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Breath of Fire II/RAM map
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The following article is a RAM map for Breath of Fire II.
7E:00C5 Screen brightness 7E:00C9 Layer 1 X Coordinates 7E:00CB Layer 1 Y Coordinates 7E:00CD Layer 2 X Coordinates 7E:00CF Layer 2 Y Coordinates 7E:00D1 Layer 3 X Coordinates 7E:00D3 Layer 3 Y Coordinates 7E:0400 Background palettes 7E:0C99 Map pointer (2 bytes) - Changing this will likely crash the game 7E:0C86 Overworld 'Event' loading 01 - Nothing 02 - Dialogue box 03 - Main Menu 04 - Battle 05 - Character Switch 06 - Fishing 07 - Field Game 08 - Overworld Map 7E:0C8C - 7E:0C8F Some more event loading, mostly for dialogs and stuff. Playing with this can soft lock a game 7E:0CB8 Time of day in Overworld, seconds passed, loops every 60 7E:0CB9 Time of day in Overworld, Setting to 0x2A sets permanent daylight 7E:0CBA Same as above, 7E:0CB9 is copied here and read for some purpose 7E:12DD Setting this to 0x20 will cause the daylight cycle to freeze but will still allow TimeWarp to be cast and work Casting TimeWarp will reset this back to 0x00 unless it is constantly written to 7E:1000 - 7E:12BF Character in battle data, some of the area before this is used in battle as well, but not character specific Each character is 0x9F in size 7E:12C1 More events, any animations which are char specific i.e. Rand rolling, play on other chars, but are weird. 02 - Default 04 - Starts an event from meeting Granny, but it's buggy and usually crashes. If it doesn't, it slows your walking speed. 06 - Shuffles the first character to the last place (R button) 08, 10 - Plays some animation then freezes 0A, 0E - Opens the drawer dialog box, and sometimes you can find stuff 0C - Makes the party follow differently and weird 12 - Drops the party to a new location 14 - Nina saving the party from a pit animation 16 - Walks up steps to a new location 18 - Become the Giant Frog 1A - Move like the Giant Frog, move two tiles at a time, can skip some tiles, swim, etc 1C - Riding the whale, you get stuck on land 1E - Rand rolling 20 - Sten grabbing? (pulls you far, then you can't move) 22 - Sten grabbing - Pulls you over, skipping a single tile, but you can move 24 - Freezes you in place 26 - You find an item, which the game asks if you want to take 28 - Ride the Great Bird 2A - Move like the Great Bird, very fast and anywhere, crashes when you try to land 38 - Displays some text on screen with spell names, maybe it's a debug screen? 7E:1400 - 7E:16FF Monster in battle data. Each monster is 0x80 in size and there are up to 6 entries Bytes (Offset from monster beginning address): 01-14 - ??? 15 - Used to read/set if the enemies HP is known. 16-18 - Unknown 19-25 - Shifts values in battle between presets? 26-64 - Unknown 65-72 - Enemy name 73-74 - Enemy current HP 75-76 - Enemy max HP 77-78 - Enemy Current AP 79-80 - Enemy max AP 81 - Unknown, copied from enemy ROM + 27, LSR, AND 0x07 then written here 82 - Unknown, copied from enemy ROM + 29 83 - Unknown, copied from enemy ROM + 28 84 - Unknown 85 - Unknown, copied form enemy ROM + 30 86 - Unknown 87-88 - Enemy raw XP 89-90 - Enemy raw Zenny 91-92 - Unknown 93 - Enemy Luck 94 - Unknown, Copied form monster ROM + 26 95 - Unknown, starts as a number from the RNG, 1 byte, and is incremented every frame 96-97 - Unknown 98-99 - Enemy Attack Power 100-101 - Enemy Defense Power 102-103 - Enemy Vigor(Agility), capped at 0x01FF, checked when written 104 - Unknown, copied from monster + 20 105-128 - Unknown 7E:1CC3 When cooking, this is the item slot from the item list of what item you're hovering over. i.e Herb will always be 0x01. This will also be what item the cook will result in after a recipe is chosen. 7E:1CC7 When selecting characters in the Shaman menu, this is the character's byte. This matches the same from 7E:55E6. 7E:1CCD - 7E:1CD0 When cooking, these are used to determine what item you will get, based on some table look ups When selecting Shamans, 7E:1CCF is the first selected Shaman which defaults to 0x00. 7E:1CD0 is the second shaman and defaults to 0xFF. 7E:1CDD When cooking, this is the item count you put into the ingredients. One item will always result in Charcoal 7E:5050 - 7E:5053 Current PCs in your party \ 7E:5054 - 7E:5057 Current PCs check / These two areas 'MUST' be the same 7E:5058 - 7E:505F Possibly blank or unused 7E:5060 - 7E:50C0 Inventory items (2 bytes each) 7E:50C0 - 7E:50D0 Special Items 7E:50D0 - 7E:51CB Bank data (2 bytes each) 7E:51CC Bank Zenny (4 bytes) 7E:51D0 - 7E:51DF Flags to dictate if you've learned your spells or not (1 byte per PC) 7E:51E0 - 7E:51E3 Start of PC data (PC Name) 7E:51E4 Bit setting for PC availability or Valerie. 