ff3:ff3us:doc:asm:ram:field_ram

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ff3:ff3us:doc:asm:ram:field_ram [2017/04/07 23:56]
madsiur ↷ Page moved from ff3:ff3us:doc:asm:field_ram to ff3:ff3us:doc:asm:ram:field_ram
ff3:ff3us:doc:asm:ram:field_ram [2021/04/24 08:07] (current)
snaphat [$7E/2000-$7F/FFFF Field WRAM]
Line 120: Line 120:
    ++ $8C Source of BG chunk change data    ++ $8C Source of BG chunk change data
     + $8F XY Position of BG chunk to change     + $8F XY Position of BG chunk to change
-    + $91 Pointer to BG1 Map Data in VRAM (for vertical scrolling)+    + $91 Pointer to BG1 Map Data in VRAM (for vertical scrolling and full updates)
     + $93 Pointer to BG1 Map Data in VRAM (for horizontal scrolling, first column)     + $93 Pointer to BG1 Map Data in VRAM (for horizontal scrolling, first column)
     + $95 Pointer to BG1 Map Data in VRAM (for horizontal scrolling, second column)     + $95 Pointer to BG1 Map Data in VRAM (for horizontal scrolling, second column)
-    + $97 Pointer to BG2 Map Data in VRAM (for vertical scrolling)+    + $97 Pointer to BG2 Map Data in VRAM (for vertical scrolling and full updates)
     + $99 Pointer to BG2 Map Data in VRAM (for horizontal scrolling, first column)     + $99 Pointer to BG2 Map Data in VRAM (for horizontal scrolling, first column)
     + $9B Pointer to BG2 Map Data in VRAM (for horizontal scrolling, second column)     + $9B Pointer to BG2 Map Data in VRAM (for horizontal scrolling, second column)
-    + $9D Pointer to BG3 Map Data in VRAM (for vertical scrolling)+    + $9D Pointer to BG3 Map Data in VRAM (for vertical scrolling and full updates)
     + $9F Pointer to BG3 Map Data in VRAM (for horizontal scrolling, first column)     + $9F Pointer to BG3 Map Data in VRAM (for horizontal scrolling, first column)
     + $A1 Pointer to BG3 Map Data in VRAM (for horizontal scrolling, second column)     + $A1 Pointer to BG3 Map Data in VRAM (for horizontal scrolling, second column)
Line 249: Line 249:
  
 ==== $0200-$02FF: Menu RAM ==== ==== $0200-$02FF: Menu RAM ====
-See [[ff3:ff3us:doc:asm:menu_ram | Menu RAM]].+See [[ff3:ff3us:doc:asm:ram:menu_ram| Menu RAM]].
  
 ==== $0300-$051F: Sprite Data ==== ==== $0300-$051F: Sprite Data ====
Line 697: Line 697:
   -----------   -----------
         $1188 pfrm----         $1188 pfrm----
-              p: pause timer in menu and battle +              p: Pause timer in menu and battle. 
-              f: timer visible on field (timer 0 only) +              f: Timer is visible on field (timer 0 only). 
-              r: used if timer runs out during emperor's banquet +              r: End battle or exit menu if timer runs out. 
-              m: timer visible in menu and battle (timer 0 only)+              m: Timer is visible in menu and battle (timer 0 only).
       + $1189 counter (frames)       + $1189 counter (frames)
      ++ $118B pointer to event code (+CA0000)      ++ $118B pointer to event code (+CA0000)
Line 706: Line 706:
 ==== $11A0-$11FF: Shared RAM ==== ==== $11A0-$11FF: Shared RAM ====
  
-Shared between Field, [[ff3:ff3us:doc:asm:ram:battle_ram| Battle]], and [[ff3:ff3us:doc:asm:world_ram | World]] programs.+Shared between Field, [[ff3:ff3us:doc:asm:ram:battle_ram| Battle]], and [[ff3:ff3us:doc:asm:ram:world_ram| World]] programs.
  
