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Dragon Warrior Monsters/RAM map
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The following article is a RAM map for Dragon Warrior Monsters.
WRAM
Address Size Description
------- ---- -----------
C899 2 Pseudo-Random Number
C8A9 1 ? (related to floor change in Gate)
C8B5 1 BGM (offset)
0x02 - No music
0x06 - Title Screen
0x09 - BigTree
0x0C - Gate music 1
0x0F - Gate music 2
0x12 - Gate music 3
0x15 - Gate music 4
0x18 - Gate music 5
0x1B - Gate music 6
0x1E - Arena
0x21 - Ending
0x24 - Main Menu
0x27 - Battle
0x2B - Battle against Mireille
0x2E - Gate music 7
0x31 - Starry Shrine
0x34 - Gate music 8
0x37 - Fanfare 1
0x3A - Fanfare 2
0x3C - Fanfare 3
0x3F -
0x41 - Prayer / Heal
0x44 - Fanfare 4
0x47 - Level Up!
0x49 -
0x4B - Monster Encounter
0x4D - Monster Encounter 2
0x4F - Game Over
0x5D - Test Stereo BGM 1 (also used for intro)
0x9D - Test Stereo BGM 2
0x9F -
C8B7 1 BGM (offset) to load
C8B8 1 ? (related to BGM)
C8B9 1 ? (related to BGM)
C925 1 ? (related to current room or loading next room)
C935 1 Current Gate
C939 1 Current Floor
C968 1 Map type
C969 1 flag_in_gate
00 - Not in a Gate
01 - In a Gate
C96D 1 Gate to warp to
CA38 1 offset_specific_to_current_gate_and_current_floor + current_floor_threshold
CA39 2 Counter before random encounter
CA4B 3 Gold
CA51 20 Items
CAC0 1 Selected monster
CAC1 149 Monster n°1 (see structure below)
CB56 149 Monster n°2
CBEB 149 Monster n°3
CC80 149 Monster n°4
CD15 149 Monster n°5
CDAA 149 Monster n°6
CE3F 149 Monster n°7
CED4 149 Monster n°8
CF69 149 Monster n°9
CFFE 149 Monster n°10
D093 149 Monster n°11
D128 149 Monster n°12
D1BD 149 Monster n°13
D252 149 Monster n°14
D2E7 149 Monster n°15
D37C 149 Monster n°16
D411 149 Monster n°17
D4A6 149 Monster n°18
D53B 149 Monster n°19
D5D0 149 Monster n°20
D665 149 Pedigree monster (when breeding)
D6FA 149 Other monster (when breeding)
1:D7B8 1 Main character sprite being displayed
00 - Front, still
01 - Side, still
02 - Back, still
03 - Front, walking
04 - Side, walking
05 - Back, walking
1:D8D3 1 Copy of current Map type
See wC968
1:D8D4 1 Next step or next room id
1:D988 1 Current step in Labyrinth
From the initial room:
RIGHT (north one): Mimic
DOWN DOWN DOWN RIGHT (south one): Watabou doll
UP UP LEFT (south one): Empty spot
UP UP UP LEFT DOWN DOWN LEFT (north one): Boss
1:D997 1 Current step (?) in Unused Gate
1:D999 1 Current Arena Battle in Starry Night Tournament (00 01 02), or post-game battle against the King (04)
1:D9CD 1 Current Coliseum Battle in Gates, and current Arena Battle (except Starry Night Tournament)
1:D9E9 1 Current step in multi-step screens
1:DA03 1 Enemy 1 ID
Enemy stats ID 1 (while loading battle)
1:DA05 1 Enemy 2 ID
Enemy stats ID 2 (while loading battle)
1:DA07 1 Enemy 3 ID
Enemy stats ID 3 (while loading battle)
1:DA12 2 Enemy stats ID
1:DA18 25 Enemy stats being loaded
1:DA1D 2 Enemy Max HP being loaded
; Below are in-battle stats and effects, they're loaded at the start of every battle
1:DB00 1 Party whole field effects (bit field)
0 - ??
1 - ??
2 - Deity summoned?
