Difference between revisions of "FFV ROM map"
(Added ROM addresses from ff6tools's notes (D5-D8 Bank)) |
(Added ROM addresses from ff6tools's notes (D9 Bank)) |
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! Address !! Type !! Comments | ! Address !! Type !! Comments | ||
|- | |- | ||
− | ! 190000 - | + | ! 190000 - 192EC7 |
− | | 3bpp | + | | 3bpp || Attack Graphics animations 1 |
|- | |- | ||
− | ! 197CD0 - 19A033 | + | ! 192EC8 - 19575F |
+ | | 3bpp || Attack Graphics animations 2 | ||
+ | |- | ||
+ | ! 195760 - 197C4F | ||
+ | | 3bpp || Attack Graphics animations 3 | ||
+ | |- | ||
+ | ! 197C50 - 197CCF | ||
+ | | 3bpp || Attack animations? | ||
+ | |- | ||
+ | ! 197CD0 - 199754 | ||
+ | | ???? || ???? | ||
+ | |- | ||
+ | ! 199755 - 199774 | ||
+ | | * || Monster Palette (Underwater) | ||
+ | |- | ||
+ | ! 199775 - 19A033 | ||
| ???? || ???? | | ???? || ???? | ||
|- | |- |
Latest revision as of 20:34, 29 November 2022
Contents
- 1 C Banks (000000 to 0FFFFF)
- 1.1 C0 bank (000000 to 00FFFF)
- 1.2 C1 bank (010000 to 01FFFF)
- 1.3 C2 bank (020000 to 02FFFF)
- 1.4 C3 bank (030000 to 03FFFF)
- 1.5 C4 to C6 banks (040000 to 06FFFF)
- 1.6 C7 to C9 banks (070000 to 09FFFF)
- 1.7 CA bank (0A0000 to 0AFFFF)
- 1.8 CB to CD banks (0B0000 to 0DFFFF)
- 1.9 CE bank (0E0000 to 0EFFFF)
- 1.10 CF bank (0F0000 to 0FFFFF)
- 2 D Banks (100000 to 1FFFFF)
- 3 E Banks (200000 to 2FFFFF)
C Banks (000000 to 0FFFFF)
C0 bank (000000 to 00FFFF)
For a detailed version you can check Lenophis or Leet Sketcher disassembly of this bank.
Address | Type | Comments |
---|---|---|
000000 - 000F77 | ???? | ???? |
000F78 - 000F83 | Data | Lookup Table (LUT) used for Gil multiplier for treasures (6 * 2 bytes). The default values are 1, 10, 100, 1000, 10000 & 34464 (bug) |
000F84 - 002A96 | ???? | ???? |
002A97 - 002F95 | * | Map Sprite Frame |
002F96 - 005BB7 | ???? | ???? |
005BB8 - 005BF4 | * | Map Color Math Properties |
005BF5 - 008540 | ???? | ???? |
008541 - 00858E | Data | (Japanese Script) Dictionary entries sizes (78) |
00858F - 0087F6 | Data | (Japanese Script) Dictionary Lo bytes (78 * 8 bytes) |
0087F7 - 008A66 | Data | (Japanese Script) Dictionary Hi bytes (78 * 8 bytes) (0 = Normal ; 1 = 1E Kanji ; 2 = 1F Kanji) |
008A67 - 009D9A | ???? | ???? |
009D9B - 00A18B | * | Map Animation Properties |
00A18C - 00CB08 | ???? | ???? |
00CB09 - 00CB10 | Data | Dungeon danger table for random battle encounters (2*4) |
00CB11 - 00CB2B | ???? | ???? |
00CB2C - 00CC20 ? | ASM | Monster party selection process ( common1 < 90 / common2 < 180 / uncommon < 240 / rare < 256) |
00CC21 ? - 00CC49 | ???? | ???? |
00CC4A - 00CC51 | Data | Wold danger table for random battle encounters (2*4) |
00CC52 - ???? | ASM | Process to determine random monster battles |
???? - 00D37F | ???? | ???? |
00D380 - 00D97F | 4bpp 8x8 | Field message symbols: Windows, 8x16 numbers, Finger icon, 16x16 Yes, No |
00D980 - 00DEFF | ???? | ???? |
00DF00 - 00E7FF | 1bpp 8x8 | Shape masks |
00E800 - 00F40F | ???? | ???? |
00F410 - 00F459 | Text | Main character naming screen |
00F45A - 00F986 | ???? | ???? |
00F987 - 00FA9D | Data | Menu texts offsets (at 172F00 in RPGe) (2bytes * 139) |
00FAC0 - 00FEBF | Text | (Japanese) Menu texts (139 variable sized texts) |
00FEC0 - 00FFBF | Data | Lookup Table (LUT) used in RNG stuff |
00FFC0 - 00FFFF | Data | SNES Header |
C1 bank (010000 to 01FFFF)
This bank primarily handles graphics and animations. For a detailed version you can check noisecross disassembly of this bank.
