Breath of Fire II/ROM map: Difference between revisions

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==Characters starting information==
==Characters starting information==
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Initial data for the game's characters. Information block starts at 87C and ends at D3B (Assuming no header). Each entry is 64 bytes long. Layout:
Initial data for the game's characters. Information block starts at x00:087C ($C0:087C) and ends at x00:0D3B ($C0:0D3B) (Assuming no header). Each entry is 64 bytes long. Layout:


1-4: Name
1-4: Character Name
 
5-6: Unknown, 00 for all.
5-6: Unknown, 00 00 for everyone
7: Character's PC Number
 
00 - Ryu
7: Character's number
01 - Bosch
02 - Rand
03 - Katt
04 - Nina
05 - Jean
06 - Sten
07 - Aspara
08 - Deis
09 - Kid Ryu
0A - Kid Bosch (Zombie in battle)


8: Initial level
8: Initial level
9-10: Unknown
9-10: Unknown
 
11-12: Initial HP
11: Initial HP
13-14: Unknown; always the same as initial AP. (Possibly Unused)
 
15-16: Initial AP
12: Initial HP, 00 for all; allows numbers bigger than 255
 
13-14: Unknown; always the same as initial AP.
 
15: Initial AP
 
16: Initial AP, 00 for all; allows numbers bigger than 255
 
17: Character portrait/sprite modifier; 00 for everyone
17: Character portrait/sprite modifier; 00 for everyone
18: Initial Strength
18: Initial Strength
19: Initial Stamina
19: Initial Stamina
 
20-21: Initial Agility
20: Initial Agility
 
21: Initial Agility, 00 for all; allows numbers bigger than 255.
 
22: Initial Condition
22: Initial Condition
 
23-24: Initial Weapon (Value 11 tells the game that you have a weapon equipped)
23: Initial Weapon
25-26: Initial Shield (Value 21 tells the game that you have a piece of armor equipped)
 
27-28: Initial Armor (Value 21 tells the game that you have a piece of armor equipped)
24: Always 11 when above is used. Doesn't seem to do anything...
29-30: Initial Helmet(Value 21 tells the game that you have a piece of armor equipped)
 
31-32: Accessory Slot 1; If you unequip the item makes it unable to be equipped. (This is a natural bug)
25: Initial Shield
33-34: Accessory Slot 2; If you unequip the item makes it unable to be equipped. (This is a natural bug)
 
35-43: Unknown; from what can be understood, it would be the attack, defense, vigor stats. (Unused)
26: Always 21 when above is used. Doesn't seem to do anything...
 
27: Initial Armor
 
28: Always 21 when above is used. Doesn't seem to do anything...
 
29: Initial Helmet
 
30: Always 21 when above is used. Doesn't seem to do anything...
 
31: Accessory Slot 1; unequipping the item makes it unable to be equipped; item might not function correctly
 
32: Unknown; Could be related to above
 
33: Accessory Slot 2; unequipping the item makes it unable to be equipped; item might not function correctly
 
34: Unknown; Could be related to above
 
35-43: Unknown
 
44: Initial Guts
44: Initial Guts
45: Initial Wisdom
45: Initial Wisdom
46: Initial Luck
46: Initial Luck
 
47-49: Initial EXP
47-64: Unknown
4A-64: Unused


There are three sets of characters in this data block. The first set is for the normal game, for the most part. The second set consists solely of Child Ryu and Child Bow. Adult Ryu (Maybe Adult Bow too) inherits his stats from Child Ryu. This is only worth noting if you want to change his starting stats.
There are three sets of characters in this data block. The first set is for the normal game, for the most part. The second set consists solely of Child Ryu and Child Bow. Adult Ryu (Maybe Adult Bow too) inherits his stats from Child Ryu. This is only worth noting if you want to change his starting stats.
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==Stat gain tables==
==Stat gain tables==
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Revision as of 18:33, 21 May 2016

The following ROM data was obtained from an old Gamefaqs thread (link) by a user called StarryKnights.

Characters starting information

Initial data for the game's characters. Information block starts at x00:087C ($C0:087C) and ends at x00:0D3B ($C0:0D3B) (Assuming no header). Each entry is 64 bytes long. Layout:

1-4: Character Name
5-6: Unknown, 00 for all.
7: Character's PC Number
00 - Ryu
01 - Bosch
02 - Rand
03 - Katt
04 - Nina
05 - Jean
06 - Sten
07 - Aspara
08 - Deis
09 - Kid Ryu
0A - Kid Bosch (Zombie in battle)

8: Initial level
9-10: Unknown
11-12: Initial HP
13-14: Unknown; always the same as initial AP. (Possibly Unused)
15-16: Initial AP
17: Character portrait/sprite modifier; 00 for everyone
18: Initial Strength
19: Initial Stamina
20-21: Initial Agility
22: Initial Condition
23-24: Initial Weapon (Value 11 tells the game that you have a weapon equipped)
25-26: Initial Shield (Value 21 tells the game that you have a piece of armor equipped)
27-28: Initial Armor (Value 21 tells the game that you have a piece of armor equipped)
29-30: Initial Helmet(Value 21 tells the game that you have a piece of armor equipped)
31-32: Accessory Slot 1; If you unequip the item makes it unable to be equipped. (This is a natural bug)
33-34: Accessory Slot 2; If you unequip the item makes it unable to be equipped. (This is a natural bug)
35-43: Unknown; from what can be understood, it would be the attack, defense, vigor stats. (Unused)
44: Initial Guts
45: Initial Wisdom
46: Initial Luck
47-49: Initial EXP
4A-64: Unused

There are three sets of characters in this data block. The first set is for the normal game, for the most part. The second set consists solely of Child Ryu and Child Bow. Adult Ryu (Maybe Adult Bow too) inherits his stats from Child Ryu. This is only worth noting if you want to change his starting stats.

The third set is what I can only surmise are the team's stats during the title screen demos.



Stat gain tables

Stat Gain Tables:
----
Hex offset (LoROM Address)
x05:71B0 - x05:5DEF ($C5:71B0 - $C5:5DEF)

4 bytes, split into 8 half-bytes in this order with a max increase of '15 (F)' per stat: 

Byte 1: HP, AP
Byte 2: Strength, Stamina
Byte 3: Unused, Agility
Byte 4: Wisdom, Luck

Almost every character seems to have extra level gains for levels they don't join at. These are not used at all due to the initial data. <br/>Also, it seems Bleu's stats uses the Monster Table as her level up data so she doesn't have her 'own' to modify without some serious stat table moving.

Guts gain upon level is consistently the same for every level up.  Each PC's gain starts at: 
x01:8FE5 ($81:8FE5)



Enemy information

Enemy stats:

59000-5A8FF

Bytes 1-8: Name

9-10: Hit points

11-12: AP

13: Luck

14-15: Attack

16-17: Defense

18-19: Agility

20: Drop rate???

21-22: Experience

23-24: Zenny

25: Item set

26-32: Unknown

For detailed information on how drop rates and item sets work, check out Ben Siron's handbook that explains many of the game's mechanics: link

Spell gains table

Pointers: 5AA00-5AA011

5AA12-5AADE

Pairs of bytes. First is for level the spell is gained on, the second is the spell gained. 00 terminates.