3 - ThickFog / FILTHZONE
4 - Guardian
5 - StormWind
6 - SuckAll
7 - ??
1:DB01 1 Enemy whole field effects (bit field, see above)
1:DB02 8 Party 1 status effects
DB02 (bit field):
0 - Poison
1 - ?? also cured by Antidote
3~2 - max(?) turns to sleep for (set to 3 by Sleep)
4 - confused
5 - Cursed
6 - Paralyzed (PalsyAir)
7 - Sleep
DB03 (bit field):
0 - StopSpell
1 - Surround
2 - TwinHits
3 - ALLCHANGE
4 - ??
5 - Transform
6 - DanceShut
7 - MouthShut
DB04 (bit field):
0 - TakeMagic
1 - Bounce
2 - Barrier
3 - ??
4 - ??
5 - MagicBack (reset on hit if Bounce bit is 0)
6 - TailWind
7 - Massacre/EvilSlash (reset end of turn)
DB05 (bit field):
0 - ?? (clears on paralysis)
1 - LureDance (clears on paralysis)
2 - LegSweep / Trip (clears on paralysis)
3 - SickLick (clears on paralysis)
4 - WarCry (clears on paralysis)
5 - Ahhh (112) used (clears on paralysis)
6 - MagicWall
7 - EerieLite
DB06 (bit field):
1~0 - ChargeUP (set to 3)
3~2 - HighJump (set to 3, cleared after attack)
5~4 - SuckAir (set to 3)
6 - ??
7 - Focus
DB07 (bit field):
1~0 - Radiant/SandStorm (set to 3)
3~2 - SideStep (set randomly as 1 or 2)
5~4 - LifeSong
7~6 - Ironize
DB08 (bit field):
0 - ??
1 - set by SuckAll (on caster)
2 - ??
3 - set by Imitate (on caster)
4 - ?? prevents Sacrifice if 0
5 - Dodge
6 - stats increased by a skill (Upper, Increase, Speed)
7 - stats decreased by a skill (Defence, Slow)
DB09 (bit field):
0 - Defence
1 - StrongD
2 - ?? (some from of defense)
3 - BladeD
7~4 - ?? target index of some sort
1:DB0A 8 Party 2 status effects
1:DB12 8 Party 3 status effects
1:DB1A 8 Party deity status effects
1:DB22 8 Enemy 1 status effects
1:DB2A 8 Enemy 2 status effects
1:DB32 8 Enemy 3 status effects
1:DB3A 8 Enemy deity status effects
1:DB88 1 Caster index (00 for party member 1, 04 for enemy member 1, etc)
1:DB89 1 Target index
1:DB8A 1 Index of skill being used
1:DBA3 2 Party 1 HP
1:DBA5 2 Party 2 HP
1:DBA7 2 Party 3 HP
1:DBA9 2 Party deity HP
1:DBAB 2 Enemy 1 HP
1:DBAD 2 Enemy 2 HP
1:DBAF 2 Enemy 3 HP
1:DBB1 2 Enemy deity HP
1:DBB3 2 Party 1 Max HP
1:DBB5 2 Party 2 Max HP
1:DBB7 2 Party 3 Max HP
1:DBB9 2 Party deity Max HP
1:DBBB 2 Enemy 1 Max HP
1:DBBD 2 Enemy 2 Max HP
1:DBBF 2 Enemy 3 Max HP
1:DBC1 2 Enemy deity Max HP
1:DBC3 2 Party 1 MP
1:DBC5 2 Party 2 MP
1:DBC7 2 Party 3 MP
1:DBC9 2 Party deity MP
1:DBCB 2 Enemy 1 MP
1:DBCD 2 Enemy 2 MP
1:DBCF 2 Enemy 3 MP
1:DBD1 2 Enemy deity MP
1:DBD3 2 Party 1 Max MP
1:DBD5 2 Party 2 Max MP
1:DBD7 2 Party 3 Max MP
1:DBD9 2 Party deity Max MP
1:DBDB 2 Enemy 1 Max MP
1:DBDD 2 Enemy 2 Max MP
1:DBDF 2 Enemy 3 Max MP
1:DBE1 2 Enemy deity Max MP