Address | Type | Comments |
---|---|---|
010000 - 01001E | ASM | Entry function for C1 Bank (jumps to one of fifteen general C1 functions) |
010020 - 01003E | Data | C1 function lookup table (15 locations; see entry fxn) |
010040 - 01754C | ???? | ???? |
01754D - 017575 | ASM | Enemy death palette fade animation (lighter pink) (from 0176D1) |
017576 - 0175AB | ASM | Enemy death palette fade animation step (from 01755E) |
0175AC - 017623 | ASM | ???? |
017624 - 01763C | ASM | Set enemy palette to pink on death (from 0176CE) |
01763D - 01765D | ASM | Find enemies that are still alive (from 0176D4) |
01765E - 0176FD | ASM | ???? |
0176FE - 01772B | ASM | Prepare enemies for dissolve animation (from 0176EE) |
01772C - 017789 | ASM | Enemy dissolve animation (from 017725) |
01778A - 01781C | ASM | Partial dissolve step (from 01775C) |
01781D - 017863 | ASM | Add pixels during "dissolve in" animation (from 0177FB, called twice) |
017864 - 0178AA | ASM | Remove pixels during "dissolve out" animation (from 0177F3, called twice) |
0178AB - 018B68 | ???? | ???? |
018B69 - 018B7C | ASM | Battle Command Animation (11 branches, see below) |
018B7D - 018B92 | Data | LUT for command animations (11 entries) |
018B93 - 018BA8 | ???? | ???? |
018BA9 | ASM | No Animation (from 018B7A, X = 8) |
018BAA - 8BCF | ASM | Item Animation Function (from 018B7A, X = 9) |
018BD0 - 018BE3 | ???? | ???? |
018BE4 - 018C34 | ASM | Banner Display Function (from 018B7A, X = 4) |
018C35 - 018C36 | ???? | ???? |
018C37 - 018C6C | ASM | Battle Message Display Function (ie, Steal/Mug, etc) (from 018B7A, X = 5) |
018C6D - 018CF0 | ???? | ???? |
018CF1 - 018D13 | ASM | Animals Animation Function (from 018B7A, X = 2 or X = 3) |
018D14 - 018D5E | ???? | ???? |
018D5F - 018D73 | ASM | Ability Animation Function (from 018B7A, X = 1) |
018D74 - 018D87 | ???? | ???? |
018D88 - 018E19 | Data | LUT for ability animation (based on ability number, 73 entries) |
018E1A - 0196EB | ???? | ???? |
0196EC - 019708 | ASM | Run Character Animation (from numerous places) |
019709 - 01B31B | ???? | ???? |
01B31C - 01B38B | Data | Spell Animation Shape Table (2 bytes * 63 entries; width, height in tiles) |
01B38C - 01B676 | ???? | ???? |
01B677 - 01B69B | ASM | Spell Animation Function (from 018B7A, X = 0) |
01B69C - 01B73F | ASM | Run Spell Animation (from numerous places) |
01B740 - 01FD1C | ???? | ???? |
01FD1D - 01FD21 | ASM | Wait for NMI |
01FD22 - 01FF2D | ???? | ???? |
01FF2E - 01FF87 | Data | [P] Hexadecimal to Decimal converter (4 digits) |
01FF88 - 01FFFF | ???? | ???? |
C2 bank (020000 to 02FFFF)
This bank holds the ASM code that is related to battle calculations. For a detailed version you can check InstructrTrepe's map and disassembly of this bank. There is also a Japanese commented disassembly by Shingo Endo.
Address | Type | Comments |
---|---|---|
0216FA - ???? | ASM | Display Message |
024A94 - 024AE9 | Data | Pointers for Command adjustments (2 byte * ??? ) |
024AEA - 0256D3 | ??? | ? |
0256D4 - 0256EB | ASM | Monster item drop routine? |
0256EC - 0262BA | ??? | ? |
0262BB - ???? | ASM | Time-Quick Bug routine? |
027150 - 0271B8 | ASM | Can steal from enemy routine? |
0271B9 - 029207 | ??? | ? |
029208 - 0292A4 | ASM | Item to steal from enemy routine? |
0292A5 - 029409 | ??? | ? |
02940A - 029426 | ASM | 9999 Max damage delimiter? |
029427 - 02F587 | ??? | ? |
02F588 - ???? | ASM | 16-Bit SRAM Checksum with carry? |
C3 bank (030000 to 03FFFF)
For a detailed version you can check * Lenophis disassembly of this bank.
