Final Fantasy VI/RAM map

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< Final Fantasy VI
Revision as of 02:16, 6 June 2010 by Alchemic (talk | contribs) (moved Final Fantasy VI: RAM Map to Final Fantasy VI:RAM map over redirect: Match template)
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Chip tiny.png The following article is a RAM map for Final Fantasy VI.

Battle

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