Final Fantasy: Mystic Quest/ROM map

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Chip tiny.png The following article is a ROM map for Final Fantasy: Mystic Quest.

Unheadered ROM only

  • 032B00 - Tile Properties (solid, walkable, moves characters, etc..)
  • 034084 - Location Palette assignments (First Location: Level Forest)
  • 038200 - Menu Palettes
  • 03B218 - 2 byte pointers to Locations (First Location: Level Forest)
  • 01572B - Enemy Formation Positions (Behemoth position on screen - Each enemy = 1 byte)
  • 010715 - This data decides what frame of animation is shown when each enemy receives a certain amount of damage
  • 010B06 - Targetting data (sword is first item)
  • 010BF2 - This data affects the character's weapon's stats and effects
  • 010F4A - This data affects the character's weapon's effects as well

All offsets are using a V1.0 (U) version of the ROM without a header.

  • 6BDAE Pointers to SPCs ($0x03 each)
  • 6BDFF Pointers to BRRs (same as above)
  • 6BEA1-6C1E1 Instrument sample indexes
  • 6C201 BRR sample data
  • 750FD SPC sequence data


  • 750FD Silence
  • 78573 Battle 1
  • 78B68 Battle 2
  • 79320 Battle 3
  • 79B73 Victory!
  • 79E0A World
  • 79F87 Fossil Labryrinth
  • 7A29A Dungeon of Ice
  • 7A84E Lava Dome
  • 7AE4E Mountain Range of Whirlwinds
  • 7B20B Dungeon and Waterfall
  • 7B504 Middle Tower
  • 7B779 Last Castle
  • 7BF2E Beautiful Forest
  • 7C2F8 Shrine of Light
  • 7C743 City of Earth ~ Foresta
  • 7CC41 City of Ice ~ Aquaria
  • 7D151 City of Fire ~ Faeria
  • 7DA03 City of Wind ~ Windaria
  • 7DF42 Rock 'n' Roll
  • 7E410 Rock Theme
  • 7E810 Fanfare of Friendship
  • 7E8C2 Mystic Ballad
  • 7EAAB Hill of Fate
  • 7EEDD Mystic Quest
  • 7F473 Ending
  • 7FBD3 The Crystal
  • ~ *
  • 00-0D - Play note, C
  • 0E-1B - Play note, C#
  • 1C-29 - Play note, D
  • 2A-37 - Play note, D#
  • 38-45 - Play note, E
  • 46-53 - Play note, F
  • 54-61 - Play note, F#
  • 62-6F - Play note, G
  • 70-7D - Play note, G#
  • 7E-8B - Play note, A
  • 8C-99 - Play note, A#
  • 9A-A7 - Play note, B
  • A8-BF - Play note, B#
  • C0-CE - rest


  • D2 xx - set instrument volume to xx
  • D3 xx - ???
  • D4 xx - pan channel left or right [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
  • D7 ss tt dd - Vibrato: ss = speed, tt = time until vibrato, dd = depth
  • E0 - Vibrato off?
  • E1 - ???
  • E2 - ???
  • E3 - ???
  • E4 xx - change pitch to xx
  • E5 xx - lenth of next note is xx
  • EA xx - change instrument to xx
  • F0 xx yy - ???
  • F1 - ???
  • F2 - end of channel
  • F3 xx - change tempo to xx
  • F4 - ???
  • F5 xx - set reverb to xx
  • F6 - ???
  • F7 xx yy - ???
  • F8 xx - set global SPC volume to xx
  • FF - end of sequence?


  • Sample Index list from: 6BEA1-6C1E1
  • 00 Nothing
  • 01 Guitar
  • 02 Kick Drum
  • 03 Brass Section
  • 04 Distortion Guitar
  • 05 Synth Bass
  • 06 Flute 1
  • 07 Hihat
  • 08 Flute 2
  • 09 Rock Organ
  • 0A Electric Bass
  • 0B Snare Drum (loop)
  • 0C Strings
  • 0D Conga Drum
  • 0E Trumpet
  • 0F Xylophone
  • 10 Cymbal Crash
  • 11 Timpani
  • 12 Wood Block


  • Samples from within the SPC sequence (not listed on the sample index):
  • 00 Triangle waveform
  • 01 Triangle waveform (Synth Church Organ)
  • 02 Square waveform (not Square as in Squaresoft)
  • 03 Saw waveform (Overdrive)
  • 04 Saw waveform (Synth Trumpet)
  • 05 Square waveform (Overdrive)
  • 06 Saw waveform?
  • 07 Triangle waveform (Bell)
  • 08 Triangle waveform (Overdrive)
  • 09 Saw waveform (Overdrive)
  • 0A Saw waveform (Synth Bass)
  • 0B Sine waveform (Flute)
  • 0C-3F Nothing