Address | Type | Comments |
---|---|---|
030000 - 030052 | ASM | ???? ASM ???? |
030053 - 03016D | ASM | Decompression subroutine |
03016E - 0302B2 | ???? | ???? |
0302B3 - 030367 | Data | ???? (0x0200 bytes after decompress) (Type 02 headed compression) |
030368 - 031176 | ???? | ???? |
031177 - 031242 | Data | (0x041A bytes after decompress) (Type 02 headed compression) |
031243 - 031C64 | Data | FFV Title? (0x1000 bytes after decompress) (Type 02 headed compression) |
031C65 - 031C8A | Data | ???? (0x____ bytes after decompress) (Type 01 headed compression) |
031C69 - 031C8A | Data | ???? (0x____ bytes after decompress) (Type 01 headed compression) |
031C8B - 031D24 | ???? | ???? |
031D25 - 031D47 | Data | ???? (0x0020 bytes after decompress) (Type 00 headed compression) |
031D48 - 031DFD | Data | ???? (0x0231 bytes after decompress) (Type 02 headed compression) |
031DFE - 031E82 | Data | ???? (0x0174 bytes after decompress) (Type 02 headed compression) |
031E83 - 032D21 | 4bpp | Chocobo riders (0x1B00 bytes after decompress) (Type 02 headed compression) |
032D22 - 03331E | 4bpp | Dragon of the main screen (0x1200 bytes after decompress) (Type 02 compression) |
03331F - 033341 | Data | ???? (0x0020 bytes after decompress) (Type 00 headed compression) |
033342 - 0333F5 | Data | OAM data (Title dragon) (0x0120 bytes after decompress) (Type 02 headed compression) |
0333F6 - 03362A | 4bpp | Staff font (Type 02 headed compression) |
03362B - 03383B | Text | Staff (Type 02 headed compression) |
03383C - 033908 | Data | ???? (0x0151 bytes after decompress) (Type 02 headed compression) |
033908 - 037B91 | ???? | ???? |
037B92 - 037E4A | Text | Credits (Type 02 headed compression) |
037E4B - 03A06E | ASM | Title screen (uncompressed at 7F8000-7FC7FF) (Type 02 headed compression) |
03A06F - 03A2FF | ???? | ???? |
03A300 - 03B9FF | Data | Menu drawing data |
03BA00 - 03BAFF | ???? | ???? |
03BB00 - 03E5FF | Data | Locations background palettes [15-bit RGB, 2 bytes per color] [2bytes * 43 sets * 128 colors] |
03E600 - 03EAFF | ???? | ???? |
03EB00 - 03EF7F | 1bpp 8x12 | Mp Hp & Japanese characters (Japanese font) |
03EF80 - 03FFFF | 1bpp 8x12 | Some western, arrows, and Cº (Field font) |
C4 to C6 banks (040000 to 06FFFF)
For a detailed version of the C4 bank you can check Lenophis disassembly of this bank.
Address | Type | Comments |
---|---|---|
040000 - 04064C | ASM | Sound Program |
04064D - 041E3E | SPC | SPC Engine |
041E3F - 041F4E | Data | Sound Effect Audio Samples (BRR) |
041F4F - 041F70 | Data | (SPC Pointers) Sound Effect Audio Samples (BRR) [4 Bytes * 8] |
041F71 - 041F82 | Data | ADSR for Sound Effect Samples [2 Bytes * 8] |
041F83 - 041F94 | Data | Sample Rate for Sound Effect Samples [2 Bytes * 8] |
041F95 - 043B96 | Data | Sound Effects (SPC Pointers + Song data) |
043B97 - 043C6E | Data | (Pointers) BGM Songs [3 Bytes * 72] |
043C6F - 043CD7 | Data | (Pointers) Instruments [3 Bytes * 35] |
043CD8 - 043D1D | Data | Instrument Loop Start Positions [2 Bytes * 35] |
043D1E - 043D63 | Data | Instrument Sample Rate [2 Bytes * 35] |
043D64 - 043DA9 | Data | Instrument ADSR [2 Bytes * 35] |
043DAA - 0446A9 | Data | Instrument indexes for each song [2 Bytes * 16] [32 Bytes * 72] |
0446AA - 05E5E7 | Data | Instruments Audio Samples (BRR); See below for full list |
0446AA - 045137 | Data | [Instrument 01] Kick Drum |
045138 - 045D12 | Data | [Instrument 02] Snare Drum 1 |
045D13 - 046EA8 | Data | [Instrument 03] Snare Drum 2 (Hard) |
046EA9 - 047CF9 | Data | [Instrument 04] Cymbals (Loop) |
047CFA - 0492F4 | Data | [Instrument 05] Conga Drum |
0492F5 - 04975B | Data | [Instrument 06] Hi-Hat (closed) |
04975C - 04A8F1 | Data | [Instrument 07] Hi-Hat (opened) |
04A8F2 - 04BA87 | Data | [Instrument 08] Tom |
04BA88 - 04C4FA | Data | [Instrument 09] Xylophone (Metal) |
04C4FB - 04C7BA | Data | [Instrument 0A] Xylophone (Wooden) |
04C7BB - 04E73C | Data | [Instrument 0B] Strings |
04E73D - 04F518 | Data | [Instrument 0C] Chorus |
04F519 - 04F883 | Data | [Instrument 0D] Harp |
04F884 - 050014 | Data | [Instrument 0E] Trumpet |
050015 - 05028C | Data | [Instrument 0F] Oboe |
05028D - 05085B | Data | [Instrument 10] Flute |
05085C - 051379 | Data | [Instrument 11] Church Organ |
05137A - 052488 | Data | [Instrument 12] Harpsichord |
052489 - 052670 | Data | [Instrument 13] Bassoon |
052671 - 052C00 | Data | [Instrument 14] Bass Guitar |
052C01 - 053301 | Data | [Instrument 15] Grand Piano |
053302 - 053EAF | Data | [Instrument 16] Music Box |
053EB0 - 055045 | Data | [Instrument 17] Huh! (Voice) |
055046 - 0570BA | Data | [Instrument 18] Electric Guitar |
0570BB - 058772 | Data | [Instrument 19] Synth Chorus |
058773 - 059290 | Data | [Instrument 1A] Distortion Guitar |