   $11A0-$11E0 Character Stats ($40 bytes, shared with bank $C2)   $11A0-$11E0 Character Stats ($40 bytes, shared with bank $C2)
Line 748: Line 748:
         $11CC -         $11CC -
         $11CD -         $11CD -
-       +$11CE -------- ---4321-+        $11CE ---4321-
               1: weapon in off-hand               1: weapon in off-hand
               2: weapon in main hand               2: weapon in main hand
               3: unarmed in off-hand               3: unarmed in off-hand
               4: unarmed in main hand               4: unarmed in main hand
 +        $11CF ---4----
 +              4: weapons in both hands.  will oddly clear Genji Glove effect in $11D8, for damage purposes.
         $11D0 ----zhsd Physical Block Graphic         $11D0 ----zhsd Physical Block Graphic
         $11D1 ----zhsd Magical Block Graphic         $11D1 ----zhsd Magical Block Graphic
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 ==== $1300-$14FF: Sound/Music RAM ==== ==== $1300-$14FF: Sound/Music RAM ====
  
-See [[ff3:ff3us:doc:asm:sound_music_ram | Sound/Music RAM]].+See [[ff3:ff3us:doc:asm:ram:sound_music_ram| Sound/Music RAM]].
  
 ==== $1500-$15FF: Interrupt Code and CPU Stack ==== ==== $1500-$15FF: Interrupt Code and CPU Stack ====
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 ==== $1600-$1FFF: Save RAM ==== ==== $1600-$1FFF: Save RAM ====
  
-This data (0x0A00 bytes) is saved to SRAM when the game is saved. Also see [[ff3:ff3us:doc:asm:sram | SRAM]].+This data (0x0A00 bytes) is saved to SRAM when the game is saved. Also see [[ff3:ff3us:doc:asm:ram:sram| SRAM]].
  
