Final Fantasy I & II: Dawn of Souls/Notes

From Data Crystal
< Final Fantasy I & II: Dawn of Souls
Revision as of 18:10, 9 June 2017 by Kea (talk | contribs) (→‎Bitfields and IDs: Removing old info, adding sub-page link)
Jump to navigation Jump to search

Chip tiny.png The following article is a Notes Page for Final Fantasy I & II: Dawn of Souls.


Bitfields and IDs

Bitfields and IDs

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