059291 - 05A2BE | Data | [Instrument 1B] Bass Guitar |
05A2BF - 05B8DD | Data | [Instrument 1C] French Horn |
05B8DE - 05BC48 | Data | [Instrument 1D] Guitar |
05BC49 - 05C808 | Data | [Instrument 1F] Steel Guitar |
05C809 - 05D095 | Data | [Instrument 20] Maracas |
05D096 - 05DA78 | Data | [Instrument 21] Shaker |
05DA79 - 05E5E7 | Data | [Instrument 23] Clap |
05E5E8 - 06FE75 | Data | BGM (Songs); See below for full list |
05E5E8 - 05EB79 | Data | [BGM:00] Ahead on Our way |
05EB7A - 05F1B3 | Data | [BGM:01] The Fierce Battle |
05F1B4 - 05FA56 | Data | [BGM:02] A Presentiment |
05FA57 - 05FF1C | Data | [BGM:03] Go Go Boco! |
05FF1D - 060394 | Data | [BGM:04] Pirates Ahoy! |
060395 - 06074D | Data | [BGM:05] Tenderness in the Air |
06074E - 060BCC | Data | [BGM:06] Fate in Haze |
060BCD - 060EE2 | Data | [BGM:07] Critter Tripper Fritter! |
060EE3 - 0612D7 | Data | [BGM:08] The Prelude |
0612D8 - 061E9C | Data | [BGM:09] The Last Battle |
061E9D - 061F9E | Data | [BGM:0A] Requiem |
061F9F - 062180 | Data | [BGM:0B] Reminiscence |
062181 - 0625C1 | Data | [BGM:0C] Cursed Earths |
0625C2 - 06287C | Data | [BGM:0D] Lenna's Theme |
06287D - 062AFC | Data | [BGM:0E] Victory's Fanfare |
062AFD - 062CE3 | Data | [BGM:0F] Deception |
062CE4 - 062F70 | Data | [BGM:10] Nostalgia |
062F71 - 062F8C | Data | [BGM:11] (Nothing) |
062F8D - 063256 | Data | [BGM:12] Exdeath's Castle |
063257 - 063646 | Data | [BGM:13] My Home, Sweet Home |
063647 - 063CE5 | Data | [BGM:14] Waltz Suomi |
063CE6 - 0641A1 | Data | [BGM:15] Sealed Away |
0641A2 - 06453E | Data | [BGM:16] The Four Warriors of Dawn |
06453F - 064780 | Data | [BGM:17] Danger! |
064781 - 064AB8 | Data | [BGM:18] The Fired Powered Ship |
064AB9 - 064CD8 | Data | [BGM:19] As I Feel, You Feel |
064CD9 - 065111 | Data | [BGM:1A] Mambo de Chocobo |
065112 - 0652AF | Data | [BGM:1B] Music Box |
0652B0 - 065903 | Data | [BGM:1C] Intension of the Earth |
065904 - 065CC0 | Data | [BGM:1D] The Dragon Spreads its Wings |
065CC1 - 066078 | Data | [BGM:1E] Beyond the Deep Blue Sea |
066079 - 0665F9 | Data | [BGM:20] Searching the Light |
0665FA - 066E3A | Data | [BGM:21] Harvest |
066E3B - 067860 | Data | [BGM:22] Battle with Gilgamesh |
067861 - 067E52 | Data | [BGM:23] Four Valiant Hearts |
067E53 - 067FC3 | Data | [BGM:25] What? |
067FC4 - 0685A2 | Data | [BGM:27] Unknown Lands |
0685A3 - 068AB4 | Data | [BGM:28] The Airship |
068AB5 - 068BB6 | Data | [BGM:29] Fanfare 1 (short) |
068BB7 - 068D59 | Data | [BGM:2A] Fanfare 2 (long) |
068D5A - 069073 | Data | [BGM:2C] Walking the Snowy Mountains |
069074 - 069489 | Data | [BGM:2D] The Evil Lord Exdeath |
06948A - 06990C | Data | [BGM:2E] The Castle in Dawn |
06990D - 069A9E | Data | [BGM:2F] I'm a Dancer |
069A9F - 069CDF | Data | [BGM:30] The Day Will Come |
069CE0 - 06A1A9 | Data | [BGM:31] Run! |
06A1AA - 06A4A2 | Data | [BGM:32] The Ancient Library |
06A4A3 - 06A7BD | Data | [BGM:26] Hurry! Hurry! |
06A7BE - 06ACF5 | Data | [BGM:33] Royal Palace |
06ACF6 - 06AD7A | Data | [BGM:34] Good Night! |
06AD7B - 06AE4A | Data | [BGM:36] Piano Lesson 2 |
06AE4B - 06B02F | Data | [BGM:38] Piano Lesson 4 |
06B030 - 06B1CA | Data | [BGM:3B] Piano Lesson 7 |
06B1CB - 06B363 | Data | [BGM:3C] Piano Lesson 8 |
06B364 - 06B40D | Data | [BGM:35] Piano Lesson 1 |
06B40E - 06B4E1 | Data | [BGM:37] Piano Lesson 3 |
06B4E2 - 06B602 | Data | [BGM:3A] Piano Lesson 6 |
06B603 - 06B70F | Data | [BGM:39] Piano Lesson 5 |
06B710 - 06BA95 | Data | [BGM:24] The Book of Sealings |
06BA96 - 06BC97 | Data | [BGM:3D] Musica Machina |
06BC98 - 06C031 | Data | [BGM:1F] Prelude of Empty Skies |
06C032 - 06C58A | Data | [BGM:2B] The Battle |
06C58B - 06C7AD | Data | [BGM:3E] (Exdeath destroyed) |
06C7AE - 06CD41 | Data | [BGM:3F] The Land Unknown |
06CD42 - 06DB7A | Data | [BGM:40] The Decisive Battle |
06DB7B - 06E1C4 | Data | [BGM:42] Dear Friends |
06E1C5 - 06E843 | Data | [BGM:43] Final Fantasy |
06E844 - 06FCF1 | Data | [BGM:44] A New Origin |
06FCF2 - 06FDC3 | Data | [BGM:45] (Night scene) |
06FDC4 - 06FDFD | Data | [BGM:46] (Waves against the shore) |
06FDFE - 06FE75 | Data | [BGM:47] (Meteor landing) |
06FE76 - 06FFFF | Data | (Blank) (0x18A bytes, 394 bytes) |
C7 to C9 banks (070000 to 09FFFF)
Address | Type | Comments |
---|---|---|
070000 - 08221F | Data | World Map Tilemaps (custom compression) |
082220 - 08331F | Text | (Japanese) Speech offset [2 Bytes * 2160] |
083320 - 0849DE | Data | Extended Event data offsets [3 Bytes * 1940] |
0849DF - 09FFFF | Data | Extended Event data [x Bytes * 1940] |
CA bank (0A0000 to 0AFFFF)
Address | Type | Comments |
---|---|---|
0A0000 - 0AFFFF | Text | Speech (Japanese) |
CB to CD banks (0B0000 to 0DFFFF)
These banks are related with the location maps.
