Final Fantasy III (NES)/RAM map

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< Final Fantasy III (NES)
Revision as of 08:05, 22 October 2014 by Alphamule (talk | contribs) (→‎WRAM: MP cur/max done, so now on to 6209-623F!)
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Chip tiny.png The following article is a RAM map for Final Fantasy III (NES).

SRAM

File Structure (0x2000 = 8192 bytes, starts at 0x6000 when mapped)

	Offset | Len  | Description
	_______|______|____________
	0x0000 | 1024 | Last Save
	0x0400 | 1024 | Slot #1
	0x0800 | 1024 | Slot #2
	0x0C00 | 1024 | Slot #3

Save Slot Structure (0x400 = 1024 bytes)

	Offset | Len | Description
	_______|_____|______________________
	0x0000 |   1 | Any Airship Visible
	0x0001 |   1 | Airship X
	0x0002 |   1 | Airship Y
	0x0004 |   1 | Big Airship Visible
	0x0005 |   1 | Big Airship X
	0x0006 |   1 | Big Airship Y
	0x0008 |   1 | Map ID
	0x0009 |   1 | Player X
	0x000A |   1 | Player Y
	0x000B |   1 | Following
	0x000E |   1 | Player Icon
	0x000F |   1 | Player Vehicle
	0x0014 |   1 | Save Count
	0x001A |   1 | Checksum
	0x001B |   1 | CP (Change Points)
	0x001C |   3 | Gold
	0x0021 |   1 | Crystal Level (Max: 0x1F)
	0x00C0 |  32 | Inventory IDs
	0x00E0 |  32 | Inventory Count
	0x0100 | 256 | Characters A x 4
	0x0200 | 256 | Characters B x 4

Character Structure A (0x40 = 64 bytes)

	Offset | Len | Description
	_______|_____|_____________________
	0x0000 |   1 | Job ID
	0x0001 |   1 | Level (Starts at 0)
	0x0002 |   1 | Status
	0x0003 |   3 | Experience
	0x0006 |   6 | Name
	0x000C |   2 | Current HP
	0x000E |   2 | Maximum HP
	0x0010 |   1 | Current Job Level
	0x0011 |   1 | Current Job Experience
	0x0012 |   5 | Stats w/o Equip
	0x0017 |   5 | Stats with Equip
	0x001E |   1 | Magic Evade %
	0x001F |   1 | Magic Defense
	0x0021 |   1 | Attack Roll
	0x0022 |   1 | Hit %
	0x0023 |   1 | Attack Power
	0x0026 |   1 | Bonus Attack Roll
	0x0027 |   1 | Hit % Modifier
	0x0028 |   1 | Bonus Attack Power
	0x002B |   1 | Guard Roll
	0x002C |   1 | Evade %
	0x002D |   1 | Guard Power
	0x0030 |  16 | Curr/Max MP x 8

Character Structure B (0x40 = 64 bytes)

	Offset | Len | Description
	_______|_____|_____________________
	0x0000 |   1 | Equip: Head
	0x0001 |   1 | Equip: Body
	0x0002 |   1 | Equip: Arms
	0x0003 |   1 | Equip: Right
	0x0004 |   1 | Equip: Left
	0x0007 |   8 | Equip: Magic
	0x000F |   1 | Row (2: Front, 3: Back)
	0x0010 |  44 | Job Level, Experience x 22

WRAM

Zero Page Variables

	Offset | Len | Description
	_______|_____|_____________________
	0027   |   1 | Horizontal position (Overworld)
	0029   |   1 | Horizontal position (Non-overworld) in area
	002A   |   1 | Vertical position (Non-overworld) in area (needs more details/incomplete)
	002B   |   1 | Horizontal position (Overworld) that tile engine sees?
	0031   |   1 | Horizontal position (Overworld) that tile engine sees?
	0033   |  4b | Direction character walks/faces (Non-overworld) 01=Right 02=Left 04=Down 08=Up
	0068   |   1 | Horizontal position that NPCs think you're at (They can walk through you if you change this)
	00F5   |   1 | Encounter Counter (Goes up when doing stuff like using potions or moving on screen)
40-7F pages

