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Final Fantasy I & II: Dawn of Souls/Notes
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The following article is a Notes Page for Final Fantasy I & II: Dawn of Souls.
Bitfields and IDs
Bitfields
Class Equip Bits
0x01 Knight/Paladin 0x02 Thief/Ninja 0x04 Monk/Master 0x08 Red Mage/Wizard 0x10 White Mage/Wizard 0x20 Black Mage/Wizard
Element Bits
0x01 Paralysis 0x02 Stone 0x04 Time 0x08 Death 0x10 Fire 0x20 Ice 0x40 Lightning 0x80 Quake 0x100 Poison 0x200 Darkness 0x400 Sleep 0x800 Silence 0x1000 Confuse 0x2000 Mind
Status Effect Bits
0x01 Death 0x02 Stone 0x04 Poison 0x08 Blind 0x10 Stun 0x20 Sleep 0x40 Silence 0x80 Confusion
Monster Family Bits
0x01 Magical 0x02 Dragon 0x04 Giant 0x08 Undead 0x10 Werebeast 0x20 Aquatic 0x40 Spellcaster 0x80 Regenerating
IDs
Targeting IDs
$00 Automatic $01 All Enemies $02 One Enemy $04 User $08 All Allies $10 One Ally
Spell Type IDs
$00 Warp/Exit $01 Damage $02 Damage (Undead targets only) $03 Inflict negative status $04 Hit Multiplier down $05 Morale down $06 (Unused) $07 Healing $08 Cure negative status $09 Defense up $0A Grant elemental resistance $0B Attack, Hit Rate up $0C Hit Multiplier up $0D Attack up $0E Evade down $0F HP Max $10 Evade up $11 Nullify resistances $12 Inflict status (<300HP = 100% accuracy) $13 Heal Fixed HP or MP Heals HP, MP or both equal to the spell's Power 1. Power 2 determines which to heal: $01 - HP $02 - MP $03 - Both $14 Max HP up $15 Max MP up $16 Hit Rate up $17 Damage = Power 1
Item Effect IDs
$00 Sleep/Tent/Cottage effect $01 Max HP up by Power*10 $02 Max MP up by Power $03 Strength up by [1..Power] $04 Stamina up by [1..Power] $05 Intellect up by [1..Power] $06 Agility up by [1..Power] $07 Luck up by [1..Power] $08 Giant Tonic $09 Faerie Tonic $0A Strength Tonic $0B Protect Drink $0C Speed Drink $0D Restore HP $0E Restore MP $0F Elixir/Megalixir (0 or 1) $10 Phoenix Down $11 Remedy $12 Use (Power)th Spell effect
Battle Background IDs
$00 Fields $01 Badlands $02 Forest $03 Burned Forest $04 Deep Forest $05 River $06 Waterfall $07 Lake $08 Swamp $09 Marsh $0A Desert $0B Ship $0C Earth Cave $0D Earth Cave Altar $0E Sunken Shrine $0F Sunken Shrine Altar $10 Chaos Shrine $11 Chaos Temple $12 Chaos $13 Giant's Cave $14 Mt. Gulg $15 Mt. Gulg Altar $16 Ice Cave $17 Citadel of Trials $18 Mirage Tower $19 Waterfall Cave $1A Castle $1B Marsh Cave $1C Floating Fortress $1D Floating Fortress Altar $1E City $1F Lava Shrine $20 Dark Woods $21 Sunset Plains $22 Sunset Lake $23 Sunset Forest $24 Sunset Desert $25 Sunset Marsh $26 Sunset Swamp
ROM Data Formats
Items, Weapons and Armor Data
Item Data Table
0x19F07C — 0x19F33B
16*44
0x0-0x1: Sorting Order 0x2: Item Effect 0x3: Targeting
0x4: Usage -------------------------------- $1 Field $2 Battle $4 Anytime
0x5: Animation (PC Casters only; monsters use Spell ID as index) 0x6-0x7: Power 0x8-0xB: Purchase Cost 0xC-0xF: Sale Price
Weapon Data Table
0x19F33C — 0x19FA75
28*65
0x00-0x01: Sorting Order 0x02: Who Equips (Base classes) 0x03: Who Equips (Advanced classes) 0x04: Attack 0x05: Accuracy 0x06: Evade 0x07: Spell cast when used 0x08-09: Elemental infusion 0x0A: Monster Family effectiveness 0x0B: Strength Modifier 0x0C: Stamina Modifier 0x0D: Agility Modifier 0x0E: Intellect Modifier 0x0F: Critical Rate (chance out of 200) 0x10: HP Boost (%) 0x11: MP Boost (%) 0x12-13: [Unused] 0x14-17: Purchase Cost 0x18-1B: Sale Price
Armor Data Table
0x19FA58 — 0x1A021B
28*71
0x00-01: Sorting Order 0x02: Who equips (base classes) 0x03: Who equips (advanced classes) 0x04: Defence 0x05: Weight 0x06: Evade 0x07: Spell cast when used 0x08-09: Elemental resistance(s) 0x0A: Strength Modifier 0x0B: Stamina Modifier 0x0C: Agility Modifier 0x0D: Intellect Modifier 0x0E: HP Boost (%) 0x0F: MP Boost (%) 0x10-13: [Unused] 0x14-17: Purchase Cost 0x18-1B: Sale Price