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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
Item In-Battle Spell Table
0x226EA2 — 0x226EF9 2*44
Defines the spell to be cast for every consumable item when it is used in battle. Normal items like Potions and Ethers take effect in this way as well.
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
Monsters
Monster Data Tables
0×1DE044 — 0×1DF8A3: Bestiary 0×223F4C — 0×2257AB: Monster Stats (mid-battle) 0×227054 — 0×2288B3: Monster Stats (battle start) 0×22A880 — 0×22C0DF: Check for Regenerating family 32*195
All four tables are identical in and of themselves.
0x00-01: EXP given 0x02-03: Gil given 0x04-05: Max HP 0x06: Morale 0x07: AI Index (unused) 0x08: Evasion 0x09: Defence 0x0A: Number of hits 0x0B: Accuracy 0x0C: Attack 0x0D: Agility 0x0E: Intellect 0x0F: Critical Rate 0x10-11: Status Attack Element 0x12: Status Attack Ailment 0x13: Monster Family 0x14: Magic Defense 0x15: (Unused/Padding) 0x16-17: Elemental Weakness(es) 0x18-19: Elemental Resistance(s) 0x1A: Item Drop Type 0x1B: Dropped Item sub-ID 0x1C: Drop Chance (%) 0x1D-1F: (Unused/Padding)
Monster Attack Animation Table
0x223540 — 0x223603 1*195
0x00: Attack Animation ID - 0x2D
Monster AI Index Table
0x22F0B8 — 0x22F17A 1*195
Monster AI Definitions
0x22F17C — 0x22F5CB 16*69
0x00: Chance to cast a spell, out of 200; can't cast if Silenced 0x01: Chance to cast a monster ability, out of 128, if a spell wasn't cast 0x02-09: Spell queue. Each spell in the queue is cast in order. When an FF byte is reached, the queue loops 0x0A: FF terminator 0x0B-0E: Ability queue. Expressed as (Spell ID - 0x41), so Icestorm 1 is the first legal ability 0x0F: FF terminator
Monster GFX Pointer Table
0x2227DC — 0x2230FF 12*195
0x0: Palette Pointer 0x4: Tile Arrangement Data Pointer 0x8: Monster tile Data Pointer
Monster Size Table
0x223644 — 0x223706 1*195
0x00: Monster Size $00: Small (eg Goblin) $01: Big (eg Troll) $02: Fiend/Chaos $03: Soul of Chaos Boss