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Secret of Evermore/ROM map
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The following article is a ROM map for Secret of Evermore.
0 to 7FFF = Text
8523 to 8551 = Interrupt Request information setup; does Frame Update (A is IRQ custom procedure PB, X is IRQ custom procedure address, Y is H/V-Timer values)
8552 to 857E = Interrupt Request information setup; does starting REP $30 (A is IRQ custom procedure PB, X is IRQ custom procedure address, Y is H/V-Timer values)
857F to 858B = Pointer to NMI custom procedure set to $858B (basically just RTL)
858C to 8596 = Frame update; also manages $8F85
8597 to 859A = Disables buttons until release based on info in A
859B to 85D7 = A set to new RNG Seed
85ED to 85F5 = Brightness set to 15
85F6 to 85F9 = Brightness set to 0
85FA to 864F = Colors at CGRAM Address indicated by [$2E] updated to information at [$26] for X bytes
8650 to 86B1 = Graphics Tiles at VRAM Address indicated by [$2E] updated to information at [$26] for X bytes
86B2 to 870B = $8650 procedure with difference of VMain value set to Y instead of $80
870C to 8756 = Address in [$02] holds Number in A ending with $FF, X = number of Digits
8838 to 885D = Held button check for registered held button(s)
88A3 to 8AA2 = X offset values for rotation
8923 to 8B22 = Inverse Y offset values for rotation
A87F to A886 = Bit position to bit mask table
ACF5 to AD27 = [$02] 3 byte holds A * [$06]
AD28 to AD53 = [$02] 4 byte holds A * [$06]
AD54 to AD62 = [$0A] 4 byte = [$02] 4 byte - [$06] 4 byte (seems to be unused)
AD62 to ADEF = A set to (Value [$02] x RNG Seed) / 65536
ADF0 to AE5B = A set to Direction nearest angle to offset location of [$02],[$04] (BUG: AE32 being set to $30 (BMI) rather than $10 (BPL) results in Northeast never happening)
AE5C to AE77 = A set to default of 2 with Bit 2 set for both [$02] and [$04] being Positive or Negative, and Bit 3 set for [$02] being Negative
AE78 to AEAB = A set to dominant Direction (tie goes to North, then West/East, then South)
B01D to B148 = [$02] 4 byte holds coordinates of circle-based offset (initial A holds percentage of circle starting from rightmost point, [$06] is distance percentage)
B149 to B159 = Text characters at address indicated by [$26] copied to address indicated by [$22]
B21F to B282 = Address in [$22] holds Number in [$02], X = [$22] + Characters
B283 to B2D9 = Direct Page [$06] holds Decimal Mode version of [$02]
B2DA to B379 = Decimal Mode tabling (Digits 9~12 for numbers above 65536, then Digits 5~8, then Digits 1~4, all sorted from top to bottom)
B37A to B393 = [$22] indicates address indicated by [$0B57] and changes [$0B57] to 64 bytes after that address
C17F to C191 = All Palette Colors updated to information at [$26]
10000 to 17FFF = Text
19903 to 199D7 = Music component-loading pointers
19B30 to 19B4F = Related to sound
19B50 to 19BDB = Related to sound (Two-byte entries)
1A75C to 1AE4F = Related to sound (Four-byte entries)
1AE50 to 1AFF3 = Related to sound (Two-byte entries)
1AFF4 to 1B47D = Related to sound (Two-byte entries)
1B47E to 1B645 = Related to sound (Two-byte entries)
1B646 to 1B6D9 = Related to sound (Two-byte entries)
1B6DA to 1B70F = Related to sound (Two-byte entries)
1B710 to 1B718 = Related to sound
1B719 to 1B71E = Related to sound
1B71F to 1B746 = Related to sound
1B747 to 1BDE5 = Related to sound
1BDE6 to 1BE15 = Related to sound
1BE16 to 1BE26 = Related to sound
1BE27 to 1BE2C = Related to sound
1BE2D to 1BE52 = Related to sound
1BE53 to 1BE5E = Related to sound
1BE5F to 1BE7A = Related to sound
1BE7B to 1BE8B = Related to sound
1BE8C to 1BE91 = Related to sound
1BE92 to 1BEAD = Related to sound
1BEAE to 1BEB6 = Related to sound
1BEB7 to 1BEBC = Related to sound
1BEBD to 1BEC7 = Related to sound
1BEC8 to 1BED0 = Related to sound
1BED1 to 1BED6 = Related to sound
1BED7 to 1BEEA = Related to sound
1BEEB to 1BF0C = Related to sound
1BF0D to 1BF15 = Related to sound
1BF16 to 1BF1B = Related to sound
1BF1C to 1BF37 = Related to sound
1BF38 to 1BF40 = Related to sound
1BF41 to 1BF46 = Related to sound
1BF47 to 1BF78 = Related to sound
1BF79 to 1BF81 = Related to sound
1BF82 to 1BF87 = Related to sound
1BF88 to 1BFAD = Related to sound
1BFAE to 1BFD3 = Related to sound
1BFD4 to 1BFDC = Related to sound
1BFDD to 1BFE2 = Related to sound
1BFE3 to 1C0CF = Related to sound
1C0D0 to 1C11D = Related to sound
1C11E to 1C129 = Related to sound
1C12A to 1C132 = Related to sound
1C133 to 1C138 = Related to sound
1C139 to 1C14A = Related to sound
1C14B to 1C15B = Related to sound
1C15C to 1C161 = Related to sound
1C162 to 1C187 = Related to sound
1C188 to 1C1AE = Related to sound
1C1AF to 1C1C7 = Related to sound
1C1C8 to 1C1CD = Related to sound
1C1CE to 1C1F3 = Related to sound
1C1F4 to 1C21A = Related to sound
1C21B to 1C24A = Related to sound
1C24B to 1C250 = Related to sound
1C251 to 1C2A8 = Related to sound
1C2A9 to 1C2AE = Related to sound
1C2AF to 1C2D5 = Related to sound
1C2D6 to 1C32D = Related to sound
1C32E to 1C346 = Related to sound
1C347 to 1C34C = Related to sound
1C34D to 1C37C = Related to sound
1C37D to 1C382 = Related to sound
1C383 to 1C393 = Related to sound
1C394 to 1C399 = Related to sound
1C39A to 1C3BF = Related to sound
1C3C0 to 1C3C5 = Related to sound
1C3C6 to 1C3CE = Related to sound
1C3CF to 1C3D4 = Related to sound
1C3D5 to 1C422 = Related to sound
1C423 to 1C486 = Related to sound
1C487 to 1C48F = Related to sound
1C490 to 1C495 = Related to sound
1C496 to 1C4AC = Related to sound
1C4AD to 1C4B5 = Related to sound
1C4B6 to 1C4BB = Related to sound
1C4BC to 1C881 = Related to sound
1C882 to 1C88A = Related to sound
1C88B to 1C890 = Related to sound
1C891 to 1CE06 = Related to sound
1CE07 to 1CE0F = Related to sound
1CE10 to 1CE15 = Related to sound
1CE16 to 1CE3B = Related to sound
1CE3C to 1CE50 = Related to sound
1CE51 to 1CE6C = Related to sound
1CE6D to 1CE85 = Related to sound
1CE86 to 1CE8B = Related to sound
1CE8C to 1CED9 = Related to sound
1CEDA to 1CF09 = Related to sound
1CF0A to 1CFAB = Related to sound
1CFAC to 1CFB1 = Related to sound
1CFB2 to 1CFB7 = Related to sound
1CFB8 to 1CFFB = Related to sound
1CFFC to 1D2FB = Related to sound
1D2FC to 1D304 = Related to sound
1D305 to 1D30A = Related to sound
1D30B to 1D326 = Related to sound
1D327 to 1D32F = Related to sound
1D330 to 1D335 = Related to sound
1D336 to 1D365 = Related to sound
1D366 to 1D383 = Related to sound
1D384 to 1D38C = Related to sound
1D38D to 1D392 = Related to sound
1D393 to 1D3A4 = Related to sound
1D3A5 to 1D3BD = Related to sound
1D3BE to 1D3C3 = Related to sound
1D3C4 to 1D3EE = Related to sound
1D3EF to 1D3FB = Related to sound
1D3FC to 1D404 = Related to sound
1D405 to 1D40A = Related to sound
1D40B to 1D41C = Related to sound
1D41D to 1D438 = Related to sound
1D439 to 1D441 = Related to sound
1D442 to 1D447 = Related to sound
1D448 to 1D463 = Related to sound
1D464 to 1D484 = Related to sound
1D485 to 1D48A = Related to sound
1D48B to 1D4BA = Related to sound
1D4BB to 1D4C0 = Related to sound
1D4C1 to 1D4C9 = Related to sound
1D4CA to 1D4CF = Related to sound
1D4D0 to 1D4D8 = Related to sound
1D4D9 to 1D501 = Related to sound
1D502 to 1D507 = Related to sound
1D508 to 1D596 = Related to sound
1D597 to 1D69C = Related to sound
1D69D to 1D6A2 = Related to sound
1D6A3 to 1D6CD = Related to sound
1D6CE to 1D6D9 = Related to sound
1D6DA to 1D709 = Related to sound
1D70A to 1D722 = Related to sound
1D723 to 1D728 = Related to sound
1D729 to 1D749 = Related to sound
1D74A to 1D75A = Related to sound
1D75B to 1D773 = Related to sound
1D774 to 1D779 = Related to sound
1D77A to 1D78A = Related to sound
1D78B to 1D790 = Related to sound
1D791 to 1D7B9 = Related to sound
1D7BA to 1D7BF = Related to sound
1D7C0 to 1DA6E = Related to sound
1DA6F to 1DB3E = Related to sound
1DB3F to 1DB44 = Related to sound
1DB45 to 1DB92 = Related to sound
1DB93 to 1DBFE = Related to sound
1DBFF to 1DC27 = Related to sound
1DC28 to 1DC38 = Related to sound
1DC39 to 1DC3E = Related to sound
1DC3F to 1DC67 = Related to sound
1DC68 to 1DC6D = Related to sound
1DC6E to 1DC96 = Related to sound
1DC97 to 1DC9C = Related to sound
1DC9D to 1DCEA = Related to sound
1DCEB to 1DD03 = Related to sound
1DD04 to 1DD09 = Related to sound
1DD0A to 1DD12 = Related to sound
1DD13 to 1DD18 = Related to sound
1DD19 to 1DD2A = Related to sound
1DD2B to 1DD82 = Related to sound
1DD83 to 1DD8B = Related to sound
1DD8C to 1DD91 = Related to sound
1DD92 to 1DDC3 = Related to sound
1DDC4 to 1DDD4 = Related to sound
1DDD5 to 1DDDA = Related to sound
1DDDB to 1DE19 = Related to sound
1DE1A to 1DE81 = Related to sound
1DE82 to 1DE87 = Related to sound
1DE88 to 1DE90 = Related to sound
1DE91 to 1DE96 = Related to sound
1DE97 to 1DEDA = Related to sound