   $1600-$184F Character Data (16 items, 37 bytes each)   $1600-$184F Character Data (16 items, 37 bytes each)
Line 989: Line 991:
         $1DCC -         $1DCC -
         $1DCD -         $1DCD -
-        $1DCE abcdefgh+        $1DCE 
 +        $1DCF abcdefgh
               a: if set, program compares current monster index with               a: if set, program compares current monster index with
                  monster index at CF3780,X. if equal, monster index                  monster index at CF3780,X. if equal, monster index
                  is changed to monster index at CF3782,X.                  is changed to monster index at CF3782,X.
               b-h: same as a               b-h: same as a
-        $1DCF - 
         $1DD0 -----mtf         $1DD0 -----mtf
               m: permanent morph (for Phunbaba battle)               m: permanent morph (for Phunbaba battle)
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               f: magic only (fanatic's tower)               f: magic only (fanatic's tower)
         $1DD1 ztrbemsg Battle End Event Flags         $1DD1 ztrbemsg Battle End Event Flags
-              z: zone eater just ate you+              z: zone eater engulfed the party
               t: timers are shown in menu and battle               t: timers are shown in menu and battle
               r: ran out of time (before emperor's banquet)               r: ran out of time (before emperor's banquet)
-              b: ran away from battle (before emperor's banquet) +              b: ran away from previous battle 
-              e: espers have been acquired+              e: gained AP is displayed (espers have been acquired)
               m: morph is available               m: morph is available
               s: enables scene with LOCKE and EDGAR if TERRA uses magic               s: enables scene with LOCKE and EDGAR if TERRA uses magic
Line 1081: Line 1083:
               m: disable main menu               m: disable main menu
               s: sprint shoes effect is disabled               s: sprint shoes effect is disabled
-        $1EB9 up?s????+        $1EB9 upes????
               u: user does not have control of character               u: user does not have control of character
               p: enable party switching               p: enable party switching
 +              e: encounters disabled
               s: don't change song when loading map               s: don't change song when loading map
      ++ $1EBA current rare items      ++ $1EBA current rare items
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       + $1F69 Parent Map       + $1F69 Parent Map
       + $1F6B Parent XY Position       + $1F6B Parent XY Position
-        $1F6D Random Number +        $1F6D Random Number (RNG Seed for NPC walking direction.) 
-      + $1F6E Random Battle Counter+      + $1F6E Danger counter for random battles
   $1F70-$1F7F Saved Character Palette Indexes (for world map)   $1F70-$1F7F Saved Character Palette Indexes (for world map)
         $1F80 Current Song         $1F80 Current Song
   $1F81-$1FA0 Saved Object Map Indexes   $1F81-$1FA0 Saved Object Map Indexes
-        $1FA1 Random Number Pointer for Random Monster Battle +        $1FA1 Step counter used as an RNG Seed in determining the next random encounter. 
-        $1FA2 Random Number Pointer for Battle Group +        $1FA2 Battle counter used as an RNG Seed in determining the monster formation. 
-        $1FA3 Random Number Counter for Battle Group +        $1FA3 RNG salt for use with $1FA2 (increments +23 when $1FA2 goes over 255.) 
-        $1FA4 Random Number Counter for Random Monster Battle +        $1FA4 RNG salt for use with $1FA1 (increments +17 when $1FA1 goes over 255.) 
-        $1FA5 Random Number Counter for Veldt Battles+        $1FA5 Veldt battle group number.
       + $1FA6 Pointer to Current Showing Character's Object Data       + $1FA6 Pointer to Current Showing Character's Object Data
   $1FA8-$1FBF Saved timer data (from $1188)   $1FA8-$1FBF Saved timer data (from $1188)
       + $1FC0 Party XY Position       + $1FC0 Party XY Position
   $1FC2-$1FD1 Event Variables   $1FC2-$1FD1 Event Variables
-      + $1FC2 Points from emperor's banquet +      + $1FC2 Points from Narshe security checkpoint/Emperor's banquet 
-      + $1FC4 Narshe security checkpoint variable ???+      + $1FC4 Narshe security checkpoint variable
       + $1FC6 -       + $1FC6 -
       + $1FC8 -       + $1FC8 -
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   $D000-$D03F BG3 Tile Formation (palette only)   $D000-$D03F BG3 Tile Formation (palette only)
   $D040-$D83F Used as a buffer for decompressing map data etc.   $D040-$D83F Used as a buffer for decompressing map data etc.
-  $D840-$D8BF Partial BG1 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) +  $D840-$D8BF Partial BG1 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) (first column, second column
-  $D8C0-$D93F Partial BG2 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) +  $D8C0-$D93F Partial BG2 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) (first column, second column
-  $D940-$D9BF Partial BG3 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) +  $D940-$D9BF Partial BG3 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) (first column, second column) 
-  $D9C0-$E1BF BG1 Map (32 x 32 tiles, 2 bytes per 8x8 tile) +  $D9C0-$DA3F Partial BG1 Map for Vertical Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) 
-  $E1C0-$E9BF BG2 Map (32 x 32 tiles, 2 bytes per 8x8 tile) +  $E1C0-$E23F Partial BG2 Map for Vertical Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) 
-  $E9C0-$F1BF BG3 Map (32 x 32 tiles, 2 bytes per 8x8 tile)+  $E9C0-$EA3F Partial BG3 Map for Vertical Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) 
 +  $D9C0-$E1BF BG1 Map for Full Updates (32 x 32 tiles, 2 bytes per 8x8 tile) 
 +  $E1C0-$E9BF BG2 Map for Full Updates (32 x 32 tiles, 2 bytes per 8x8 tile) 
 +  $E9C0-$F1BF BG3 Map for Full Updates (32 x 32 tiles, 2 bytes per 8x8 tile)
   $F1C0-$F1CF Saved Actor Index   $F1C0-$F1CF Saved Actor Index
   $F1D0-$F1DF Saved Level   $F1D0-$F1DF Saved Level
Line 1294: Line 1300:
         $4420 Window at top of screen         $4420 Window at top of screen
         $4640 Window at bottom of screen         $4640 Window at bottom of screen
-  $4800-$4FFF BG1 Map Data +  $4800-$4FFF BG1 Map Data - 2 buffers that are swapped between during on-screen element updates (e.g. opening doors and chests.) 
-        $4800  +        $4800 - Start Buffer (4bbp, 32x32 map size, 8x8 tile size) 
-        $4C00  +        $4C00 - Alternate Buffer (4bbp, 32x32 map size, 8x8 tile size) 
-  $5000-$57FF BG2 Map Data +  $5000-$57FF BG2 Map Data - 2 buffers that are swapped between during on-screen element updates (e.g. in Narshe cave). 
-  $5800-$5FFF BG3 Map Data+        $5000 - Start Buffer (4bbp, 32x32 map size, 8x8 tile size) 
 +        $5400 - Alternate Buffer (4bbp, 32x32 map size, 8x8 tile size) 
 +  $5800-$5FFF BG3 Map Data - 2 buffers that are swapped between during on-screen element updates. 
 +        $5800 - Start Buffer (4bbp, 32x32 map size, 8x8 tile size) 
 +        $5c00 - Alternate Buffer (4bbp, 32x32 map size, 8x8 tile size)
   $6000-$7FFF Sprite Graphics   $6000-$7FFF Sprite Graphics
         $6000 Object Graphics         $6000 Object Graphics
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  • Last modified: 5 years ago
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