Address | Type | Comments |
---|---|---|
0B0000 - 0B028F | Data | Tilemaps offsets (Location maps) [2bytes * 0x0148] |
0B0290 - 0DFA01 | Data | Tilemaps (Location maps) (Type 02 unheaded compression) [64 * 64 bytes (after decompressing)] |
0DFA02 - 0DFA3F | Data | (Blank) |
0DFA40 - 0DFDFF | ???? | Unknown data (used by ASM function at 009913) |
0DFE00 - 0DFFFF | 4bpp 8x8 | Row 8x8 numbers and ":" (Menu/Battle hex numbers) |
CE bank (0E0000 to 0EFFFF)
Address | Type | Comments |
---|---|---|
0E0000 - 0E073F | Data | NPC Actions data offsets [2Bytes * 928 entries] |
0E0740 - 0E2293 | Data | NPC Actions data |
0E2294 - 0E23FF | Data | (Blank) |
0E2400 - 0E27FF | Data | Event places offset [2Bytes * 512] |
0E2800 - 0E365F | Data | Event places [4 Bytes * 920] (2B: Coordinates, 2B Event id (in table 18E080)) |
0E3660 - 0E36BF | Data | (Blank)(Sure?) |
0E36C0 - 0E3ABF | Data | Location and World Maps Exits Offsets [2 Bytes * 512] |
0E3AC0 - 0E58CF | Data | Location and World Maps Exits [6 Bytes *] (2B: Origin Coordinates, 2B: Destiny Map ID, 2B: Destiny Coordinates) |
0E58D0 - 0E59BF | Data | (Blank)(Sure?) |
0E59C0 - 0E5DC1 | Data | NPCs offsets [2Bytes * 512 + 2 bytes EOF] |
0E5DC2 - 0E9BFF | Data | NPCs (Non Playable Characters) [7 Bytes each] |
0E9C00 - 0ECFFF | Data | Locations entries (Map Descriptors) [26 Bytes * 512] |
0ED000 - 0EE12F | Data | Monster battle palettes [8 (or 16) Bytes * 550] |
0EE130 - 0EFFFF | ???? | ???? |
CF bank (0F0000 to 0FFFFF)
Address | Type | Comments |
---|---|---|
0F0000 - 0F0037 | Data | Tile blocks offset |
0F0038 - 0FC53F | Data | Tile blocks (Type 02 unheaded compression) |
0FC502 - 0FC53F | Data | (Blank) |
0FC540 - 0FC56D | Data | Tile properties offsets [2bytes * 23] |
0FC56E - 0FD7FF | Data | Tile properties (Type 02 unheaded compression) [2 bytes * 256 after decompressed] |
0FD800 - 0FDBFF | 4bpp 8x8 | World Map (background) |
0FDC00 - 0FDFFF | Data | (Blank) |
0FE000 - 0FE9FF | Data | World map tilemap offsets [2bytes * 256 * 5 worlds] (Every offset points to a horizontal line of 256 tiles stored in banks C7 and C8) |
0FEA00 - 0FF0BF | Data | World map tile block properties [3Bytes * 192 * 3] |
0FF0C0 - 0FF9BF | Data | World map tile blocks [1Byte * 192 * 4 * 3] |
0FF9C0 - 0FFABF | Data | World map tileset color masks (first and third worlds) [1Byte * 16 * 16] |
0FFAC0 - 0FFBBF | Data | World map tileset color masks (second world) [1Byte * 16 * 16] |
0FFBC0 - 0FFCBF | Data | World map tileset color masks (underwater) [1Byte * 16 * 16] |
0FFCC0 - 0FFDBF | Data | World map tileset palette (first and third worlds) [2Bytes * 128] |
0FFDC0 - 0FFEBF | Data | World map tileset palette (second world) [2Bytes * 128] |
0FFEC0 - 0FFFBF | Data | World map tileset palette (underwater) [2Bytes * 128] |
0FFFC0 - 0FFFFF | Data | (Blank) |
D Banks (100000 to 1FFFFF)
D0 bank (100000 to 10FFFF)
This bank primarily handles monsters data
Address | Type | Comments |
---|---|---|
100000 - 102FFF | Data | Monster Stats |
103000 - 104FFF | Data | Monster Encounter (512*16) |
105000 - 1055FF | Data | Monster Drops/Steals |
105600 - 105BFF | Data | Monster Control Actions |
105C00 - 1067FF | Text | (Japanese) Monster names |
106800 - 106FFF | Data | Monster groups (256 * 4*2bytes indices to Monster Encounter) |
107000 - 1071FF | Data | Location names offsets (2 bytes * 164) (At 170000 in RPGe) |