1DEDB to 1DEEB = Related to sound
1DEEC to 1DEF1 = Related to sound
1DEF2 to 1DF08 = Related to sound
1DF09 to 1DF19 = Related to sound
1DF1A to 1DF1F = Related to sound
1DF20 to 1DF30 = Related to sound
1DF31 to 1DF36 = Related to sound
1DF37 to 1DF4F = Related to sound
1DF50 to 1DF60 = Related to sound
1DF61 to 1DF66 = Related to sound
1DF67 to 1DF77 = Related to sound
1DF78 to 1DF80 = Related to sound
1DF81 to 1DF89 = Related to sound
1DF8A to 1DF8F = Related to sound
1DF90 to 1DFA0 = Related to sound
1DFA1 to 1DFB9 = Related to sound
1DFBA to 1DFCA = Related to sound
1DFCB to 1DFD0 = Related to sound
1DFD1 to 1E039 = Related to sound
1E03A to 1E13F = Related to sound
1E140 to 1E150 = Related to sound
1E151 to 1E156 = Related to sound
1E157 to 1E17C = Related to sound
1E17D to 1E18E = Related to sound
1E18F to 1E1A7 = Related to sound
1E1A8 to 1E1AD = Related to sound
1E1AE to 1E1E7 = Related to sound
1E1E8 to 1E1F0 = Related to sound
1E1F1 to 1E201 = Related to sound
1E202 to 1E207 = Related to sound
1E208 to 1E2F0 = Related to sound
1E2F1 to 1E348 = Related to sound
1E349 to 1E34E = Related to sound
1E34F to 1E35F = Related to sound
1E360 to 1E365 = Related to sound
1E366 to 1E3BD = Related to sound
1E3BE to 1E3C3 = Related to sound
1E3C4 to 1E3CC = Related to sound
1E3CD to 1E3D2 = Related to sound
1E3D3 to 1E3DD = Related to sound
1E3DE to 1E3EE = Related to sound
1E3EF to 1E415 = Related to sound
1E416 to 1E41B = Related to sound
1E41C to 1F7B3 = Sound sample (3 bytes and BRR data)
1F7B4 to 1F7F1 = Related to sound
1F7F2 to 1F830 = Related to sound
1F831 to 1F846 = Related to sound
1F847 to 1F84C = Related to sound
1F84D to 1FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 28000)
20000 to 27FFF = Text
28000 to 28293 = Sound sample (3 bytes and BRR data) (Split sample: former half at 1F84D)
28294 to 282B0 = Related to sound
282B1 to 282B6 = Related to sound
282B7 to 29EBE = Sound sample (3 bytes and BRR data)
29EBF to 29EEE = Related to sound
29EEF to 29EF4 = Related to sound
29EF5 to 29F7E = Related to sound
29F7F to 2A7A0 = Sound sample (3 bytes and BRR data)
2A7A1 to 2A7CA = Related to sound
2A7CB to 2A7D0 = Related to sound
2A7D1 to 2A7FB = Related to sound
2A7FC to 2BFC2 = Sound sample (3 bytes and BRR data)
2BFC3 to 2BFF9 = Related to sound
2BFFA to 2C004 = Related to sound
2C005 to 2C035 = Related to sound
2C036 to 2C03B = Related to sound
2C03C to 2C8C0 = Sound sample (3 bytes and BRR data)
2C8C1 to 2C8C7 = Related to sound
2C8C8 to 2C901 = Related to sound
2C902 to 2C907 = Related to sound
2C908 to 2D0CF = Sound sample (3 bytes and BRR data)
2D0D0 to 2D15E = Related to sound
2D15F to 2D164 = Related to sound
2D165 to 2D194 = Related to sound
2D195 to 2DE09 = Sound sample (3 bytes and BRR data)
2DE0A to 2DE27 = Related to sound
2DE28 to 2DE30 = Related to sound
2DE31 to 2DE36 = Related to sound
2DE37 to 2E9DC = Sound sample (3 bytes and BRR data)
2E9DD to 2E9ED = Related to sound
2E9EE to 2EA17 = Related to sound
2EA18 to 2EA48 = Related to sound
2EA49 to 2EA74 = Related to sound
2EA75 to 2EA7A = Related to sound
2EA7B to 2EB04 = Related to sound
2EB05 to 2FAFD = Sound sample (3 bytes and BRR data)
2FAFE to 2FB26 = Related to sound
2FB27 to 2FB4D = Related to sound
2FB4E to 2FB74 = Related to sound
2FB75 to 2FB99 = Related to sound
2FB9A to 2FBC0 = Related to sound
2FBC1 to 2FBC9 = Related to sound
2FBCA to 2FBD2 = Related to sound
2FBD3 to 2FBDB = Related to sound
2FBDC to 2FBE1 = Related to sound
2FBE2 to 2FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 38000)
30000 to 32DB3 = Text
38000 to 3801C = Sound sample (3 bytes and BRR data) (Split sample: former half at 2FBE2)
3801D to 3802D = Related to sound
3802E to 382D8 = Related to sound
382D9 to 382DE = Related to sound
382DF to 382FA = Related to sound
382FB to 38C8D = Sound sample (3 bytes and BRR data)
38C8E to 38CA1 = Related to sound
38CA2 to 38D33 = Related to sound
38D34 to 38D8E = Related to sound
38D8F to 38DD7 = Related to sound
38DD8 to 38E5A = Related to sound
38E5B to 38E60 = Related to sound
38E61 to 39C8E = Sound sample (3 bytes and BRR data)
39C8F to 39D2D = Related to sound
39D2E to 39D33 = Related to sound
39D34 to 3A38A = Sound sample (3 bytes and BRR data)
3A38B to 3A396 = Related to sound
3A397 to 3A39C = Related to sound
3A39D to 3AD4A = Sound sample (3 bytes and BRR data)
3AD4B to 3AE50 = Related to sound
3AE51 to 3AE69 = Related to sound
3AE6A to 3AE6F = Related to sound
3AE70 to 3D11C = Sound sample (3 bytes and BRR data)
3D11D to 3D122 = Related to sound
3D123 to 3D128 = Related to sound
3D129 to 3D139 = Related to sound
3D13A to 3D18B = Related to sound
3D18C to 3D191 = Related to sound
3D192 to 3D197 = Related to sound
3D198 to 3D1D6 = Related to sound
3D1D7 to 3D22F = Related to sound
3D230 to 3D271 = Related to sound
3D272 to 3D2BA = Related to sound
3D2BB to 3D301 = Related to sound
3D302 to 3D338 = Related to sound
3D339 to 3D34E = Related to sound
3D34F to 3D354 = Related to sound
3D355 to 3D3F2 = Related to sound
3D3F3 to 3EC0A = Sound sample (3 bytes and BRR data)
3EC0B to 3EC76 = Related to sound
3EC77 to 3ECAD = Related to sound
3ECAE to 3ECBE = Related to sound
3ECBF to 3EDB8 = Related to sound
3EDB9 to 3EDCE = Related to sound
3EDCF to 3EDD4 = Related to sound
3EDD5 to 3EEDB = Related to sound
3EEDC to 3F892 = Sound sample (3 bytes and BRR data)
3F893 to 3F962 = Related to sound
3F963 to 3F970 = Related to sound
3F971 to 3F976 = Related to sound
3F977 to 3FA7D = Related to sound
3FA7E to 3FA96 = Related to sound
3FA97 to 3FA9C = Related to sound
3FA9D to 3FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 48000)
40000 to 40001 = Values used in calculating regular font character data size
40002 to 40C01 = 1bpp regular font graphics
40C02 to 40C81 = Regular font width table
40C82 to 40C83 = Values used in calculating small font character data size
40C84 to 41883 = Small font
41884 to 41903 = Small font width table
41924 to 419B3 = Text Window Pattern graphics tiles (16 bytes per tile, 1 tile per Pattern)
419B4 to 41E83 = Text Window Border graphics tiles (7 tiles per Pattern)
43876 to 438E5 = Weapon and armor pointers
438E6 to 43B01 = Weapon data (36 bytes per weapon, weapons arranged by families then types; 0x00 holds Attack Power, 0x02 holds Name Pointer)
43B02 to 43C91 = Armor data
459A4 to 459BF = Weapon Obtained Flag - Addresses
459C0 to 459DB = Weapon Obtained Flag - Bit Weights
459DC to 459F9 = Weapon Families (0 = Sword, 2 = Axe, 4 = Spear, 6 = Bazooka (substituted for Sword in all relevant cases))
459FA to 45A11 = Weapon description pointers
45A12 to 45A4D = Charm/Rare Item Sprite Pointers
45A4E to 45A74 = Trade Good Sprite Pointers
45A75 to 45A83 = Hero Equipment Icon Pointers
45A84 to 45A91 = Item Targeting Flags
45A92 to 45A9F = Item Invocation Script Pointer #s
45AA0 to 45AAD = Item HP Recovery Amounts
45AAE to 45ABF = Item Sprite Info Pointer #s
45AC0 to 45B0F = Armor Sprite Info Pointer #s
45B10 to 45B3B = Ingredient Sprite Info Pointer #s (uses reverse alphabetical, of course)
45B3C to 45B49 = Item Default Sell Prices
45B4A to 45B9B = Armor Default Sell Prices (first entry is actually at $C45B4C but relevant procedure uses $C45B4A)
45B9C to 45BA4 = Spell Level EXP Rates
45BA5 to 45BAE = Spell Level Power Multipliers
45BAF to 45BF4 = Spell Sprite Info Pointer #s
45BF5 to 45C3A = Spell Targeting Flags
45C3B to 45C80 = Learned Alchemy flags - Addresses
45C81 to 45CC6 = Learned Alchemy flags - Bit weights
45CC7 to 45D08 = Ingredient Sprite Pointers
45D09 to 45D4E = Alchemy name pointers
45D51 to 45D96 = Alchemy description pointers
45D99 to 45DDE = Spell Behavior Script Pointer Locations
45DDF to 45E24 = Spell Invocation Script Pointer #s
45E25 to 45E6A = (Seems to involve Alchemy Spell Sprites)
45E6B to 45EB0 = Alchemy Spell Might values (2 bytes each, but top byte rightfully always zero)
45EB1 to 45EF6 = Spell Call Bead Influence Type (0 = Direct Attack, 2 = Healing, -1 = Other)
45EF7 to 45F16 = Call Bead Spell Targeting Flags
45F17 to 45F36 = Call Bead Spell Might values
45F37 to 45F56 = Call Bead Spell Types (0 = Direct Attack, 2 = Healing, -1 = Other; -1 is invalid)
45F57 to 45F76 = Call Bead Spell Invocation Script Pointer #s
45F77 to 45F96 = Call Bead Spell Sprite Info Pointer #s
45F97 to 45FC4 = Enemy Spell Invocation Script Pointer #s
45FC5 to 45FF2 = Spell Name Pointers
45FF3 to 4601E = Ingredient Name Pointers
4601F to 460AA = Alchemy cost data (4 bytes each: Ingredient #1, Ingredient #2,
Amount of ingredient #1, Amount of ingredient #2)
460AE to 460CF = Currency names
460D0 to 46195 = Weapon names
46196 to 463CC = Weapon descriptions
463CD to 465DC = Armor names
467E9 to 4692B = Alchemy names
4692C to 46C77 = Alchemy descriptions
46C78 to 46D1B = Alchemy ingredient names <-- Where are the pointers to these?
