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Final Fantasy IV (SNES)/ROM map: Difference between revisions
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{{rommap|game=Final Fantasy IV}} | {{rommap|game=Final Fantasy IV}} | ||
==Exit Data== | ==Japanese== | ||
Pointer tables are at the same bank, that seems to be split in two like the dialogues (32768 bytes). | |||
* 0x57000: boxes and font, 2BPP (NES). | |||
* 0x70000: listing and battle dialogues. | |||
* 0x80000: general dialogues. | |||
** 0x8070B (0x80709 in Easy Type): first dialogue. | |||
** Split in two parts, the second one begins at 0x88000! | |||
==North American== | |||
===Exit Data=== | |||
This data is apparently some kind of exit data, maybe all locations, or just towns. First location - Town of Baron. | This data is apparently some kind of exit data, maybe all locations, or just towns. First location - Town of Baron. | ||
Line 7: | Line 19: | ||
* <tt>A800</tt> (File Address - Unheadered) | * <tt>A800</tt> (File Address - Unheadered) | ||
==Object Data== | ===Object Data=== | ||
Location map object event type data (locked doors, healing jars, etc.... | Location map object event type data (locked doors, healing jars, etc.... | ||
Line 17: | Line 29: | ||
:Byte 4 - Unknown | :Byte 4 - Unknown | ||
==Tile Properties== | ===Tile Properties=== | ||
Tile properties for locations (i.e. collision data.) Make grass unwalkable, trees walkable, make them exits, or harmful to walk on, etc.. These are copied to RAM at 7E0EDB | Tile properties for locations (i.e. collision data.) Make grass unwalkable, trees walkable, make them exits, or harmful to walk on, etc.. These are copied to RAM at 7E0EDB | ||
Line 23: | Line 35: | ||
* <tt>A1200</tt> (File Address - Unheadered) | * <tt>A1200</tt> (File Address - Unheadered) | ||
== Dump of Final Fantasy II (US) ROM == | === Dump of Final Fantasy II (US) ROM === | ||
Addresses are for unheadered ROM. Any address without a range is the starting point for that set of data. | Addresses are for unheadered ROM. Any address without a range is the starting point for that set of data. | ||
Line 45: | Line 57: | ||
* <tt>0A9620</tt> = Location Names | * <tt>0A9620</tt> = Location Names | ||
== Other == | === Other === | ||
* <tt>2053-20B2 </tt> - SaveRAM File: The party's inventory. Set any of these bytes to any value you like to get different items, including some removed from the U.S. version. | * <tt>2053-20B2 </tt> - SaveRAM File: The party's inventory. Set any of these bytes to any value you like to get different items, including some removed from the U.S. version. | ||
{{Internal Data|game=Final Fantasy IV}} | {{Internal Data|game=Final Fantasy IV}} |
Revision as of 21:41, 23 June 2016
The following article is a ROM map for Final Fantasy IV (SNES).
Japanese
Pointer tables are at the same bank, that seems to be split in two like the dialogues (32768 bytes).
- 0x57000: boxes and font, 2BPP (NES).
- 0x70000: listing and battle dialogues.
- 0x80000: general dialogues.
- 0x8070B (0x80709 in Easy Type): first dialogue.
- Split in two parts, the second one begins at 0x88000!
North American
Exit Data
This data is apparently some kind of exit data, maybe all locations, or just towns. First location - Town of Baron.
- 158000 (SNES Address)
- A800 (File Address - Unheadered)
Object Data
Location map object event type data (locked doors, healing jars, etc....
- 138300 (SNES Address)
- 98300 (File Address - Unheadered)
- Byte 1 - Object type
- Byte 2 - X position
- Byte 3 - Y position
- Byte 4 - Unknown
Tile Properties
Tile properties for locations (i.e. collision data.) Make grass unwalkable, trees walkable, make them exits, or harmful to walk on, etc.. These are copied to RAM at 7E0EDB
- 149200 (SNES Address)
- A1200 (File Address - Unheadered)
Dump of Final Fantasy II (US) ROM
Addresses are for unheadered ROM. Any address without a range is the starting point for that set of data.
- 00BA30 = Menu Text
- 071800-071EFF (0006FF) = Enemy names
- 077370 = Battle Dialogue
- 078000 = Item Names
- 078900 = Spell Names
- 07A710 = Actor/Job/Command Names
- 07AE20 = Medicine Descriptions
- 07B070 = Battle Messages
- 07B440 = Status Names
Dialogue banks use DTE.
- 080400 = Dialogue Bank 1
- 088300 = Dialogue Bank 2
- 09A700 = Dialogue Bank 3
- 09E9C0 = Mysidian Legend/Ending dialogue
- 09F360 = Credits
- 0A9620 = Location Names
Other
- 2053-20B2 - SaveRAM File: The party's inventory. Set any of these bytes to any value you like to get different items, including some removed from the U.S. version.
Internal Data for Final Fantasy IV
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