	Offset    | Len  | Description
	__________|______|_____________________
	4000-5FFF | 2000 | Open bus
	6000-7FFF | 2000 | Battery-backed SRAM when enabled (Also used as work RAM)
	60C0-60DF |   20 | Item types in inventory screen
	60E0-60FF |   20 | Item quantity in inventory screen
	6100      |    1 | 1P Job
	6101      |    1 | 1P Level
	6102      |    1 | 1P Status conditions
	6103-6105 |    3 | 1P Experience
	6106-610B |    6 | 1P ?? (Never changes - some kind of PRNG seed/salt?)
	610C-610D |    2 | 1P HP (Current)
	610E-610F |    2 | 1P HP (Max)
	6110      |    1 | 1P Skill level in job
	6111      |    1 | 1P Job
	6112-6116 |    4 | 1P Strength, Agility, Vitality, Intellect, Spirit (Base)
	6117-611B |    4 | 1P Strength, Agility, Vitality, Intellect, Spirit (After equipment)
	611C      |    1 | 1P ?? (Always 00)
	611D      |    1 | 1P ?? (Goes from 00 to 04 from beginning to end of game)
	611E      |    1 | 1P Magic Evade
	611F      |    1 | 1P Magic Defense
	6120      |    1 | 1P ?? (Barely changes from beginning to end of game)
	6121      |    1 | 1P ?? (Barely changes from beginning to end of game) 
	6122      |    1 | 1P ?? (Barely changes from beginning to end of game)
	6123      |    1 | 1P Attack damage(per hit) added to weapon type and job class modifiers
	6124      |    1 | 1P ?? (Always 00)
	6125      |    1 | 1P ?? (Known values:  10,24,20,40 from beginning to end of game)
	6126      |    1 | 1P ?? (Known values:  03,04,08 from beginning to end of game)
	6127      |  6b? | 1P ?? (Known values:  00-63)
	6128      |    1 | 1P ?? (Increases from beginning of game to end)
	6129      |    1 | 1P ?? (Known values:  00,05)
	612A      |    1 | 1P ?? (Known values:  00,04,18)
	612B      |    1 | 1P ?? (Known values:  01,02,04)
	612C      |    1 | 1P Evade
	612D      |    1 | 1P Defence
	612E      |    1 | 1P Hidden defensive stat?  (Always the same as highest value for single Body/Head pieces equiped)
	612F      |    1 | 1P ?? (Always 00, un/equiping armor resets it back to 00)
	6130      |    1 | 1P MP Level 1 (Current)
	6131      |    1 | 1P MP Level 1 (Max)
	6132-613F |    1 | 1P MP Levels 2-8 (Same pattern as 6130-6131)
	6140-617F |   40 | 2P repeat of 6100-613F
	6180-61BF |   40 | 3P repeat of 6100-613F
	61C0-61FF |   40 | 4P repeat of 6100-613F
	6200      |    1 | 1P Head equipment type
	6201      |    1 | 1P Body equipment type
	6202      |    1 | 1P Hand equipment type
	6203      |    1 | 1P RHand type
	6204      |    1 | 1P RHand quantity (Say, for arrows)
	6205      |    1 | 1P LHand type
	6206      |    1 | 1P LHand quantity
	6207      |    1 | 1P LHand type
	6208      |    1 | 1P LHand quantity
	6240-627F |   40 | 2P repeat of 6200-623F
	6280-62BF |   40 | 3P repeat of 6200-623F
	62C0-62FF |   40 | 4P repeat of 6200-623F

PPU

CHR-RAM

	Offset    | Len  | Description
	__________|______|_____________________
	0000-07FF | 2000 | Bank pair (2KB)
	0800-0FFF | 2000 | Bank pair (2KB)
	1000-13FF | 2000 | Bank (1KB)
	1400-17FF | 2000 | Bank (1KB)
	1800-1BFF | 2000 | Bank (1KB)
	1C00-1FFF | 2000 | Bank (1KB)


See also for 8000-FFFF: Final_Fantasy_III:ROM_map Note: Not done yet - need to find out why this was deleted.