46D1C to 46D3C = Call Bead summon names
46D3D to 46DD2 = Call Bead spell names
46DD3 to 471FA = NPC/enemy names
471FB to 47249 = Item names
4724A to 47256 = NPC/enemy names
47257 to 472E9 = Trade good names
472EA to 47396 = Charm names
47397 to 473D3 = Rare item names
473D4 to 473DD = Rare item descriptions
473DE to 47712 = Charm descriptions
48000 to 48477 = Sound sample (3 bytes and BRR data) (Split sample: former half at 3FA9D)
48478 to 48485 = Related to sound
48486 to 4848B = Related to sound
4848C to 48592 = Related to sound
48593 to 485A6 = Related to sound
485A7 to 485B5 = Related to sound
485B6 to 485BB = Related to sound
485BC to 486E0 = Related to sound
486E1 to 486E6 = Related to sound
486E7 to 489A7 = Sound sample (3 bytes and BRR data)
489A8 to 489B0 = Related to sound
489B1 to 489B6 = Related to sound
489B7 to 49055 = Sound sample (3 bytes and BRR data)
49056 to 49062 = Related to sound
49063 to 49076 = Related to sound
49077 to 49088 = Related to sound
49089 to 490A1 = Related to sound
490A2 to 490A7 = Related to sound
490A8 to 490EB = Related to sound
490EC to 49151 = Related to sound
49152 to 4916F = Related to sound
49170 to 49175 = Related to sound
49176 to 49199 = Related to sound
4919A to 491A2 = Related to sound
491A3 to 491A8 = Related to sound
491A9 to 49484 = Sound sample (3 bytes and BRR data)
49485 to 49495 = Related to sound
49496 to 4949B = Related to sound
4949C to 49C00 = Sound sample (3 bytes and BRR data)
49C01 to 49C06 = Related to sound
49C07 to 49C4A = Related to sound
49C4B to 49C63 = Related to sound
49C64 to 49C69 = Related to sound
49C6A to 49C80 = Related to sound
49C81 to 49CC4 = Related to sound
49CC5 to 49CCA = Related to sound
49CCB to 49CD0 = Related to sound
49CD1 to 4ABB2 = Sound sample (3 bytes and BRR data)
4ABB3 to 4ABC3 = Related to sound
4ABC4 to 4ABDC = Related to sound
4ABDD to 4ABE2 = Related to sound
4ABE3 to 4C4D2 = Sound sample (3 bytes and BRR data)
4C4D3 to 4C4FF = Related to sound
4C500 to 4C505 = Related to sound
4C506 to 4C571 = Related to sound
4C572 to 4D97E = Sound sample (3 bytes and BRR data)
4D97F to 4D9AC = Related to sound
4D9AD to 4D9B2 = Related to sound
4D9B3 to 4E276 = Sound sample (3 bytes and BRR data)
4E277 to 4E304 = Related to sound
4E305 to 4E30A = Related to sound
4E30B to 4E58C = Sound sample (3 bytes and BRR data)
4E58D to 4E592 = Related to sound
4E593 to 4E82F = Sound sample (3 bytes and BRR data)
4E830 to 4E835 = Related to sound
4E836 to 4EA42 = Sound sample (3 bytes and BRR data)
4EA43 to 4EAAB = Related to sound
4EAAC to 4EAB1 = Related to sound
4EAB2 to 4EAF5 = Related to sound
4EAF6 to 4F65C = Sound sample (3 bytes and BRR data)
4F65D to 4F73A = Related to sound
4F73B to 4F740 = Related to sound
4F741 to 4FA25 = Sound sample (3 bytes and BRR data)
4FA26 to 4FA56 = Related to sound
4FA57 to 4FA6B = Related to sound
4FA6C to 4FA71 = Related to sound
4FA72 to 4FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 58000)
58000 to 586A7 = Sound sample (3 bytes and BRR data) (Split sample: former half at 4FA72)
586A8 to 587AE = Related to sound
587AF to 587B7 = Related to sound
587B8 to 587BD = Related to sound
587BE to 587CE = Related to sound
587CF to 587E4 = Related to sound
587E5 to 58807 = Related to sound
58808 to 58816 = Related to sound
58817 to 58821 = Related to sound
58822 to 58837 = Related to sound
58838 to 58845 = Related to sound
58846 to 5885E = Related to sound
5885F to 5886E = Related to sound
5886F to 58877 = Related to sound
58878 to 5887D = Related to sound
5887E to 58C43 = Sound sample (3 bytes and BRR data)
58C44 to 58C52 = Related to sound
58C53 to 58C5C = Related to sound
58C5D to 58C68 = Related to sound
58C69 to 58C6E = Related to sound
58C6F to 58D16 = Related to sound
58D17 to 58D3C = Related to sound
58D3D to 58D4B = Related to sound
58D4C to 58D55 = Related to sound
58D56 to 58D67 = Related to sound
58D68 to 58D78 = Related to sound
58D79 to 58D7E = Related to sound
58D7F to 5932A = Sound sample (3 bytes and BRR data)
5932B to 59330 = Related to sound
59331 to 59341 = Related to sound
59342 to 59347 = Related to sound
59348 to 5995F = Sound sample (3 bytes and BRR data)
59960 to 59965 = Related to sound
59966 to 59976 = Related to sound
59977 to 59982 = Related to sound
59983 to 59992 = Related to sound
59993 to 599A4 = Related to sound
599A5 to 599B3 = Related to sound
599B4 to 599D0 = Related to sound
599D1 to 599DC = Related to sound
599DD to 599ED = Related to sound
599EE to 599F9 = Related to sound
599FA to 599FF = Related to sound
59A00 to 59A11 = Related to sound
59A12 to 59A22 = Related to sound
59A23 to 59ADB = Related to sound
59ADC to 59AE1 = Related to sound
59AE2 to 59AFD = Related to sound
59AFE to 5C530 = Sound sample (3 bytes and BRR data)
5C531 to 5C607 = Related to sound
5C608 to 5C6CF = Related to sound
5C6D0 to 5C7EA = Related to sound
5C7EB to 5C832 = Related to sound
5C833 to 5C879 = Related to sound
5C87A to 5C9A0 = Related to sound
5C9A1 to 5C9A6 = Related to sound
5C9A7 to 5C9EA = Related to sound
5C9EB to 5CC48 = Sound sample (3 bytes and BRR data)
5CC49 to 5CD68 = Related to sound
5CD69 to 5CD71 = Related to sound
5CD72 to 5CD77 = Related to sound
5CD78 to 5D16A = Sound sample (3 bytes and BRR data)
5D16B to 5D173 = Related to sound
5D174 to 5D179 = Related to sound
5D17A to 5D186 = Related to sound
5D187 to 5D197 = Related to sound
5D198 to 5D4D2 = Related to sound
5D4D3 to 5D699 = Related to sound
5D69A to 5D6F3 = Related to sound
5D6F4 to 5D74D = Related to sound
5D74E to 5DA85 = Related to sound
5DA86 to 5DC9A = Related to sound
5DC9B to 5DCA0 = Related to sound
5DCA1 to 5DCC1 = Related to sound
5DCC2 to 5DF0D = Sound sample (3 bytes and BRR data)
5DF0E to 5E121 = Related to sound
5E122 to 5E1F4 = Related to sound
5E1F5 to 5E205 = Related to sound
5E206 to 5E400 = Related to sound
5E401 to 5E406 = Related to sound
5E407 to 5E664 = Sound sample (3 bytes and BRR data)
5E665 to 5E6C4 = Related to sound
5E6C5 to 5E6CA = Related to sound
5E6CB to 5EBE6 = Sound sample (3 bytes and BRR data)
5EBE7 to 5EC67 = Related to sound
5EC68 to 5EC6D = Related to sound
5EC6E to 5EEB9 = Sound sample (3 bytes and BRR data)
5EEBA to 5EEE1 = Related to sound
5EEE2 to 5EF08 = Related to sound
5EF09 to 5EF17 = Related to sound
5EF18 to 5EF1D = Related to sound
5EF1E to 5F10F = Related to sound
5F110 to 5F120 = Related to sound
5F121 to 5F131 = Related to sound
5F132 to 5F23E = Related to sound
5F23F to 5F300 = Related to sound
5F301 to 5F3E5 = Related to sound
5F3E6 to 5F52E = Related to sound
5F52F to 5F5FF = Related to sound
5F600 to 5F752 = Related to sound
5F753 to 5F853 = Related to sound
5F854 to 5F98A = Related to sound
5F98B to 5F99B = Related to sound
5F99C to 5FA6E = Related to sound
5FA6F to 5FA93 = Related to sound
5FA94 to 5FAB1 = Related to sound
5FAB2 to 5FC2A = Related to sound
5FC2B to 5FC61 = Related to sound
5FC62 to 5FC87 = Related to sound
5FC88 to 5FDB9 = Related to sound
5FDBA to 5FE67 = Related to sound
5FE68 to 5FE78 = Related to sound
5FE79 to 5FE9E = Related to sound
5FE9F to 5FEB5 = Related to sound
5FEB6 to 5FEDC = Related to sound
5FEDD to 5FF02 = Related to sound
5FF03 to 5FF27 = Related to sound
5FF28 to 5FF59 = Related to sound
5FF5A to 5FF7E = Related to sound
5FF7F to 5FF8A = Related to sound
5FF8B to 5FF9B = Related to sound
5FF9C to 5FFA1 = Related to sound
5FFA2 to 5FFB0 = Related to sound
5FFB1 to 5FFCD = Related to sound
5FFCE to 5FFD3 = Related to sound
5FFD4 to 5FFE0 = Related to sound
5FFE1 to 5FFFF = Related to sound (Split data: latter half at 68000)
68000 to 680B3 = Related to sound (Split data: former half at 5FFE1)
680B4 to 68188 = Related to sound
68189 to 6825B = Related to sound
6825C to 6832F = Related to sound
68330 to 6834C = Related to sound
6834D to 68365 = Related to sound
68366 to 68376 = Related to sound
68377 to 683E6 = Related to sound
683E7 to 6845C = Related to sound
6845D to 685F3 = Related to sound
685F4 to 6867F = Related to sound
68680 to 68709 = Related to sound
6870A to 6877B = Related to sound
6877C to 68853 = Related to sound
68854 to 68862 = Related to sound
68863 to 6886F = Related to sound
68870 to 68A1D = Related to sound
68A1E to 68BCC = Related to sound
68BCD to 68D79 = Related to sound
68D7A to 68E81 = Related to sound
68E82 to 68EAE = Related to sound
68EAF to 68EB4 = Related to sound
68EB5 to 68F58 = Related to sound
68F59 to 68FA3 = Related to sound
68FA4 to 68FA9 = Related to sound
68FAA to 69852 = Sound sample (3 bytes and BRR data)
69853 to 69864 = Related to sound
69865 to 6986D = Related to sound
6986E to 69873 = Related to sound
69874 to 6A0C2 = Sound sample (3 bytes and BRR data)
6A0C3 to 6A0D3 = Related to sound
6A0D4 to 6A0FB = Related to sound
6A0FC to 6A17B = Related to sound
6A17C to 6A181 = Related to sound
6A182 to 6A4F6 = Sound sample (3 bytes and BRR data)
6A4F7 to 6A54D = Related to sound
6A54E to 6A553 = Related to sound
6A554 to 6A579 = Related to sound
6A57A to 6B25A = Sound sample (3 bytes and BRR data)
6B25B to 6B260 = Related to sound
6B261 to 6BF6E = Sound sample (3 bytes and BRR data)
6BF6F to 6BF74 = Related to sound
6BF75 to 6CD36 = Sound sample (3 bytes and BRR data)
6CD37 to 6CD3C = Related to sound
6CD3D to 6D813 = Sound sample (3 bytes and BRR data)
6D814 to 6D819 = Related to sound
6D81A to 6E1A3 = Sound sample (3 bytes and BRR data)
6E1A4 to 6E1E2 = Related to sound
6E1E3 to 6E21D = Related to sound
6E21E to 6E25B = Related to sound
6E25C to 6E28C = Related to sound
6E28D to 6E2CF = Related to sound