107200 - 1077FF | Text | (Japanese) Location names |
107800 - 10797F | Data | Event encounters |
107980 - 1079BF | Data | Monster-in-a-box encounters |
1079C0 - 1079FF | ???? | Unused space? |
107A00 - 107BFF | Data | Monster zones in World 1 (4*2 * 8*8) |
107C00 - 107DFF | Data | Monster zones in World 2 (4*2 * 8*8) |
107E00 - 107FFF | Data | Monster zones in World 3 (4*2 * 8*8) |
108000 - 1083FF | Data | Monster zones in dungeons (512*2 indices to Monster groups) |
108400 - 10843F | Data | World 1 - Table related to zone danger |
108440 - 10847F | Data | World 2 - Table related to zone danger |
108480 - 1084BF | Data | World 3 - Table related to zone danger |
1084C0 - 1085FF ??? | Data | Dungeons - Table related to danger calculations in rooms |
108600 - 1088FF | Data | Monster Release actions |
108900 - 1098FF | Data | Monster formation coordinates in battle |
109900 - 109BFF | Data | Monster Specialty data |
109C00 - 109EFF | ASM | Monster AI scripts offsets |
109F00 - 10B272 | ASM | Monster AI scripts |
10B273 - 10C7FF | ASM | Bosses AI scripts |
10C800 - 10CFFF | ???? | (8*256 ?) |
10D000 - 10D003 | Data | Offsets to monster bitmap tile tables (8x8 tiles and 16x16 tiles) respectively |
10D004 - 10D333 | Data | Monster 8x8 bitmap tile tables |
10D334 - 10DC33 | Data | Monster 16x16 bitmap tile tables |
10DC34 - 10DE?? | ???? | Unknown data |
10E003 - 10E162 | 4bpp | Monster Mini, Toad and shadow graphics |
10E163 - 10E4C9 | ???? | (Graphics?) |
10E4CB - 10EBE4 | 4bpp | The End (Type 02 unheaded compression) |
10EBE5 - 10EBFF | ???? | ???? |
10EC00 - 10EFFF | Data | Game engine constants |
10F000 - 10F1D3 | Text | Battle speech offsets (2 bytes) |
10F1D4 - 10FFDF | Text | (Japanese) Battle speech |
10FFE0 - 10FFFF | Data | ???? Some other info about monster groups ???? |
D1 bank (110000 to 11FFFF)
This bank primarily handles Items/Characters/Jobs/Abilities data
Address | Type | Comments |
---|---|---|
110000 - 1105FF | Data | Items data - Weapons |
110600 - 110A7F | Data | Items data - Armor |
110A80 - 110B7F | Data | Items data - Usables |
110B80 - 11137F | Data | Magic data |
111380 - 111C7F | Text | Items names (menu) |
111C80 - 111E89 | Text | Magic names (field menu) |
111E8A - 11247F | Text | Magic names2 |
112480 - 11257F | Data | Item Equipment type definitions (64x4 bytes, 2B weapon, 2B armor) |
112580 - 1126BF | Data | Item Armor Element defense (5B - absorb, evade, immunity, half, weakness) |
1126C0 - 11287F | Data | Item Armor Status defense (7B - 4B Initial, 3B Immune) |
112880 - 11288F | Data | Item stat change definitions |
112890 - 1128B5 | ???? | ???? (pointer table ?) |
1128B6 - 112975 | Text | Status names (battle menu) |
112976 - 1129FF | ???? | ???? (fragmented data) |
112A00 - 112CFF | Data | Item /magic prices |
112D00 - 112D3F | Text | Shops names [1Byte * 8 * 8] |
112D40 - 112FFF | Data | Shop data |
113000 - 113200 | Data | Treasure boxes offsets (1byte * 4 + 113210) |
113201 - 11320F | Data | 15 bytes unused |
113210 - 1135FF | Data | Treasure chests/boxes/pots (252 x 4 bytes) |
113600 - 1139A8 | ???? | ???? (fragmented values) |
1139A9 - 113BA8 | Text | Battle messages offsets |
113BA9 - 113FFF | Text | (Japanese) Battle messages |
114000 - 1140FF | Text | Offset Items descriptions |
114100 - 114FFF | Text | Item descriptions (1143FC to 114FFF; 3076 free bytes at the end) |
