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Final Fantasy VI/RAM map
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The following article is a RAM map for Final Fantasy VI.
Battle
- 11E0-11E1 - Encountered monster formation
- 11E2 - Battle background
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 (Item in slot 256 doesn't appear in the inventory).
Magic and skills acquired
- 1A69-1A6C - Espers
- 1A6D - Active party
- 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
- 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)
- 1EBA-1EBD - Rare items