6E2D0 to 6E2D5 = Related to sound
6E2D6 to 6E653 = Sound sample (3 bytes and BRR data)
6E654 to 6E659 = Related to sound
6E65A to 6E8ED = Sound sample (3 bytes and BRR data)
6E8EE to 6E8F3 = Related to sound
6E8F4 to 6EFA4 = Sound sample (3 bytes and BRR data)
6EFA5 to 6EFAD = Related to sound
6EFAE to 6EFB3 = Related to sound
6EFB4 to 6F66D = Sound sample (3 bytes and BRR data)
6F66E to 6F676 = Related to sound
6F677 to 6F687 = Related to sound
6F688 to 6F6A0 = Related to sound
6F6A1 to 6F6A6 = Related to sound
6F6A7 to 6FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 78000)
700E0 to 70137 = Alchemy Ingredients Graphics setup (alphabetical order except Acorn placed last and Atlas Amulet place between Gunpowder and Iron)
70DDF to 70E15 = Victory Pose Scripts
70E16 to 70E4D = Unequipped Standing Scripts
70E4E to 70EC5 = Ingredient Pickup Animation Scripts
70EC6 to 70FBF = Boy Spell Animation Scripts
70FC0 to 710F7 = Unequipped Walking/Running Scripts
710F8 to 711CD = Boy Recoil Scripts
711CE to 7170A = Bone Crusher Scripts
7170B to 718F2 = Boy Idling Yawn Scripts
718F3 to 71F4D = Sword Scripts
71F4E to 727EB = Axe Scripts
727EC to 72CCC = Spear Scripts
72CCD to 7322A = Bazooka Scripts
7322B to 733E1 = Boy Miscellaneous Scripts
733E2 to 73A02 = Dog Prehistoria Scripts
73A03 to 73F85 = Dog Antiqua Scripts
73F86 to 744E8 = Dog Gothica Scripts
744E9 to 74626 = Dog Podunk Scripts
74627 to 74EB8 = Dog Omnitopia Scripts
78000 to 7891E = Sound sample (3 bytes and BRR data) (Split sample: former half at 6F6A7)
7891F to 78930 = Related to sound
78931 to 78943 = Related to sound
78944 to 78955 = Related to sound
78956 to 78984 = Related to sound
78985 to 7898A = Related to sound
7898B to 78E3A = Sound sample (3 bytes and BRR data)
78E3B to 78E40 = Related to sound
78E41 to 798B4 = Sound sample (3 bytes and BRR data)
798B5 to 798BA = Related to sound
798BB to 79CBF = Sound sample (3 bytes and BRR data)
79CC0 to 79CFE = Related to sound
79CFF to 79D8F = Related to sound
79D90 to 79DAC = Related to sound
79DAD to 79DB5 = Related to sound
79DB6 to 79DBE = Related to sound
79DBF to 79DCB = Related to sound
79DCC to 79DD9 = Related to sound
79DDA to 79DE6 = Related to sound
79DE7 to 79DF6 = Related to sound
79DF7 to 79DFF = Related to sound
79E00 to 79E05 = Related to sound
79E06 to 7B1D3 = Sound sample (3 bytes and BRR data)
7B1D4 to 7B1E4 = Related to sound
7B1E5 to 7B1F7 = Related to sound
7B1F8 to 7B1FD = Related to sound
7B1FE to 7B2AF = Related to sound
7B2B0 to 7E858 = Sound sample (3 bytes and BRR data)
7E859 to 7E86C = Related to sound
7E86D to 7E880 = Related to sound
7E881 to 7E895 = Related to sound
7E896 to 7E8AA = Related to sound
7E8AB to 7E8BF = Related to sound
7E8C0 to 7E8D4 = Related to sound
7E8D5 to 7E8EA = Related to sound
7E8EB to 7E8FB = Related to sound
7E8FC to 7E9C9 = Related to sound
7E9CA to 7EA97 = Related to sound
7EA98 to 7EB75 = Related to sound
7EB76 to 7EC82 = Related to sound
7EC83 to 7EC98 = Related to sound
7EC99 to 7ECA5 = Related to sound
7ECA6 to 7ECB3 = Related to sound
7ECB4 to 7ECC5 = Related to sound
7ECC6 to 7ECD6 = Related to sound
7ECD7 to 7ECE4 = Related to sound
7ECE5 to 7ECF2 = Related to sound
7ECF3 to 7ED02 = Related to sound
7ED03 to 7ED12 = Related to sound
7ED13 to 7ED21 = Related to sound
7ED22 to 7ED3D = Related to sound
7ED3E to 7ED60 = Related to sound
7ED61 to 7ED85 = Related to sound
7ED86 to 7ED96 = Related to sound
7ED97 to 7EDA6 = Related to sound
7EDA7 to 7EDB7 = Related to sound
7EDB8 to 7EDCA = Related to sound
7EDCB to 7EDDD = Related to sound
7EDDE to 7EDF0 = Related to sound
7EDF1 to 7EE03 = Related to sound
7EE04 to 7EE16 = Related to sound
7EE17 to 7EE2A = Related to sound
7EE2B to 7EE39 = Related to sound
7EE3A to 7EE64 = Related to sound
7EE65 to 7EEAA = Related to sound
7EEAB to 7EED8 = Related to sound
7EED9 to 7EF06 = Related to sound
7EF07 to 7EF2B = Related to sound
7EF2C to 7EF3C = Related to sound
7EF3D to 7EF51 = Related to sound
7EF52 to 7EF5A = Related to sound
7EF5B to 7EF60 = Related to sound
7EF61 to 7F90E = Sound sample (3 bytes and BRR data)
7F90F to 7F91F = Related to sound
7F920 to 7F95D = Related to sound
7F95E to 7F9A0 = Related to sound
7F9A1 to 7F9E8 = Related to sound
7F9E9 to 7FA2F = Related to sound
7FA30 to 7FA4D = Related to sound
7FA4E to 7FA75 = Related to sound
7FA76 to 7FA86 = Related to sound
7FA87 to 7FAAD = Related to sound
7FAAE to 7FAB8 = Related to sound
7FAB9 to 7FB0A = Related to sound
7FB0B to 7FB10 = Related to sound
7FB11 to 7FB27 = Related to sound
7FB28 to 7FB33 = Sound sample (3 bytes and BRR data)
7FB34 to 7FB85 = Related to sound
7FB86 to 7FB99 = Related to sound
7FB9A to 7FB9F = Related to sound
7FBA0 to 7FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 88000)
88000 to 8882F = Sound sample (3 bytes and BRR data) (Split sample: former half at 7FBA0)
88830 to 88839 = Related to sound
8883A to 88845 = Related to sound
88846 to 8884E = Related to sound
8884F to 88854 = Related to sound
88855 to 8946F = Sound sample (3 bytes and BRR data)
89470 to 8947A = Related to sound
8947B to 894AE = Related to sound
894AF to 894B4 = Related to sound
894B5 to 89D93 = Sound sample (3 bytes and BRR data)
89D94 to 89D99 = Related to sound
89D9A to 8A306 = Sound sample (3 bytes and BRR data)
8A307 to 8A30C = Related to sound
8A30D to 8AAF8 = Sound sample (3 bytes and BRR data)
8AAF9 to 8AB27 = Related to sound
8AB28 to 8AB56 = Related to sound
8AB57 to 8AB8B = Related to sound
8AB8C to 8ABC2 = Related to sound
8ABC3 to 8ABD3 = Related to sound
8ABD4 to 8AD39 = Related to sound
8AD3A to 8AD4B = Related to sound
8AD4C to 8AD5F = Related to sound
8AD60 to 8AD76 = Related to sound
8AD77 to 8AD92 = Related to sound
8AD93 to 8AD9E = Related to sound
8AD9F to 8ADAA = Related to sound
8ADAB to 8AF11 = Related to sound
8AF12 to 8AF16 = Related to sound
8AF17 to 8AF86 = Related to sound
8AF87 to 8B0B0 = Related to sound
8B0B1 to 8B0C1 = Related to sound
8B0C2 to 8B202 = Related to sound
8B203 to 8B28C = Related to sound
8B28D to 8B339 = Related to sound
8B33A to 8B414 = Related to sound
8B415 to 8B41A = Related to sound
8B41B to 8B486 = Related to sound
8B487 to 8B609 = Related to sound
8B60A to 8B6DE = Related to sound
8B6DF to 8B7B4 = Related to sound
8B7B5 to 8B872 = Related to sound
8B873 to 8B87F = Related to sound
8B880 to 8B88B = Related to sound
8B88C to 8B897 = Related to sound
8B898 to 8B8A9 = Related to sound
8B8AA to 8B8B5 = Related to sound
8B8B6 to 8B8C1 = Related to sound
8B8C2 to 8B8D3 = Related to sound
8B8D4 to 8B8DC = Related to sound
8B8DD to 8B8ED = Related to sound
8B8EE to 8B8FF = Related to sound
8B900 to 8B911 = Related to sound
8B912 to 8B924 = Related to sound
8B925 to 8B936 = Related to sound
8B937 to 8B93F = Related to sound
8B940 to 8B989 = Related to sound
8B98A to 8B999 = Related to sound
8B99A to 8B9A9 = Related to sound
8B9AA to 8B9BA = Related to sound
8B9BB to 8BB23 = Related to sound
8BB24 to 8BB29 = Related to sound
8BB2A to 8BB4F = Related to sound
8BB50 to 8C4C7 = Sound sample (3 bytes and BRR data)
8C4C8 to 8C630 = Related to sound
8C631 to 8C749 = Related to sound
8C74A to 8C89F = Related to sound
8C8A0 to 8C908 = Related to sound
8C909 to 8C996 = Related to sound
8C997 to 8CABC = Related to sound
8CABD to 8CAD1 = Related to sound
8CAD2 to 8CAD7 = Related to sound
8CAD8 to 8D15B = Sound sample (3 bytes and BRR data)
8D15C to 8D16C = Related to sound
8D16D to 8D26B = Related to sound
8D26C to 8D2D5 = Related to sound
8D2D6 to 8D2FA = Related to sound
8D2FB to 8D33F = Related to sound
8D340 to 8D36F = Related to sound
8D370 to 8D48F = Related to sound
8D490 to 8D525 = Related to sound
8D526 to 8D585 = Related to sound
8D586 to 8D58E = Related to sound
8D58F to 8D597 = Related to sound
8D598 to 8D59D = Related to sound
8D59E to 8D5C3 = Related to sound
8D5C4 to 8D5CC = Related to sound
8D5CD to 8D5D5 = Related to sound
8D5D6 to 8D5E1 = Related to sound
8D5E2 to 8D5E4 = Related to sound
8D5E5 to 8D5E9 = Related to sound
8D5EA to 8D5F6 = Related to sound
8D5F7 to 8D60D = Related to sound
8D60E to 8D634 = Related to sound
8D635 to 8D658 = Related to sound
8D659 to 8D67B = Related to sound
8D67C to 8D6AD = Related to sound
8D6AE to 8D6D4 = Related to sound
8D6D5 to 8D6DD = Related to sound
8D6DE to 8D6E3 = Related to sound
8D6E4 to 8D763 = Related to sound
8D764 to 8EE64 = Sound sample (3 bytes and BRR data)
8EE65 to 8EE73 = Related to sound
8EE74 to 8EE85 = Related to sound
8EE86 to 8EE97 = Related to sound
8EE98 to 8EEAA = Related to sound
8EEAB to 8EEBC = Related to sound
8EEBD to 8EF2C = Related to sound
8EF2D to 8EF71 = Related to sound
8EF72 to 8EFD9 = Related to sound
8EFDA to 8EFEA = Related to sound
8EFEB to 8F145 = Related to sound
8F146 to 8F16A = Related to sound
8F16B to 8F1F2 = Related to sound
8F1F3 to 8F296 = Related to sound
8F297 to 8F2AC = Related to sound
8F2AD to 8F2BC = Related to sound
8F2BD to 8F2C9 = Related to sound
8F2CA to 8F2DB = Related to sound
8F2DC to 8F2EC = Related to sound
8F2ED to 8F35A = Related to sound
8F35B to 8F3B5 = Related to sound
8F3B6 to 8F574 = Related to sound
8F575 to 8F5CA = Related to sound
8F5CB to 8F622 = Related to sound
8F623 to 8F6EF = Related to sound
8F6F0 to 8F78E = Related to sound
8F78F to 8F82D = Related to sound
8F82E to 8F83E = Related to sound
8F83F to 8F878 = Related to sound
8F879 to 8F927 = Related to sound
8F928 to 8F9D2 = Related to sound
8F9D3 to 8FA27 = Related to sound
8FA28 to 8FAD7 = Related to sound
8FAD8 to 8FB30 = Related to sound
