Dragon Quest III (SNES)/ROM map/Monsters

From Data Crystal
Jump to navigation Jump to search

This is a sub-page of Dragon Quest III (SNES)/ROM map.

Main

Monsters, see Value List

The main data resides from $c20000-$c2xxxx. Each entry is $25 bytes long. There are $a1 entries.

Primary Data Structure

Each entry is $25 bytes long.

Index Address Size Description
$00 $xxxx-$xxxx $xxxx bytes
Offset Mask Size Description
$00-$01 $ffff word Name, index of string
$02 $3f 6 bits Level
$02 $40 bit Is a Dragon
$02 $80 bit Is a Zombie, doesn't seem to actually be checked
$03-$04 $ffff word Experience given when beaten
$05-$06 $03ff 10 bits Gold given when beaten
$06-$07 $0ffc 10 bits Attack Power
$07-$08 $3ff0 10 bits Defensive Strength
$08-$09 $ffc0 10 bits Palette, index
$0a $ff byte Agility
$0b $ff byte MP
$0c $ff byte Item, can be given when beaten
$0d $ff byte Sprite, index
$0e-$0f $01ff 9 bits Command 0
$0f-$10 $03fe 9 bits Command 1
$10-$11 $07fc 9 bits Command 2
$11-$12 $0ff8 9 bits Command 3
$12-$13 $1ff0 9 bits Command 4
$13-$14 $3fe0 9 bits Command 5
$14-$15 $7fc0 9 bits Command 6
$15-$16 $ff80 9 bits Command 7
$17 $01 bit Command 0 Constraint, command can only be used once per group per turn
$17 $02 bit Command 1 Constraint, command can only be used once per group per turn
$17 $04 bit Command 2 Constraint, command can only be used once per group per turn
$17 $08 bit Command 3 Constraint, command can only be used once per group per turn
$17 $10 bit Command 4 Constraint, command can only be used once per group per turn
$17 $20 bit Command 5 Constraint, command can only be used once per group per turn
$17 $40 bit Command 6 Constraint, command can only be used once per group per turn
$17 $80 bit Command 7 Constraint, command can only be used once per group per turn
$18 $0f nibble Command 0 Animation
$18 $f0 nibble Command 1 Animation
$19 $0f nibble Command 2 Animation
$19 $f0 nibble Command 3 Animation
$1a $0f nibble Command 4 Animation
$1a $f0 nibble Command 5 Animation
$1b $0f nibble Command 6 Animation
$1b $f0 nibble Command 7 Animation
$1c $0f nibble Command 8 Animation, default for no-action taken
$1c $30 2 bits Command Selection Judgment, ??
$1c $c0 2 bits Command Decision Strategies, determines probablity table use when picking a command
$1d $07 3 bits Mikawashi ???
$1d $38 3 bits Item drop probability, probabilities are at $c2aa34
$1d $c0 2 bits Run Multiple Commands, 0=Run Once, 1=50% Run Twice, 2=Run 1 to 3 times (random), 3=Run Twice
$1e $03 2 bits Auto-recovery, heals each turn, table at $c2c3a6
$1e $0c 2 bits Concentrated Attacks, enemy group shares the same target
$1e $30 2 bits Resistance $00
$1e $c0 2 bits Resistance $01
$1f $03 2 bits Resistance $02
$1f $0c 2 bits Resistance $03
$1f $30 2 bits Resistance $04
$1f $c0 2 bits Resistance $05
$20 $03 2 bits Resistance $06
$20 $0c 2 bits Resistance $07
$20 $30 2 bits Resistance $08
$20 $c0 2 bits Resistance $09
$21 $03 2 bits Resistance $0a
$21 $0c 2 bits Resistance $0b
$21 $30 2 bits Resistance $0c
$21 $c0 2 bits Resistance $0d
$22-$23 $ffff word HP
$24 $01 bit Is a Metal monster
$24 $fe 7 bits (Unused)

Commands

[Todo: Add]

Full List

Monsters ROM layout, expanded. [TODO: Update according to new data structure]

Category Address Size Description