1:DBE3 2 Party 1 ATK
1:DBE5 2 Party 2 ATK
1:DBE7 2 Party 3 ATK
1:DBE9 2 Party deity ATK
1:DBEB 2 Enemy 1 ATK
1:DBED 2 Enemy 2 ATK
1:DBEF 2 Enemy 3 ATK
1:DBF1 2 Enemy deity ATK
1:DBF3 2 Party 1 DEF
1:DBF5 2 Party 2 DEF
1:DBF7 2 Party 3 DEF
1:DBF9 2 Party deity DEF
1:DBFB 2 Enemy 1 DEF
1:DBFD 2 Enemy 2 DEF
1:DBFF 2 Enemy 3 DEF
1:DC01 2 Enemy deity DEF
1:DC03 2 Party 1 AGL
1:DC05 2 Party 2 AGL
1:DC07 2 Party 3 AGL
1:DC09 2 Party deity AGL
1:DC0B 2 Enemy 1 AGL
1:DC0D 2 Enemy 2 AGL
1:DC0F 2 Enemy 3 AGL
1:DC11 2 Enemy deity AGL
1:DC13 2 Party 1 INT
1:DC15 2 Party 2 INT
1:DC17 2 Party 3 INT
1:DC19 2 Party deity INT
1:DC1B 2 Enemy 1 INT
1:DC1D 2 Enemy 2 INT
1:DC1F 2 Enemy 3 INT
1:DC21 2 Enemy deity INT
1:DC23 2 Party 1 WLD
1:DC25 2 Party 2 WLD
1:DC27 2 Party 3 WLD
1:DC29 2 Party deity WLD
1:DC2B 2 Enemy 1 WLD
1:DC2D 2 Enemy 2 WLD
1:DC2F 2 Enemy 3 WLD
1:DC31 2 Enemy deity WLD
1:DC3C 1 Party 1 monster ID
1:DC3D 1 Party 2 monster ID
1:DC3E 1 Party 3 monster ID
1:DC3F 1 Party deity monster ID
1:DC40 1 Enemy 1 monster ID
1:DC41 1 Enemy 2 monster ID
1:DC42 1 Enemy 3 monster ID
1:DC43 1 Enemy deity monster ID
1:DC44 1 Party 1 Charge
1:DC45 1 Party 2 Charge
1:DC46 1 Party 3 Charge
1:DC47 1 Party deity Charge
1:DC48 1 Enemy 1 Charge
1:DC49 1 Enemy 2 Charge
1:DC4A 1 Enemy 3 Charge
1:DC4B 1 Enemy deity Charge
1:DC4C 1 Party 1 Mixed
1:DC4D 1 Party 2 Mixed
1:DC4E 1 Party 3 Mixed
1:DC4F 1 Party deity Mixed
1:DC50 1 Enemy 1 Mixed
1:DC51 1 Enemy 2 Mixed
1:DC52 1 Enemy 3 Mixed
1:DC53 1 Enemy deity Mixed
1:DC54 1 Party 1 Cautious
1:DC55 1 Party 2 Cautious
1:DC56 1 Party 3 Cautious
1:DC57 1 Party deity Cautious
1:DC58 1 Enemy 1 Cautious
1:DC59 1 Enemy 2 Cautious
1:DC5A 1 Enemy 3 Cautious
1:DC5B 1 Enemy deity Cautious
1:DC5C 1 Party 1 Motivation
1:DC5D 1 Party 2 Motivation
1:DC5E 1 Party 3 Motivation
1:DC5F 1 Party deity Motivation
1:DC60 1 Enemy 1 Motivation
1:DC61 1 Enemy 2 Motivation
1:DC62 1 Enemy 3 Motivation
1:DC63 1 Enemy deity Motivation
1:DC64 16 Party 1 skills
Each entry is 2 bytes, idk the first, second is the skill ID
1:DC74 16 Party 2 skills
1:DC84 16 Party 3 skills
1:DC94 16 Party deity skills
1:DCA4 16 Enemy 1 skills
1:DCB4 16 Enemy 2 skills
1:DCC4 16 Enemy 3 skills
1:DCD4 16 Enemy deity skills
1:DD23 1 ? (related to random battles or exp)
1:DD28 7 Party 1 resistances
This is a compressed version of the 27 byte resistance array, of the form:
Offset 76 54 32 10 (bits -> index)
------ ---------------------------
00 1A 00 01 02
01 03 04 05 06
02 07 08 09 0A
03 0B 0C 0D 0E
04 0F 10 11 12
05 13 14 15 16
06 17 18 19 --
1:DD2F 7 Party 2 resistances
1:DD36 7 Party 3 resistances