115000 - 115128 | Data | Experience table (3 bytes * 99) |
115129 - 1151EE | Data | Base HP table (2 bytes * 99) |
1151EF - 1152B4 | Data | Base MP table (2 bytes * 99) |
1152B5 - 1152BF | ???? | ???? Unknown data |
1152C0 - 1152E9 | Data | Pointer to the first ability slot by job, Freelancer not included (2*21) |
1152EA - 1152FF | Data | Number of abilities by job, including Freelancer (1*22) |
115300 - 11542B | Data | List of abilities (ABP + ID) by job (2Byte + 1Byte)*(#abilities) |
11542C - 1154FF | Data | ??? More Job-related data? |
115500 - 11551D | Text | Character names |
11551E - 115531 | Data | Character stat bonuses |
115532 - 1155FF | ???? | ???? Unknown data |
115600 - 1156AF | Text | Job names |
1156B0 - 115707 | Data | Job base stats (22 * 4bytes) |
115708 - 11575F | Data | Job default equipment (22 * 4bytes) |
115760 - 1157B7 | Data | Job default commands ID (22 * 4bytes) |
1157B8 - 1157E3 | Data | Job default innate abilities (22 * 2bytes) |
1157E4 - 1157FF | ???? | ??? Unknown data |
115800 - 1159DF | Text | Ability data/names (support) (menu) + (Japanese) |
1159E0 - 115CDF | Data | Abilities actions (96 * 8 byte) |
115CE0 - 115DFF | ???? | ???? Unknown data |
115E00 - 1161FF | * | Battle Command Stat Bonuses |
116200 - 116307 | Text | Menu abilities texts |
116308 - 11638B | * | Innate Ability Stat Bonuses |
11638C - 1166FF | ???? | ???? Unknown data |
116700 - 116AB0 | Text | Special abilities texts |
116AB1 - 116DF8 | Data | Ability effect data (Animals, Mix, Terrain actions) |
116DF9 - 116FFF | ???? | (rising, varying values) (Pointers?) |
117000 - 11713F | Data | Character initial data |
117140 - 117249 | Text | Job/ability descriptions offsets |
11724A - 117F9F | Text | Job/ability descriptions (& Empty Space) |
117FA0 - 11879F | * | Attack Tilemap 1 |
1187A0 - 118F9F | * | Attack Tilemap 2 |
118FA0 - 11979F | * | Attack Tilemap 3 |
1197A0 - 119B9F | * | Attack Tilemap 6 |
119BA0 - 11A39F | * | Attack Tilemap 4 |
11A3A0 - 11A81F | Data | Color Palettes - Weapons (9 bytes * 128 entries) |
11A820 - 11AB9F | ???? | ???? |
11ABA0 - 11BDFF | 4bpp 8x8 | Attack Graphics 5 (Misc. spell effects) |
11BE00 - 11BFFF | * | Attack Tilemap 5 |
11C000 - 11D7FF | 2bpp 8x8 | Attack Graphics 6 (Terrain spell effects?) |
11D800 - 11EFFF | * | Attack Graphics 4 |
11F000 - 11FFFF | 2bpp 8x8 | Menu Font (1 page 2bpp 8x8) |
D2 to D4 banks (120000 to 14FFFF)
Address | Type | Comments |
---|---|---|
120000 - 1493FF | 4bpp | Character battle sprites |
149400 - 1497BF | 4bpp | Character battle sprites (Dead) |
1497C0 - 14A3BF | 3bpp | Misc. battle sprites |
14A3C0 - 14B17F | Data | Job Palettes (32*5*22) |
14B180 - 14B8FF | Data | Monster battle sprites data [5 Bytes * 384] |
14B900 - 14BA20 | ???? | ???? |
14BA21 - 14BB30 | * | Battle Background Properties |
14BB31 - 14C5B0 | * | Battle Background Palette |
14C5B1 - 14C735 | ???? | ???? |
14C736 - 14C747 | * | Battle Background Tile Flip Pointer Table |
14C748 - 14C86C | * | Battle Background Tile Flip |
14C86D - 14C8A4 | * | Battle Background Layout Pointer Table |
14C8A5 - 14EFF1 | * | Battle Background Layout |
14EFF2 - 14FFFF | ???? | ???? |
D5 to D8 banks (150000 to 18FFFF)
Address | Type | Comments |
---|---|---|
150000 - 182FFF | 4BPP & 3BPP | Monster battle sprites |
183000 - 1838EB | ???? | ???? |
1838EC - ?????? | Data | Playing effects Master Table [5 bytes * ?]