8FB31 to 8FBA5 = Related to sound
8FBA6 to 8FC1B = Related to sound
8FC1C to 8FC22 = Related to sound
8FC23 to 8FC39 = Related to sound
8FC3A to 8FC47 = Related to sound
8FC48 to 8FC60 = Related to sound
8FC61 to 8FC71 = Related to sound
8FC72 to 8FC77 = Related to sound
8FC78 to 8FC85 = Related to sound
8FC86 to 8FC96 = Related to sound
8FC97 to 8FCD5 = Related to sound
8FCD6 to 8FCDB = Related to sound
8FCDC to 8FD51 = Related to sound
8FD52 to 8FDE8 = Related to sound
8FDE9 to 8FFAA = Related to sound
8FFAB to 8FFFF = Related to sound (Split data: latter half at 98000)
98000 to 9816B = Related to sound (Split data: former half at 8FFAB)
9816C to 98196 = Related to sound
98197 to 981CA = Related to sound
981CB to 981D0 = Related to sound
981D1 to 98207 = Related to sound
98208 to 98241 = Related to sound
98242 to 98252 = Related to sound
98253 to 98262 = Related to sound
98263 to 98275 = Related to sound
98276 to 98288 = Related to sound
98289 to 9829A = Related to sound
9829B to 982AC = Related to sound
982AD to 98303 = Related to sound
98304 to 9835A = Related to sound
9835B to 98365 = Related to sound
98366 to 98376 = Related to sound
98377 to 983BA = Related to sound
983BB to 983FE = Related to sound
983FF to 98441 = Related to sound
98442 to 98485 = Related to sound
98486 to 984C9 = Related to sound
984CA to 9850E = Related to sound
9850F to 985AE = Related to sound
985AF to 985B4 = Related to sound
985B5 to 985F8 = Related to sound
985F9 to 9872B = Related to sound
9872C to 9873A = Related to sound
9873B to 98748 = Related to sound
98749 to 9875E = Related to sound
9875F to 987B9 = Related to sound
987BA to 98814 = Related to sound
98815 to 98821 = Related to sound
98822 to 98835 = Related to sound
98836 to 98849 = Related to sound
9884A to 98862 = Related to sound
98863 to 98868 = Related to sound
98869 to 988AC = Related to sound
988AD to 98904 = Related to sound
98905 to 98915 = Related to sound
98916 to 98938 = Related to sound
98939 to 98954 = Related to sound
98955 to 98970 = Related to sound
98971 to 98991 = Related to sound
98992 to 989B7 = Related to sound
989B8 to 98A2C = Related to sound
98A2D to 98A9F = Related to sound
98AA0 to 98AAD = Related to sound
98AAE to 98ABE = Related to sound
98ABF to 98B08 = Related to sound
98B09 to 98B0E = Related to sound
98B0F to 9934B = Sound sample (3 bytes and BRR data)
9934C to 99351 = Related to sound
99352 to 998FD = Sound sample (3 bytes and BRR data)
998FE to 99903 = Related to sound
99904 to 9A1FD = Sound sample (3 bytes and BRR data)
9A1FE to 9A203 = Related to sound
9A204 to 9A863 = Sound sample (3 bytes and BRR data)
9A864 to 9A8D0 = Related to sound
9A8D1 to 9A8DC = Related to sound
9A8DD to 9A8EA = Related to sound
9A8EB to 9A919 = Related to sound
9A91A to 9A938 = Related to sound
9A939 to 9A985 = Related to sound
9A986 to 9A9FD = Related to sound
9A9FE to 9AA0E = Related to sound
9AA0F to 9AD69 = Related to sound
9AD6A to 9ADD3 = Related to sound
9ADD4 to 9AE14 = Related to sound
9AE15 to 9AF20 = Related to sound
9AF21 to 9B02C = Related to sound
9B02D to 9B139 = Related to sound
9B13A to 9B445 = Related to sound
9B446 to 9B4D1 = Related to sound
9B4D2 to 9B4DA = Related to sound
9B4DB to 9B4E4 = Related to sound
9B4E5 to 9B4EE = Related to sound
9B4EF to 9B500 = Related to sound
9B501 to 9B516 = Related to sound
9B517 to 9B527 = Related to sound
9B528 to 9B536 = Related to sound
9B537 to 9B543 = Related to sound
9B544 to 9B552 = Related to sound
9B553 to 9B578 = Related to sound
9B579 to 9B59D = Related to sound
9B59E to 9B5CD = Related to sound
9B5CE to 9B5F3 = Related to sound
9B5F4 to 9B5FF = Related to sound
9B600 to 9B610 = Related to sound
9B611 to 9B786 = Related to sound
9B787 to 9B824 = Related to sound
9B825 to 9B9BD = Related to sound
9B9BE to 9B9DE = Related to sound
9B9DF to 9BA01 = Related to sound
9BA02 to 9BA1A = Related to sound
9BA1B to 9BA32 = Related to sound
9BA33 to 9BA49 = Related to sound
9BA4A to 9BA5A = Related to sound
9BA5B to 9BAEF = Related to sound
9BAF0 to 9BAF5 = Related to sound
9BAF6 to 9BB25 = Related to sound
9BB26 to 9F263 = Sound sample (3 bytes and BRR data)
9F264 to 9F2D8 = Related to sound
9F2D9 to 9F34D = Related to sound
9F34E to 9F3C2 = Related to sound
9F3C3 to 9F437 = Related to sound
9F438 to 9F48F = Related to sound
9F490 to 9F4FD = Related to sound
9F4FE to 9F570 = Related to sound
9F571 to 9F57F = Related to sound
9F580 to 9F59B = Related to sound
9F59C to 9F5B4 = Related to sound
9F5B5 to 9F633 = Related to sound
9F634 to 9F651 = Related to sound
9F652 to 9F66F = Related to sound
9F670 to 9F681 = Related to sound
9F682 to 9F695 = Related to sound
9F696 to 9F6A6 = Related to sound
9F6A7 to 9F88E = Related to sound
9F88F to 9FA45 = Related to sound
9FA46 to 9FB9F = Related to sound
9FBA0 to 9FCB1 = Related to sound
9FCB2 to 9FD7B = Related to sound
9FD7C to 9FE42 = Related to sound
9FE43 to 9FFD7 = Related to sound
9FFD8 to 9FFFF = Related to sound (Split data: latter half at A8000)
A8000 to A80E1 = Related to sound (Split data: former half at 9FFD8)
A80E2 to A80F2 = Related to sound
A80F3 to A8240 = Related to sound
A8241 to A8434 = Related to sound
A8435 to A8589 = Related to sound
A858A to A861A = Related to sound
A861B to A86A0 = Related to sound
A86A1 to A87A5 = Related to sound
A87A6 to A8900 = Related to sound
A8901 to A89FB = Related to sound
A89FC to A8A0C = Related to sound
A8A0D to A8A2D = Related to sound
A8A2E to A8A50 = Related to sound
A8A51 to A8A56 = Related to sound
A8A57 to A9443 = Sound sample (3 bytes and BRR data)
A9444 to A9451 = Related to sound
A9452 to A9460 = Related to sound
A9461 to A946C = Related to sound
A946D to A947C = Related to sound
A947D to A948C = Related to sound
A948D to A949F = Related to sound
A94A0 to A94B0 = Related to sound
A94B1 to A9511 = Related to sound
A9512 to A9569 = Related to sound
A956A to A95E1 = Related to sound
A95E2 to A9658 = Related to sound
A9659 to A9663 = Related to sound
A9664 to A967E = Related to sound
A967F to A968C = Related to sound
A968D to A96A4 = Related to sound
A96A5 to A96B5 = Related to sound
A96B6 to A96E7 = Related to sound
A96E8 to A9718 = Related to sound
A9719 to A974B = Related to sound
A974C to A9791 = Related to sound
A9792 to A98D6 = Related to sound
A98D7 to A9988 = Related to sound
A9989 to A99A9 = Related to sound
A99AA to A99CC = Related to sound
A99CD to A99D5 = Related to sound
A99D6 to A99D8 = Related to sound
A99D9 to A99EE = Related to sound
A99EF to A99F4 = Related to sound
A99F5 to A99F7 = Related to sound
A99F8 to A9A1A = Related to sound
A9A1B to A9A20 = Related to sound
A9A21 to A9E01 = Sound sample (3 bytes and BRR data)
A9E02 to A9E0D = Related to sound
A9E0E to A9E16 = Related to sound
A9E17 to A9EDB = Related to sound
A9EDC to A9F63 = Related to sound
A9F64 to A9FCA = Related to sound
A9FCB to AA014 = Related to sound
AA015 to AA025 = Related to sound
AA026 to AA02F = Related to sound
AA030 to AA03B = Related to sound
AA03C to AA044 = Related to sound
AA045 to AA04D = Related to sound
AA04E to AA056 = Related to sound
AA057 to AA05E = Related to sound
AA05F to AA066 = Related to sound
AA067 to AA071 = Related to sound
AA072 to AA082 = Related to sound
AA083 to AA09B = Related to sound
AA09C to AA101 = Related to sound
AA102 to AA11F = Related to sound
AA120 to AA141 = Related to sound
AA142 to AA153 = Related to sound
AA154 to AA165 = Related to sound
AA166 to AA206 = Related to sound
AA207 to AA218 = Related to sound
AA219 to AA229 = Related to sound
AA22A to AA3AA = Related to sound
AA3AB to AA507 = Related to sound
AA508 to AA588 = Related to sound
AA589 to AA642 = Related to sound
AA643 to AA6B7 = Related to sound
AA6B8 to AA740 = Related to sound
AA741 to AA77E = Related to sound
AA77F to AA792 = Related to sound
AA793 to AA797 = Related to sound
AA798 to AA79F = Related to sound
AA7A0 to AA7A5 = Related to sound
AA7A6 to AA7B0 = Related to sound
AA7B1 to AA7BD = Related to sound
AA7BE to AFFFF = Music component-loading data (Split data: latter half at B8000)
B8000 to B8EF1 = Music component-loading data (Split data: former half at AA7BE)
BFCCF to ----- = *** UNKNOWN - 2E0000 table entry ***
BFD15 to ----- = *** UNKNOWN - 2E0000 table entry ***
BFD8A to ----- = *** UNKNOWN - 2E0000 table entry ***
BFDD1 to ----- = *** UNKNOWN - 2E0000 table entry ***
BFE2B to ----- = *** UNKNOWN - 2E0000 table entry ***
BFE7A to ----- = *** UNKNOWN - 2E0000 table entry ***
BFED4 to ----- = *** UNKNOWN - 2E0000 table entry ***
BFF2F to ----- = *** UNKNOWN - 2E0000 table entry ***
BFF89 to ----- = *** UNKNOWN - 2E0000 table entry ***
C81FD to C8235 = APU ports set to the following values: Y%256, Y/256, APU Port 3 previous value + 1, A; Port 3 value is not incremented if waiting loop happens 10240 times
C8658 to C8718 = Cary Flag set to inversion of Targeting viability (Y is entity, $59 seems to be the camera coordinates)
C8719 to C8761 = Establish Default Valid Entry in Targeting, Carry Flag Set if none (Y is default entity with 0 resulting in first one)
C8735 to C8761 = Establish Next Valid Entry in Targeting, Carry Flag Set if none
C8762 to C879A = Establish Previous Valid Entry in Targeting, Carry Flag Set if none
C879B to C888E = Establish Multitarget Entries in Targeting, Carry Flag Set if none (3 targets selected by standard attack alchemy spells choose nearest by circle calculations within the first 8 valid entries)
C888F to C88CB = Targeting Cursor graphics update per frame
