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Final Fantasy IV (SNES)/RAM map: Difference between revisions
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== Combat == | == Combat == | ||
* 7E2000: Center Character | * 7E2000: Center Character | ||
* 7E2080: Upper Character | * 7E2080: Upper Character | ||
Line 132: | Line 130: | ||
* 7E2180: Center-up Character | * 7E2180: Center-up Character | ||
* 7E2200: Center-low Character | * 7E2200: Center-low Character | ||
Most of the offsets listed in the Characters section apply here. | |||
[[Category:Final Fantasy II|RAM map]] | [[Category:Final Fantasy II|RAM map]] |
Revision as of 19:35, 5 September 2011
The following article is a RAM map for Final Fantasy IV (SNES).
Miscellaneous
- 7EEF8C - Targetting type
- 7EEF8D - Controller, directional presses
- 7EEF8E - Ability to Target single and multiple targets (00 for no)
- 7EEF8F - Enemy target
- 7EEF90 - Playable Character target
- 7EF0C2 - Hit effect (graphic animation) for Fight
- 7E06DF - Dialog/Text Window open amount (00 = closed, 08 = fully extended)
Map Data
- 7E06A2 - Makes screen flash when walking, like damage
- 7E06C2 - Makes screen pixelate when walking, like poison
- 7E06C4 - Makes location's colors inverted (not sprites)
- 7E06C9 - Layer 2's scrolling method
- 7E06E3 - change this for screen shake
- 7E0EDB - Tile properties for town (solid, non-solid, exit, harmful,etc...)
- 7E1A02 - Can you save and use a tent here? (00 - no, 01 - yes)
- 7E1E00 - Music data (instruments and the likes)
- 7E1A02 - Can you save and use a tent here? (00 - no, 01 - yes)
- 7E1E00 - Music data (instruments and the likes)
- 7E09CF - Event for location?
- 7E09D1 - Storyline point for location?
- 7E1703 - Current location map
- 7E0649 - Location name displayed (00-not currently displaying, 01-currently displaying)
- 7E08F0 - Location NPC sprite data, palette, location, movement, etc..
- 7F5000 - Location MAP data in RAM
- 7E172C - Location Exit destination
- 7E0FDE - Location NPC Layout
- 7E0FDD - Location tileset
- 7E0FD6 - Location Name displayed upon entering
- 7E0FD4 - Layer 1 visibility, On/Off
- 7E0FD3 - Layer 1 tileset (Whole maps, used for water and the likes)
- 7E0FE0 - Layer 1 palette for locations
- 7F4480 - Town Baron Level Data
Game/Menu Settings
- 7E16A3 - Menu 'Time' counter (always counting up)
- 7E1440 - Begining of Items
- 7E16AD - Menu customize settings - Battle Speed
- 7E16AE - Menu customize settings - Battle Message
- 7E16B6 - Menu customize settings - Sound (Stereo/Mono)
- 7E16AA - Menu customize settings - Window Color
- 7E16AB - Menu customize settings - Window Color
- 7E16A8 - Menu customize settings - Change (Front/Back)
- 7E1500 - 7E1553 - Character Names
(Cecil/Kain/Rydia/Tellah/Edward/Rosa/Yang/Palom/Porom/Cid/Edge/FuSoYa/Golbez/Anna)
- 7EC6B0 - Menu string "Item"
- 7EC730 - Menu string "Magic"
- 7EC7B0 - Menu string "Equip"
- 7EC830 - Menu string "Status"
- 7EC8B0 - Menu string "Form"
- 7EC930 - Menu string "Change"
- 7EC9B0 - Menu string "Custom"
- 7ECA30 - Menu string "Save"
- 7E0774 -7E0877 Popup window text (found so and so, people's text, etc.)
- 7E8CBC - Character command strings - character slot #1
- 7E8D20 - Character command strings - character slot #2
- 7E8D84 - Character command strings - character slot #3
- 7E8DE8 - Character command strings - character slot #4
- 7E8E4C - Character command strings - character slot #5
- 7E8EC0 -7E97A4 - Battle Item menu strings and numbers (example - Cure1: 01)
- 7EBEEA - Enemy Names and number of (Imp 4)
- 7EBF02 - In-battle character name (Slot #1)
- 7EBF12 - In-battle character Current/Max HP (Slot #1)
- 7EBF82 - In-battle character name (Slot #1)
- 7EBF92 - In-battle character Current/Max HP (Slot #1)
- 7E0302 - Item menu hand graphic (top menu)
- 7E0303 - Item menu hand graphic (attribute top menu)
- 7E0312 - Item menu hand graphic (bottom menu)
- 7E0313 - Item menu hand graphic attribute (bottom menu)
- 7E0300 - X coordinate of graphic hand pointer for Main Menu
- 7E0301 - Y coordinate of graphic hand pointer for Main Menu
- 7E0302 - Graphic for hand pointer for Main Menu
- 7E0301 - Y coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in top menu)
- 7E0300 - X coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in top menu)
- 7E0301 - Y coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in top menu)
- 7E0310 - X coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in bottom menu
- 7E0311 - Y coordinate of graphic hand pointer for Equip Menu (choosing which area of equipment you are changing in bottom menu)
Characters
The following memory regions contain out-of-battle character data:
- 7E1000: Center Character
- 7E1040: Upper Character
- 7E1080: Lower Character
- 7E10C0: Center-up Character
- 7E1100: Center-low Character
Use the following offsets to gather information about each character:
- +0: Character identifier. Read this modulo 64 - the 2 most significant bits appear to be flags. Values are:
- 1: Cecil (Dark Knight)
- 2: Kain (beginning of game)
- 3: Young Rydia
- 4: Tellah (pre-Damycam)
- 5: Gilbert
- 6: Rosa (pre-Fabul)
- 7: Yang (pre-Baron)
- 8: Palom
- 9: Porom
- 10: Tellah (pre-Paladin)
- 11: Cecil (Paladin)
- 12: Tellah (post-Paladin)
- 13: Yang (post-Baron)
- 14: Cid
- 15: Kain (pre-Sealed Cave)
- 16: Rosa (final)
- 17: Rydia (final)
- 18: Edge
- 19: FuSoYa
- 20: Kain (final)
- +2: Level.
- +3: Status flags. (4 bytes)
- +7: Current HP. (2 bytes)
- +9: Max HP. (2 bytes)
- +11: Current MP. (2 bytes)
- +13: Max MP. (2 bytes)
- +16 through +47: Various stats (Strength, Agility, etc.)
- +48: Head equipment slot
- +49: Body equipment slot
- +50: Arms equipment slot
- +51: Right hand equipment slot
- +52: ???
- +53: Left hand equipment slot
Combat
- 7E2000: Center Character
- 7E2080: Upper Character
- 7E2100: Lower Character
- 7E2180: Center-up Character
- 7E2200: Center-low Character
Most of the offsets listed in the Characters section apply here.