1:DD3D 7 Party deity resistances
1:DD44 7 Enemy 1 resistances
1:DD4B 7 Enemy 2 resistances
1:DD52 7 Enemy 3 resistances
1:DD59 7 Enemy deity resistances
Monster structure
The currently awake monsters and your current team (a total of 20 monsters) are stored in RAM starting at 0:CAC1 using the following format:
Offset Size Description
------- ---- -----------
00 1 Entry has data (01) or not (00)
01 8 Name (last 4 bytes are all F0)
09 1 Monster ID
0A 1 Family ID
0x00 - Slime
0x01 - Dragon
0x02 - Beast
0x03 - Flying
0x04 - Plant
0x05 - Bug
0x06 - Devil
0x07 - Zombie
0x08 - Material
0x09 - ??? (Boss)
0B 1 Gender
0x00 - male
0x01 - female
0C 8 Master name (last 4 bytes are all F0)
14 1 ??
15 1 Dad's monster ID
16 1 Mom's monster ID
17 8 Dad's master's name (last 4 bytes are all F0)
1F 1 Dad's (master's?) ??
20 8 Mom's master's name (last 4 bytes are all F0)
28 1 Mom's (master's?) ??
29 8 Skills
31 25 Inherited skills
4A 1 ??
4B 1 Current level
4C 1 Level cap
4D 3 ??
50 2 HP
52 2 Max HP
54 2 MP
56 2 Max MP
58 2 ATK
5A 2 DEF
5C 2 AGL
5E 2 INT
60 2 WLD
62 1 Pluses
63 1 Egg status
0x00 - not an egg
0x01 - egg
0x02 - egg with gender identified
64 1 Charge competency
65 1 Cautious competency
66 1 Motivation
67 1 Mixed competency
68 27 Resistances
Can be a value of 0-3 (inclusive) where 0 is no resistance and 3 is full resistance
Offset Affected skills
------ ---------------
00 BigBang, Blazemore, FireSlash
01 Firebane
02 Boom
03 Infermost, MultiCut, VacuSlash, Vacuum, WindBeast
04 Bolt, BoltSlash, Hellblast, Lightning, Thordain
05 IceBolt, IceSlash, SnowStorm
06 Radiant, SandStorm, Surround
07 SleepAir, SleepAll
08 Defeat, EerieLite, K.O.Dance, UltraDown
09 OddDance, RobDance, RobMagic
0A StopSpell
0B PanicAll, PaniDance
0C Defence, Sap, SickLick
0D Slow
0E Kamikaze, Ramming, Sacrifice
0F MegaMagic
10 BlazeAir, FireAir, Scorching, WhiteFire
11 FrigidAir, IceAir, IceStorm, WhiteAir
12 PoisonAir, PoisonGas, PoisonHit
13 PalsyAir, Paralyze
14 Curse
15 BigTrip, LegSweep, LureDance, LushLicks, WarCry
16 DanceShut
17 MouthShut
18 CallHelp (damage), YellHelp (damage), RockThrow
19 GigaSlash
1A ?? (not relevant to a skill, checked during enemies' strategizing)
83 8 Dad's name (last 4 bytes are all F0)
8B 1 Dad's pluses
90 8 Mom's name (last 4 bytes are all F0)
94 1 Mom's pluses
HRAM
Address Size Description
------- ---- -----------
FFD5 1 Current Column; or Next step / next room id
FFD6 1 Current Row
FFDB 1 High nibble: Current Column
Low nibble: ?
FFDD 1 High nibble: Current Row
Low nibble: ?
Internal Data for Dragon Warrior Monsters
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