Final Fantasy VI/RAM map: Difference between revisions

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m (Removed redundant braces from game name for rammap template)
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[[Category:Final Fantasy VI|RAM map]]
[[Category:Final Fantasy VI|RAM map]]
{{rammap|game=[[Final Fantasy VI]]}}
{{rammap|game=Final Fantasy VI}}
*11E0-11E1: encountered [[Final Fantasy VI:Digits#Monster formation digits|monster formation]]
*11E0-11E1: encountered [[Final Fantasy VI:Digits#Monster formation digits|monster formation]]
*11E2: battle background
*11E2: battle background

Revision as of 23:57, 1 December 2005

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

Actors main characteristics

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: non-battle status ailment (bytes 1 and 4)
  • 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 spell, value within [0x01,0x63] for % learning, value 0xFF = learned.

  • 1CF6: Terra's magic points count (used for the Morph command)
  • 1CF7: sword techniques
  • 1CF8-1D27: sword techniques names in japanese game, 6 bytes per name
  • 1D28: blitz
  • 1D29-1D2B: lores
  • 1D2C-1D4B: rages
  • 1D4C: dances
  • 1DDD-1E1C: monster formations available on veldt (bits correspond to formations 0-511 on list)