C88CC to C89DE = Targeting Controls Main Procedure, Carry Flag set to inversion of confirmation (Y is the default entity)
C89DF to C8A1B = Handles text window of Target's name
C8A1C to C8A24 = Text "Multiple" (used for multiple Targets with C89DF procedure)
C8BD0 to C8CF8 = Boy - total experience needed to reach level (99 entries, 3 bytes each)
C8CFC to C8E24 = Dog - total experience needed to reach level (99 entries, 3 bytes each)
C8E25 to C8F02 = Boy - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
C8F03 to C8FE0 = Boy - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
C8FE1 to C90BE = Dog - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
C90BF to C919C = Dog - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
C919D to C927A = Boy - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
C927B to C9358 = Boy - base Defense by level (entries for 0-110, Staff of Life +5 to used
level)
C9359 to C9436 = Boy - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
C9437 to C9514 = Boy - Magic Defense by level (entries for 0-110, Wizard's Coin +7 to used
level)
C9515 to C95F2 = Dog - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
C95F3 to C96D0 = Dog - base Defense by level (entries for 0-110, Staff of Life +5 to used
level)
C96D1 to C97AE = Dog - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
C97AF to C988C = Dog - Magic Defense by level (entries for 0-110, Wizard's Coin +5 to used
level)
C9DAF to C9DE6 = Sets [$90] to X, [$92] to the Text Characters Width values address, and [$0B3D] to [$0B44] to their respective assignments with Text Character handling
C9DE7 to C9DF9 = Sets $7E2000 to 15 + byte #0-15 x 16 for 16 bytes
C9E03 to C9EF9 = Main Text Window writing procedure (Y is location of Text Window info; [$22] 3 byte holds location of text characters including values for procedures to call; and [$92] holds location of font width values) (NOTE: C9E62 to C9EA2 are actually part of other, though related, procedures)
CA346 to CA3AE = Dialogue Print Stop
CA41C to CA435 = Game on standby until Start/Face Button Press
CA4FE to CA590 = Handles function of ASCII Character Code A
CA591 to CA5A1 = (UNUSED) Progress set to bottom right corner of involved Text Character
CA5A2 to CA7C5 = Prints Text Character, ending with A set to Character's Font Width (A is Character's ASCII Value)
CA7C6 to CA927 = Dialogue Choice controls ending with A set to Choice #
CA928 to CAAF9 = Converts Text Character to restore Window Palette portion based on ASCII Character indicated by A, A set to Character's Font Width (irrelevant miscoding: CA9CF to CAA00 is supposed to result in only the leftover/only relevant bits active, rather than the whole row past the X offset in general)
CAAFA to CAB0F = A set to value first byte starting from $7E2000 to contain greater result than initial A
CAC16 to CAC5D = Text Window Border update script
CAC5E to CAC73 = Text Window Border colors pointers
CAC74 to CAC89 = Text Window Border graphics tiles pointers
CAF2B to CAFCF = Text Window loading script (Y is RAM location of text info)
CB55B to CB5A3 = Text Window continue arrow set up as needed
CB5A4 to CB5EC = Text Window continue arrow stopped as needed
CBBB0 to CBBCB = Charm flags - Addresses
CBBCC to CBBD7 = Rare item flags - Addresses
CBBD8 to CBBF3 = Charm flags - Bit weights
CBBF4 to CBBFF = Rare item flags - Bit weights
CBC00 to CBC19 = Trade good name pointers
CBC1A to CBC35 = Charm name pointers
CBC36 to CBC41 = Rare item name pointers
CC3F8 to CC41A = A = Total Number of Charms
CC41B to CC435 = A = Total Number of Trade Goods (processes that call this simply compare this to 0)
CC521 to CC542 = Script - Signal to play next quick message
CC3D0 to CC3EB = Charm description pointers
CC3EC to CC3F7 = Rare item description pointers
CC88C to ----- = *** UNKNOWN - Assembly related to 2E0000? ***
CCF18 to CCFF3 = Initializes Subscript in first available Subscript location; $7E0E80 to $7E0E93 is moved to 0x0F to 0x22
CD315 to CD330 = Next Instruction Byte determine loop count for storing Math Script results in $7E0E80 with 2 bytes each
CD428 to CD456 = Instruction Byte Pointer shifted backward by byte count of difference of 257 and single Number Byte
CD434 to CD464 = Instruction Byte Pointer shifted by byte count of 2 Number Bytes from after the Number Bytes
CEA43 to CEA64 = Math Script main procedure; finishes with an instruction with the instruction byte having its Most Significant Bit set
CEC8E to CEC95 = Sets [$4C] and Y to unit's stats pointer based on current math scripts
E99D2 to E9A2E = Script - Establishes Weapons Ring information
E9A86 to E9B39 = Script - Establishes Main Ring information for both Boy and Dog
E9B3A to E9B6E = Script - Establishes Spells Ring information
E9B6F to E9BC0 = Script - Establishes Items Ring information
EB520 to EB559 = Establishes Ring Menu Cursor graphics
EB55A to EB677 = Character data pointers
EB678 to EDF83 = Character data (74 bytes each) (first of 91 actual monsters starts at
EC536. everything before that are NPCs.) (Every stat is two bytes
unless indicated otherwise.)
x00 - Name pointer (3 bytes)
x07 - Unique Trait flags
Bit 0 - ? (Tar Skull and Salabog only)
Bit 1 - -30 Hit penalty vs. AI Player Character
Bit 2 - ? (Rock only)
Bit 3 - ? (Bridge only)
Bit 4 - Projectile attacks won't hit (Bomb only)
x09 - Palette
x0D - ? (Relates to collision)
x0F - HP
x13 - Aggression Range
x15 - Aggression Chance (/256)
x19 - Attack
x1B - Defense
x1D - Magic Defense
x1F - Evade
x21 - Hit Rate
x23 - Experience (4 bytes)
x27 - Money
x29 - Chance of prize drop (out of 128) (1 byte)
x2C - Chargeup limit
x2E - Chargeup gain per frame
x30 - Attack calculation procedure pointer
x42 - Script - Death, No Spoils
x44 - Script - Death, Spoils
x48 - Script - Block
F81C9 to F8279 = Establishes Boy's Info for combat fields (X is Weapon #)
F827A to F82FC = EXP gains handled
F82FD to F8302 = Text - "DB: +" (likely unused)
F8303 to F830F = Text - " EXPERIENCE." (likely unused)
F8310 to F8387 = Boy's Level Up handled
F8388 to F8397 = Text - " reaches level "
F8398 to F84F4 = Boy's stats established
F84F5 to F856C = Dog's Level Up handled
F856D to F857D = Text - " reaches level "
F857D to F8688 = Dog's stats established
F8689 to F86F9 = Money gains handled
F86FA to F8703 = Text - "Received "
F8704 to F870F = Pointers to Currency type text
F9144 to F920F = Establishes Character X's Status Bar HP Row graphics where valid
F9210 to F936C = Establishes Charm, Rare Item, and Weapon update as well as Boy's Graphics Info
F936D to F945C = Dog's Graphics Info Tables ($28 bytes per table)
F945D to F946A = Dog's Graphics Info Table pointers
F946B to F9534 = Establishes Dog's Graphics Info
F973E to F97B0 = Boy's Weapon EXP handling
F97B1 to F97BF = Text - " is now level "
F97C0 to F9800 = Dog's Attack EXP handling
F9801 to F9816 = Text - "Dog attack now level "
FA9B1 to FA9D8 = A set to Cardinal Direction indicated by [$12] and [$13] (SEP $20 assumed)
FA9D9 to FAA04 = A set to Cardinal Direction indicated by [$46] and [$48]
FAA05 to FAA50 = A set to Direction indicated by [$12] and [$14]
FAA51 to FAA81 = A set to Direction indicated by A
FAB6E to FAB91 = A set to dominant direction to destination affected by RNG choice from FDB0C first table
FAC63 to FAC63 = X viewing offset (what/where to trigger), X is the character viewing variable
FAC73 to FAC82 = Y as above
FB28D to FB29A = Establish Yawn Animation Timer to 1200 to 3247 Frames
FB5E6 to FB6AD = Attack management check ([$3E] to [$41] holds hitbox width and length, [$44] 2 byte holds relative elevation bits, [$46] to [$4B] holds 3D coordinates of hitbox center, [$4C] 2 byte holds pointer to attacker's information)
FB6AE to FB6CB = Attack Calculations Script pointers
FB6CC to FB6DF = Attack Calculations Script $00: Standard Monster
FB6E0 to FB723 = Attack Calculations Script $02: Standard Projectile
FB724 to FB73B = Attack Calculations Script $04: Infinite Pierce Projectile
FB73C to FB759 = Attack Calculations Script $06: Armor Ignore Projectile
FB75A to FB77C = Attack Calculations Script $08: Boy Standard
FB77D to FB79F = Attack Calculations Script $0A: Dog Standard
FB7A0 to FB7D6 = Attack Calculations Script $0C: Carniflower
FB7D7 to FB7F2 = Attack Calculations Script $0E: Mosquitos (no flinching caused, halted by Insect Incense)
FB7DF to FB7F2 = Attack Calculations Script $10: No flinching (seems to be unused)
FB7F3 to FB82C = Attack Calculations Script $14: Spiders (1/4 Chance Poison, halted by Insect Incense)
FB7FB to FB82C = Attack Calculations Script $12: Sons of Set (1/4 Chance Poison)
FB82D to FB855 = Attack Calculations Script $18: Stone Cobra (Ensured Poison)
FB856 to FB85D = Text: "Poison!"
FB85E to FB897 = Attack Calculations Script $16: Rat (1/8 Chance Plague 5 Might)
FB898 to FB8CE = Attack Calculations Script $1C: Mad Monk (1/4 Chance Confound, 1/4 Chance Plague 5 Might)
FB8CF to FB8D6 = Text: "Plague!"
FB8D7 to FB8E2 = Text: "Confounded!"
FB8E3 to FB8EF = Attack Calculations Script $1A: Ensured Hit + No Revenge Aggro (seems to be unused)
FB9F8 to FBAAE = Accuracy Calculation for projectiles
FBA06 to FBAAE = Accuracy Calculation for non-projectiles
FBAAF to FBAE1 = Most significant part of effective hit rate index, indexed by
((Evade + 1) DIV 4) * 2 . Picks the sub-table in FBAE3. (Evade + 1)
assumed to be <= 100.
FBAE3 to FC02A = Tables of effective hit rate values (0 to 32768). Indexed using Evade
(via FBAAF), and by ((Hit Rate + 1) DIV 4) * 2 (including Ruby Heart influence)
within that. (Hit Rate + 1) capped at 100 when accessing. 676 entries.