00 - Normal 20 - Valerie 40 - Cannot swap PC 80 - PC is not present in party 7E:51E5 PC 1 Status 7E:51E6 PC 1 Current PC 00 - Ryu 01 - Bow 02 - Rand 03 - Katt 04 - Nina 05 - Jean 06 - Sten 07 - Spar 08 - Bleu 09 - Kid Ryu 0A - Kid Bow (Zombie in battle) 0B - Spar Form #1 (Snap Dragon) 0C - Jean Form #1 0D - Rand Form #1 0E - Bow Form #1 0F - Nina Form #1 10 - Katt Form #1 11 - Spar Form #2 (Mushroom Girl) 12 - Spar Form #3 (Seedling) 13 - Sten Form #1 14 - Rand (Recolored) 15 - Nina (Recolored) 16 - Sten (Recolored) 17 - Spar (Recolored) 18 - Valerie (No battle sprites) 19 - Ryu Battle Sprites (Final running scene) 7E:51E7 PC 1 Level 7E:51E8 PC 1 Current Health (2 bytes) 7E:51EA PC 1 Max Health (2 bytes) 7E:51EC PC 1 Current AP (2 bytes) 7E:51EE PC 1 Max AP (2 bytes) 7E:51F0 PC 1 Shaman Form 7E:51F1 PC 1 Strength 7E:51F2 PC 1 Stamina (Base defense) + (Equipment = Defense) 7E:51F3 PC 1 Agility (2 bytes) 7E:51F5 PC 1 Condition (Better PC Condition, the more damage dealt, less damage taken and higher counter attack) 7E:51F6 Weapon Equipped (2 bytes. 2nd byte dictates it's a weapon) 7E:51F8 Shield Equipped (2 bytes. 2nd byte dictates it's a shield) 7E:51FA Armor Equipped (2 bytes. 2nd byte dictates it's an armor) 7E:51FC Helmet Equipped (2 bytes. 2nd byte dictates it's an helmet) 7E:51FE Accessory #1 Equipped (2 bytes. 2nd byte dictates it's an accessory) 7E:5200 Accessory #2 Equipped (2 bytes. 2nd byte dictates it's an accessory) 7E:5202 PC 1 Attack (2 bytes) 7E:5204 PC 1 Defense (2 bytes) 7E:5206 PC 1 Vigor (2 bytes) 7E:2508 PC 1 Wisdom (From current equipment + Base) 7E:5209 PC 1 Luck (From current equipment + Base) 7E:520A PC 1 Mood, Ryu's will always show as if this were 0x80 (orange), but works with other characters. 7E:520B PC 1 Guts 7E:520C PC 1 Wisdom Base 7E:520D PC 1 Luck Base 7E:520E PC 1 Current EXP (3 bytes) 7E:5211 - 7E:521F All do nothing but are read to be stored into another location with other stats. 7E:5420 Ryu's spell table 7E:5440 Bow's spell table 7E:5460 Rand's spell table 7E:5480 Katt's spell table 7E:54A0 Nina's spell table 7E:54C0 Jean's spell table 7E:54E0 Sten's spell table 7E:5500 Spar's spell table 7E:5520 Bleu's spell table 7E:5540 - 7E:55B0 Shaman stat bonus for each PC (+10 per PC) 7E:5540 Offense Shaman stat boost 7E:5542 Defense Shaman stat boost 7E:5544 Vigor Shaman stat boost 7E:5546 Wisdom Shaman stat boost 7E:5548 Luck Shaman stat boost (Does not work) 7E:554A AP Shaman stat boost 7E:554C PC graphic to use 7E:554E Unused Note on Shaman bonus: Characters bonus are always in the same order, and do not correspond to the order in RAM i.e. Ryu is always 7E:5540, Bow is 7E:5550. 7E:55EF - 7E:55F1 Othello medals placed. The first byte and low nibble of 7E:55F0 are the husband's medals The high nibble of 7E:55F0 and 7E:55F1 are the wife's medals placed The medals start from the top left of the table and rotate clockwise, each bit being a single medal 7E:55F2 Othello items which are available to take, 1 bit each item, husband is the low nibble, wife is the high nibble The item bits start in the top left and rotate clockwise 7E:55F3 Othello items which have been taken, works exactly like which items are available Items do not need to be marked available to be marked taken. 7E:5620 - 7E:562F Queen of Tunlan enemy counters (Setting all to 80 will skip the queen event) 7E:5670 - 7E:5673 Warp Point Modifier (Set to FF to have all Warp Locations) The following is information that can be found if you have the Arabesque Carpenter and talk to people at the bar 7E:56A8 Hours played (2 Bytes) 7E:56AA Minutes played 7E:56AB Seconds played 7E:56AC Partial seconds played, this is essentially a frame counter which wraps every 60 frames 7E:56AD Encounters (2 Bytes) 7E:56AF How many times you've suffered total defeat (2 Bytes) 7E:56B1 Times went fishing (2 Bytes) 7E:56B3 Times went hunting (2 Bytes) 7E:56B5 Treasures boxes found 7E:56B6 Times you've checked and found items in a dresser. If you don't find an item, it doesn't count. 7E:55E0 Sets location Township level is entered as 01 - Initial state 02 - Carpenter In-Progress 04 - Phase 1 Completed (Victorian Carpenter) 08 - Phase 2 Completed (Victorian Carpenter) 10 - Phase 1 Completed (Tree-house Carpenter) 20 - Phase 2 Completed (Tree-house Carpenter) 40 - Phase 1 Completed (Arabesque Carpenter) 80 - Phase 2 Completed (Arabesque Carpenter) 7E:5696 Bit for Sana being used (Based on PC #) 7E:5697 Bit for Seso being used (Based on PC #) 7E:5698 Bit for Spoo being used (Based on PC #) 7E:5699 Bit for Solo being used (Based on PC #) 7E:569A Bit for Seny being used (Based on PC #) 7E:569B Bit for Shin being used (Based on PC #)
Internal Data for Breath of Fire II
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