xF2</TD><TD ALIGN=CENTER NOWRAP>0xF3</TD>
</TR>
<TR>
<TD ALIGN=CENTER NOWRAP>slot 4</TD><TD ALIGN=CENTER NOWRAP>0xF9</TD><TD ALIGN=CENTER NOWRAP>0xFA</TD><TD ALIGN=CENTER NOWRAP>0xFB</TD>
</TR>
</TABLE><BR>
*1860-1862: gils
*1860-1862: gils
*1863-1865: play time (hours-minutes-seconds)
*1863-1865: play time (hours-minutes-seconds)
Line 55: Line 50:


==Items==
==Items==
*1869-1968: [[Final Fantasy VI:Digits|item]], slot 1 to slot 256
*1869-1968: [[Final Fantasy VI:Digits#Item digits|item]], slot 1 to slot 256
*1969-1A68: quantity, slot 1 to slot 256
*1969-1A68: quantity, slot 1 to slot 256
Note: item in slot 256 doesn't appear in the inventory
Note: item in slot 256 doesn't appear in the inventory

Revision as of 17:09, 30 October 2005

Chip tiny.png The following article is a RAM map for Final Fantasy VI.

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
  • 1A6D: ???
  • 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