FC02B to FC066 = A set to ATK value based on charge level and equipment
FC047 to FC066 = A set to ATK value based purely on charge level (A is ATK value without chargeup influence, X is Character's Stats pointer; may be used in a ASM ROM hack for convenience)
FC067 to FC099 = A set to Basic Damage with dispersion range of 75% to 125% (starting points: $C067 for ATK - DEF; $C06D for A - DEF; $C07E for A alone)
FC09A to FC0D2 = Handles HP Recovery (A is recovery amount, Y is entity)
FC0D3 to FC120 = Updates to recent damage taken and character's reaction bits for standard attack (A = Damage value)
FC121 to FC131 = Updates to recent damage taken and character's reaction bits for scripted non-hazard damage
FC132 to FC142 = Updates to recent damage taken and character's reaction bits for Mazquito or scripted cutscene damage (difference: Byte $12 Bit 5 is inactive)
FC143 to FC16D = Updates to recent damage taken and character's reaction bits for attack that doesn't cause flinching
FC16E to FC17E = Updates to recent damage taken and character's reaction bits for scripted hazard damage
FC17F to FC1BA = Same Type Revenge Aggro script for attacks, also sets partner enemy as PCs' target regardless of attacker's side
FC554 to FC617 = Clear 130 bytes starting from location pointed by X
FDB0C to FDBCB = 3 tables of direction shifts each using 64 entries
First table 45 degree increase intervals: $1A,$26,$3A,$3E
Second table 45 degree increase intervals: $1A,$2A,$36,$3E
Third table 45 degree increase intervals: $26,$32,$3A,$3E
108000 to 1080CD = Pointers to Behavior Script instructions (Even Inclusive, actual script bytes get multiplied by 2 to point to the pointer)
1080CE to 108114 = Establishes and executes Behavior Script (X is the Script Address pointer, Y is the Entity Pointer)
1080D2 to 108114 = Executes Behavior Script (Y is the Entity Pointer)
108115 to 10811A = Sets Entity's Current Script to Base Script
10811B to 108123 = Sets Entity's 5th Bit in Bit Collection for add-on to 108124
108124 to 108138 = Tests MSBs for direction-based add-on to 108139
108139 to 10814F = Behavior Script changed and started unless already active (same as 10817B below)
108150 to 10815A = Portion of 108124 used by 108124 for when Most Significant Bit is held true
10815B to 10816A = Direction-based add-on values for pure cardinal directions
10816B to 10816B = Direction-based add-on values for all 8 directions
10817B to 108199 = Behavior Script call basics establishment (X is the Script Address pointer, Y is the Entity Pointer)
10819A to 1081BC = Tests MSBs for direction-based add-on to 10817B (A is the Direction; X and Y are the same otherwise)
10824B to 10825F = Sets stationary or walking script to X based on character moving before direction-based Behavior Script establishment
108260 to 108270 = Sets stationary or movement script to X based on character moving before direction-based Behavior Script establishment (A is the stationary script, X is the moving script)
108271 to 108278 = Jaguar Ring check extension of 108279 (probably unused)
108279 to 10828D = Sets stationary or running script to X based on character moving before direction-based Behavior Script establishment
10828E to 10829A = Sets stationary script to X before direction-based Behavior Script establishment
10829B to 1082A7 = Sets casting script to X before direction-based Behavior Script establishment (may be unused)
1082A8 to 1082D7 = Player-controlled character's running script handling
1082D8 to 108359 = Script: Attack set up based on chargeup, including charged up attack intangibility
and Bazooka ammo glitch; jumps to 10811B for graphics update if attack exists
1086C3 to 1086D3 = Behavior Script $43: Behavior Script timer increased if not grounded
1086D4 to 1086E4 = Behavior Script $44: Behavior Script timer increased if clearing randomized target height
1086E5 to 1086FD = Behavior Script $45: Jump/Fly Upward Velocity established as 1st double byte value; flight ceiling of 1600 units (effectively 100 pixels) sets it to 0 instead
1086FE to 108724 = Behavior Script $46: Jump/Fly Upward Velocity established as 1st double byte value if entity is on the ground and LSB of $0E94 is set
1087BA to 10880F = Behavior Script $47: Attack Hit Check (first 2 bytes is hitbox's base center coordinates, second 2 bytes is hitbox's width and length)
109815 to 109838 = A set to x04 of Tile Information for direct coordinates X,Y
109FC9 to 10A000 = Camera Target Coordinates set based on coordinates A,Y
10C9AB to 10C9B1 = Sets Status Outline Check Bits determined by A (X is Character)
10C9B2 to 10C9FB = Clears Status Outline Check Bits determined by A; also handles default Palette restoration if needed (X is Character)
10C9FC to 10CA9A = Updates Boy and Dog's Palettes based on Status Outline handling
10CA9B to 10CBB2 = Updates last 2 colors of Boy/Dog's Palette for Status Outline (X is Character; alternates between statuses)
10CDDC to 10CE14 = Establishes current Palette Row to default one, and also updates Boy/Dog's Palette Row accordingly (Y is entity)
10CE15 to 10CE1F = Establishes current Palette Row to A (Y is entity)
10CE92 to 10CEB5 = Updates 3rd Palette Half-Row and checks for influenced actors as necessary, ends with A and X set to 4 (A is Color Palette)
10CEB6 to 10CED5 = Process $10CED6 for both the primary and secondary actor lists
10CED6 to 10CEEC = Changes Designated Palette Half-Row of each entity that doesn't use the 3rd one to their Default (Y is 1st Entity)
10CF3A to 10CFB7 = Establishes default and current colors for Palette Row (A is Palette Colors Pointer, X is double the number of the Palette Row in the 2nd half to use)
10CFB8 to 10CFEF = Colors at CGRAM Address indicated by 8X + 129 updated to information at A + 2 for 30 bytes (basically handling 2nd half Palette Row except for 1st color)
10CFBF to 10CFEF = Colors at CGRAM Address indicated by 8X + (Y/256) + 128 updated to information at A + 2 * (Y/256) for 2 * Y%256 bytes
10D2A6 to 10D34B = A = New Color ([$12] has Offset's Intensity, [$16] has base color, [$18] has Offset color)
10D34C to 10D407 = BG Offset Palette settings interpreted into BG Overall Palettes ([$12] has Offset's Intensity, [$14] has number of Overall Palettes to use, [$26] points to Base Palettes Pointers, [$2A] points to Offset Palette Pointers, [$2E] points to Overall Palette Pointers)
10D408 to 10D440 = BG Offset Palette settings established ([$02] 4 byte has Palette Pointer, [$06] has Base Intensity, [$08] has Destination Intensity, and [$0A] has Change Per Frame)
10D506 to 10D55E = Sprite Palette Color Rotation management establishment ([$02] holds Palette Half-Row, [$04] holds Palette Color # on Half-Row, [$06] holds number of Palette Colors to rotate, [$08] holds Base Timer including rotation direction bit)
10D50F to 10D55E = BG Palette Color Rotation management establishment ([$02] holds Palette Half-Row, [$04] holds Palette Color # on Half-Row, [$06] holds number of Palette Colors to rotate, [$08] holds Base Timer including rotation direction bit)
10D55F to 10D61C = Color Rotation management on $7E:$22EB LSB inactive
10D61D to 10D65A = Sprite pointers under PB $CC for Damage/Recovery Numbers, order of Small, Medium, Large, Miss
10D65B to 10D67E = Damage/Recovery Number display script address pointers and timer values (4 bytes per instruction; 1st 2 bytes are script address pointers, 3rd and 4th bytes are timer values)
10D67F to 10D68C = "Miss!" display script address pointers and timer values (4 bytes per instruction; last instruction avoids timer usage regardless, saving 2 bytes of space)
10D68D to 10D68E = Simple CLC instruction; used for startup of Damage/Recovery Display
10D68F to 10D6C3 = Establishes Damage/Recovery Color
10D6C4 to 10D6D1 = Establishes Damage/Recovery Offset Color Black with 1/32 intensity per frame
10D6D2 to 10D6E2 = Establishes Damage/Recovery Offset Color White with 1/16 intensity per frame
10D6E3 to 10D6EA = Establishes Damage/Recovery Offset Color Intensity Decrease Rate of 10
10D6EB to 10D72B = Sets up and establishes Damage/Recovery Numbers graphics for current frame, including bouncing effect; also increases digit spacing on any even numbered frame
10D6F9 to 10D72B = Sets up and establishes Damage/Recovery Numbers graphics for current frame, including bouncing effect
10D72C to 10D742 = Closing Damage/Recovery Numbers handling, terminates Damage/Recovery Numbers instead of establishing Damage/Recovery Numbers once digits get closed (Actual start at 10D732)
10D743 to 10D748 = Terminates Damage/Recovery Numbers for offset Y
10D749 to 10D7CA = Establishes Damage/Recovery Numbers graphics for current effect
10D7CB to 10D7DC = Clears all Damage/Recovery Numbers
10D7DD to 10D857 = Damage/Recovery Numbers Scripts main setup
10D858 to 10D966 = Establishes Damage/Recovery Info (A is Damage/Recovery amount, X is Color, Y is Entity)
10DE7B to 10DE7F = Projectile Y Script termination establishment
10DFDF to 10E072 = [$02] and [$04] multiplied by 4 / ((Initial A / 4) Range 1~255)
11973E to 11974F = Sets Spell Slot Instruction Bytes (X is Spell to use based on the order with Pointers at $9180A6)
119759 to 119776 = Y set to first available primary attack Alchemy slot, 0 if available
119777 to 119794 = Y set to first available secondary attack Alchemy slot, 0 if none available
1197BD to 1197E4 = Behavior Script X if X != -1, Clears [Spell Slot $26] Bit 1 and [Spell Slot $06~0D], Set [Spell Slot $2C] to Spell Target List location
119E93 to 119FC8 = Camera update script
119FC9 to 11A000 = Camera Target Coordinates set based on coordinates A,Y
11AC84 to 11ACBC = Spell Instruction $44: Boy and Dog's Status Outline Palette Bits set
11ACBD to 11ACD7 = Status Outline Palette Bit set at [$16]; Y (default of entity location) increased at 6 at the end for looping
11AD17 to 11AD6E = Script: Sets Projectile Y's Caster to [$4C] and Effective Might to about [$02] x 15~20 / 16 x 2 / (Targets +1)
11ADD0 to 11AE30 = A = Call Bead Spell Power, or highest Effective Might of available learned Spells if that is higher (X is Call Bead Spell Number)
11AE31 to 11AED0 = Status Change information (8 bytes each)
x00 - Application Process Pointer
x02 - Removal Process Pointer
x04 - Outline Palette Pointer Bit
x06 - 1 = Positive; 2 = Negative/Wings
11B632 to 11B7F9 = Status Placement (X is the Status Pointer, Y is the entity)
11B7FA to 11B814 = Forced Status Removal (A is Pointer to Status sub-information)
11B815 to 11B83E = Status Replacement (Y is entity, [$02] is Status; starting points for Status #: $B815, $B81F, $B829, $B834)
11B83F to 11B898 = Status 1 Placement (Y is entity, [$02] is Status)
11B899 to 11B8F2 = Status 2 Placement
11B8F3 to 11B94C = Status 3 Placement
11B94D to 11B9A6 = Status 4 Placement
11B9A7 to 11BA4C = Status Removal; Carry Set by any successful removal (X is Status ID if needed, Y is Entity, initial Carry Flag Set causes Negative Status Removal)
11BA4D to 11BB00 = Negative Status Removal; Carry Set by any successful removal
11BB01 to 11BB26 = Updates Boy/Dog's Status Outline according to to status removal (Y is entity)
11BB27 to 11BB71 = All Status Removal induced by Auto-Life
11BB72 to 11BB94 = Handles given status removal for Auto-Life (X is Status, Y is entity) (BUG: x60 and x62 are set to cover for the first status instead of the directed one)
11C65B to 11C675 = Spell Instruction $16: restores Palettes of all targets (Y is Spell Entity)
11CB8A to 11CB99 = Text "It didn't work!"