(Effect Sprite, Color, Routine, Special, Sound) |
?????? - 184156 | ???? | ???? |
184157 - 184195 | * | Battle background graphics offset |
184196 - 1841D4 | Data | Pointers to Battle background tilesets [3bytes * 21 entries] |
1841D5 - 18DE35 | 4bpp | Battle background tilesets [x bytes * 9 entries] (Compressed unheaded type02) |
18DE36 - 18E07F | ???? | ???? |
18E080 - 18E5DF | Data | Event data offsets [2 Bytes * 687 (0x2AF)] |
18E5E0 - 18FFFF | Data | Event data [x Bytes * 687 (0x2AF)] (Links to Extended Event data in table 083320) |
D9 bank (190000 to 19FFFF)
Address | Type | Comments |
---|---|---|
190000 - 192EC7 | 3bpp | Attack Graphics animations 1 |
192EC8 - 19575F | 3bpp | Attack Graphics animations 2 |
195760 - 197C4F | 3bpp | Attack Graphics animations 3 |
197C50 - 197CCF | 3bpp | Attack animations? |
197CD0 - 199754 | ???? | ???? |
199755 - 199774 | * | Monster Palette (Underwater) |
199775 - 19A033 | ???? | ???? |
19A034 - 19A093 | Table | Weapon Routine Table (2 byte * 48) All addresses refer to the D9 bank. |
19A064 - 19FFFF | ???? | ???? |
DA and DB banks (1A0000 to 1BFFFF)
The world maps tilesets are 8bpp mode 7. To save rom space each byte in these tables represents actually 2 8bpp mode 7 bytes. The lesser 4 bits are the first mode 7 byte and the higher 4 bits (right shifted) are the second one. With this approach, only 32 bytes are needed to store every mode 7 8x8 tile instead of 64, but it limits the number of different colors from 256 (0xFF) to 16 (0x0F). To avoid this limitation, every byte of each tile is masked with the values stored on the tables 0FF9C0, 0FFAC0 and 0FFBC0 respectively. That means, the values from 1B8000 to 1B801F are masked with the value stored in 0FF9C0; the values from 1B8020 to 1B803F are masked with the value stored in 0FF9C1...
Address | Type | Comments |
---|---|---|
1A0000 - 1B39FF | 4bpp | NPCs sprites |
1B3A00 - 1B4D7F | 3bpp | Overworld / World map sprites |
1B4D80 - 1B7FFF | 4bpp | Overworld sprites |
1B8000 - 1B9FFF | 8bpp Mode 7 (Compressed) | World map tileset (first and third worlds) |
1BA000 - 1BBFFF | 8bpp Mode 7 (Compressed) | World map tileset (second world) |
1BC000 - 1BCFFF | 8bpp Mode 7 (Compressed) | World map tileset (underwater) |
1BD000 - 1BF7FF | 1bpp | Kanji |
1BF800 - 1BFFFF | ???? | ???? |
DC to DF banks (1C0000 to 1FFFFF)
Address | Type | Comments |
---|---|---|
1C0000 - 1C0023 | Data | World Map and Locations 8x8 Background/Foreground tiles offsets (2 bytes) |
1C0024 - 1C2D83 | 2bpp | World Map and Locations 8x8 Background/Foreground tiles |
1C2D84 - 1C2E23 | Data | World Map and Locations 8x8 Background graphics offsets (4 bytes to add to 00DC2E24) |
1C2E24 - 1FFBFF | 4bpp | World Map and Locations 8x8 Background graphics |
1FFC00 - 1FFC7F | Data | World Map and Locations Sprite palette [2bytes * 4 sets * 16 (0x10) colors] |
1FFC80 - 1FFFBF | ???? | ???? |
1FFFC0 - 1FFFFF | Data | ???? Palettes ???? |
E Banks (200000 to 2FFFFF)
ROM expansion used by RPGe Translation. For a detailed version you can check Lenophis disassembly of this bank.
E0 bank (200000 to 20FFFF)
Address | Type | Comments |
---|---|---|
200000 - 200F4F | Text | Monster names |
200F50 - 200F6F | ASM | ASM |
200F70 - 20114F | Data | Multiply by 7/5 |
201150 - 2013EF | Text | Ability names (commands) |
2013F0 - 202D3F | ???? | ???? |
202D40 - 202F4D | ASM | ASM |
202F4E - 2030FF | ???? | ???? |
203100 - 203140 | Text | Misc. menu text fields |
203140 - 2031A7 | ???? | ???? |
2031A8 - 2031B1 | ASM | ASM |
2031B2 - 203224 | ???? | ???? |
203225 - 203324 | Data | Texts font characters widths (Speech and battle messages) |
203325 - 203424 | Data | Texts font characters widths (Crystal prophecy) |
203425 - 203723 | ???? | ???? |
203724 - 204AA4 | 1bpp | Crystal prophecy font |
204AA5 - 204C24 | ???? | ???? |
204C25 - 20FFFF | Blank | Blank data |
E1 to E6 banks (210000 to 26FFFF)
Address | Type | Comments |
---|---|---|
210000-26FFFF | Text | Game script |
E7 bank (270000 to 27FFFF)
Address | Type | Comments |
---|---|---|
270000 - 2708FF | Text | Area headings |
270900 - 270F8F | Text | Effect names |
270F90 - 27177F | Text | Magic names (57-FF) (battle menu) (Song) |
271780 - 27275F | Text | Magic names (57-FF) (battle message) |
272760 - 272CA9 | Text | Battle messages |
272CAA - 272EFF | ???? | ???? |
272F00 - 2733FF | Text | Menu/shop text |
273400 - 27355F | ???? | ???? |
273560 - 2736FF | Text | Rare item names |
273700 - 273AF0 | Text | Monster Specialty names |
273B00 - 2750FF | Text | Battle dialog |
275100 - 2751FF | Text | Item descriptions pointer table |
275200 - 2757FF | Text | Item descriptions |
275800 - 27585F | Text | Battle record text |
275860 - 27705F | Text | Item names (battle message) |
277060 - 27739F | Text | Ability names (support) (battle message) |
2773A0 - 27751F | 1bpp 8x12 | Crystal prophecy |
277520 - 27FAD8 | ???? | ???? |
27FAD9 - 27FFFF | Text | Misc. menu text fields |