11CCD8 to 11CE2B = Player Spell Casting Script (X is Spell #, Y is Spell Slot Pointer, $4C holds Caster Pointer)
11CE2C to 11CE37 = Text " now level "
11CE38 to 11CE90 = [$12] set to Spell A's Charge Count
11CEE9 to 11CEFD = Light Spell Animation script established (X is caster)
11CEFE to 11CF12 = Dark Spell Animation script established (X is caster)
11D000 to 11DAE8 = Text pointers for bank C0
11DAE9 to 11E63D = Text pointers for bank C1
11E63E to 11EF97 = Text pointers for bank C2
11EF98 to 11F32D = Text pointers for bank C3
11F32E to 11F3AD = ASCII for text codes [80] to [BF] - Letter pairs
11F3AE to 11F3ED = ASCII for text codes [00] to [3F] - Individual letters
11F3EE to 11F46B = Word indices for Dictionary #1
11F46C to 11F66B = Word indices for Dictionary #2
11F66C to 11F7D4 = Dictionary #1 - Text codes [C1] to [FF]
11F7D5 to 11FE87 = Dictionary #2 - Text codes [C0 XX]
128000 to ------ = A table for scripts, table format is unknown, value in 128000 ($928000) is added as offset when calling any script
128008 to ------ = Length of a portion of script table, value in 128008 ($928008) is added as offset when calling "global" scripts
12801B to ------ = *** UNKNOWN - Five-byte entries. Map NPC pointers and stuff? ***
128294 to ------ = Address offsets to $928000 for map scripts, 3 Byte each encoding a 25bit integer with bit $008000 missing
12990b to ------ = Address offsets to $928000 for global scripts, 3 Bytes each
188000 to ------ = *** UNKNOWN - Twelve-byte entries? ***
1C8000 to ------ = Map arrangement data - M.ANCIENT PATH 2
1CF0C2 to ------ = Map arrangement data - M.White Castle Dog Maze III
1D8000 to ------ = Map arrangement data - m.Swamp Maze2
1DBCF3 to ------ = Map arrangement data - M.Junk Towers
1DEA4E to ------ = Map arrangement data - M.WHITE CASTLE PATH
1E8000 to ------ = Map arrangement data - M.LANDING
1EABDF to ------ = Map arrangement data - m.tar pit
1ED770 to ------ = Map arrangement data - M.Pyramid 1
1F8000 to ------ = Map arrangement data - M.White Castle Dog Maze
1FAAEB to ------ = Map arrangement data - m.Ancient/Market
1FD4E3 to ------ = Map arrangement data - M.Metro Tunnels
1FFDE7 to 1FFFE2 = Map arrangement pointers
208000 to ------ = Map arrangement data - M.QSAND FIELD
20A80A to ------ = Map arrangement data - M.oglin cave
20CD23 to ------ = Map arrangement data - M.HISTORIAN CAMP
20F130 to ------ = Map arrangement data - M.Side show
20FF33 to ------ = Map arrangement data - M.Brian's Test Ground
218000 to ------ = Map arrangement data - M.VOLCANO MAZE
21A38F to ------ = Map arrangement data - M.Greek Down
21C650 to ------ = Map arrangement data - m.Dark Forest Maze
21E7E2 to ------ = Map arrangement data - M.White town interiors
228000 to ------ = Map arrangement data - M.Greek4
22A161 to ------ = Map arrangement data - m.lava path 1 satalites
22C0A8 to ------ = Map arrangement data - m.lava path 1
22DFCB to ------ = Map arrangement data - M.white castle town upper
238000 to ------ = Map arrangement data - M.Bug maze 1
239ECA to ------ = Map arrangement data - M.Lava path 2
23BC84 to ------ = Map arrangement data - M.Dark Greek Temple
23DA2C to ------ = Map arrangement data - M.Metroplex Final Arena
23F774 to ------ = Map arrangement data - M.JUNGLE CLEARING
248000 to ------ = Map arrangement data - M.CHESS BOARD
249D43 to ------ = Map arrangement data - M.White Castle Dungeon
24B92D to ------ = Map arrangement data - M.FE VILLAGE
24D3B4 to ------ = Map arrangement data - M.ANCIENT PATH 1
24EE2D to ------ = Map arrangement data - M.metro.JUNK YARD
258000 to ------ = Map arrangement data - M.Black Castle Sewer
259A21 to ------ = Map arrangement data - M.white castle town
25B42E to ------ = Map arrangement data - m.Ancient/City Square
25CDD9 to ------ = Map arrangement data - M.White Castle Sewer
25E6BE to ------ = Map arrangement data - M.M GRAVE PATH
25FD60 to ------ = Map arrangement data - m.Prehist/Cloud BH Toss
268000 to ------ = Map arrangement data - M.CITY PATH
26964A to ------ = Map arrangement data - m.Ancient/Palace Ext.
26ABE2 to ------ = Map arrangement data - M.THIEF TOWN
26C154 to ------ = Map arrangement data - M.Pyramid 2
26D67A to ------ = Map arrangement data - M.Grave Yard 2
26EB36 to ------ = Map arrangement data - M.METRO INTRO
278000 to ------ = Map arrangement data - M.QSAND PATH
2793E9 to ------ = Map arrangement data - m.Ancient/Bridge
27A7A2 to ------ = Map arrangement data - M.pyramid base
27BB53 to ------ = Map arrangement data - M.Greek Main
27CE91 to ------ = Map arrangement data - M.Greek Temple Exterior
27E153 to ------ = Map arrangement data - M.coliseum gate
27F396 to ------ = Map arrangement data - M.colosseum
288000 to ------ = Map arrangement data - M.White Castle Dog Maze II
289236 to ------ = Map arrangement data - M.Zoo
28A2F4 to ------ = Map arrangement data - M.White Castle
28B3A9 to ------ = Map arrangement data - M.Secret of Evermore
28C44E to ------ = Map arrangement data - M.SWAMP PATH
28D4CA to ------ = Map arrangement data - m.Dark Forest Clearing1
28E53C to ------ = Map arrangement data - M.Chessboard Interior
28F590 to ------ = Map arrangement data - M.Raptor
298000 to ------ = Map arrangement data - M.Lava path 2 extra
299047 to ------ = Map arrangement data - M.Waterfall Cave Entrance
299F92 to ------ = Map arrangement data - M.PLATEAU
29AED7 to ------ = Map arrangement data - m.Prehist/Hut Interiors
29BDE6 to ------ = Map arrangement data - m.Ancient/Dog Trans.
29CB12 to ------ = Map arrangement data - M.White Castle Dog Balcony
29D82A to ------ = Map arrangement data - M.Black Castle
29E517 to ------ = Map arrangement data - m.Alchemist Hut/Boss2
29F1D1 to ------ = Map arrangement data - M.METRO CLIMATE CONTROL
2A8000 to ------ = Map arrangement data - M.PROMINADE
2A8C6D to ------ = Map arrangement data - M.Metro storage
2A98B5 to ------ = Map arrangement data - M.Greek Minotaur Room
2AA4F5 to ------ = Map arrangement data - M.IN THIEF TOWN
2AB123 to ------ = Map arrangement data - M.Pig Race-Bazaar
2ABD2C to ------ = Map arrangement data - m.lavamachine
2AC915 to ------ = Map arrangement data - M.Black Castle Dog Maze
2AD4AB to ------ = Map arrangement data - M.Jungle Caves
2ADFDF to ------ = Map arrangement data - M.White Castle DiningRm
2AEABA to ------ = Map arrangement data - M.Alias Mansion color
2AF592 to ------ = Map arrangement data - M.Metro Greenhouse
2B8000 to ------ = Map arrangement data - m.Legend/lil Swamp Path
2B8AD2 to ------ = Map arrangement data - m.Bugboss
2B958D to ------ = Map arrangement data - m.Palace Gate
2BA009 to ------ = Map arrangement data - M.White Castle Puppet Show
2BA9F5 to ------ = Map arrangement data - M.Metro Control
2BB3BC to ------ = Map arrangement data - M.WELL BOSS
2BBD82 to ------ = Map arrangement data - M.Black Castle Queen
2BC707 to ------ = Map arrangement data - M.WELL 2
2BD077 to ------ = Map arrangement data - M.Black Castle Tinkerer
2BD9CE to ------ = Map arrangement data - M.Rat boss
2BE2F9 to ------ = Map arrangement data - m.Prehist/Waterfall Trans
2BEBF5 to ------ = Map arrangement data - M.METRO HALL
2BF4F1 to ------ = Map arrangement data - M.ALARM ROOM
2C8000 to 2C88E0 = Map names
2C88E1 to ------ = Map arrangement data - M.Waterfall Candy
2C911F to ------ = Map arrangement data - M.Greek3
2C9955 to ------ = Map arrangement data - M.Bug maze 2
2CA178 to ------ = Map arrangement data - M.White Castle Queen
2CA984 to ------ = Map arrangement data - M.landing castle
2CB18D to ------ = Map arrangement data - M.BLACK CASTLE SEWER OUT
2CB96B to ------ = Map arrangement data - M.Dark Greek 2
2CC12D to ------ = Map arrangement data - M.Alias Mansion b/w
2CC8B8 to ------ = Map arrangement data - M.Black Castle DiningRm
2CD00A to ------ = Map arrangement data - M.ANCIENT CLEARING
2CD757 to ------ = Map arrangement data - M.intro
2CDE7C to ------ = Map arrangement data - M.Colosseum Holds
2CE592 to ------ = Map arrangement data - m.Dark Forest Clearing2
2CEC95 to ------ = Map arrangement data - M.Ratboss 2
2CF37C to ------ = Map arrangement data - m.Dark Forest Entry
2CFA2D to ------ = Map arrangement data - m.Prehist/Volc.Crater
2D8000 to ------ = Map arrangement data - M.Side Show interior
2D8669 to ------ = Map arrangement data - M.Palace Interior
2D8CBB to ------ = Map arrangement data - M.Pyramid boss
2D9309 to ------ = Map arrangement data - M.QSAND FIELD LEDGE
2D9947 to ------ = Map arrangement data - M.White Castle Dungeon Stair
2D9F83 to ------ = Map arrangement data - m.Ancient/Town Interiors
2DA585 to ------ = Map arrangement data - M.Intro color
2DAB68 to ------ = Map arrangement data - M.Landing square
2DB0AA to ------ = Map arrangement data - M.SMALL OGLIN CAVE
2DB50C to ------ = Map arrangement data - M.JUNGLE ALCHEMIST
2DB961 to ------ = Map arrangement data - M.Ratboss dark
2DBD79 to ------ = Map arrangement data - M.JUNGLE ALCHEMIST INTERIOR
2DC17D to ------ = Map arrangement data - M.WHITE CASTLE SEWER OUT
2DC553 to ------ = Map arrangement data - M.Black Castle Glass Hall
2DC8BA to ------ = Map arrangement data - M.Hermit Cave
2DCC0B to ------ = Map arrangement data - M.Ratboss extra
2DCEE5 to ------ = Map arrangement data - M.FE VILLAGE SECRET
MAP DATA + 0x0d = n: length of following event script section in bytes
MAP DATA + 0x0f: event script section, 6 Bytes per entry
MAP DATA + 0x0f + n: length of following B-trigger script section in bytes
MAP DATA + 0x11 + n: B-trigger script section, 6 Bytes per entry
Internal Data for Secret of Evermore
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