ff3:ff3us:doc:asm:ram:battle_ram

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ff3:ff3us:doc:asm:ram:battle_ram [2017/04/07 23:56]
madsiur ↷ Page moved from ff3:ff3us:doc:asm:battle_ram to ff3:ff3us:doc:asm:ram:battle_ram
ff3:ff3us:doc:asm:ram:battle_ram [2024/05/25 19:49]
c-dude Echo sprite examples $62DA and $62DC were mislabled (copy error)
Line 181: Line 181:
  
 ==== $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 216: Line 216:
                  
 ==== $0520-$119F: Field RAM ==== ==== $0520-$119F: Field RAM ====
-See [[ff3:ff3us:doc:asm:field_ram | Field RAM]].+See [[ff3:ff3us:doc:asm:ram:field_ram| Field RAM]].
  
 ==== $11A0-$11FF: Shared RAM ==== ==== $11A0-$11FF: Shared RAM ====
Line 252: Line 252:
               0: restore hp/mp               0: restore hp/mp
         $11A5 MP Cost         $11A5 MP Cost
-        $11A6 Power+        $11A6 Battle Power or Spell Power
         $11A7 ------10         $11A7 ------10
               1: display battle message based on attack index (if attack hits)               1: display battle message based on attack index (if attack hits)
               0: automatically miss if target is immune to status               0: automatically miss if target is immune to status
-        $11A8 Success Rate+        $11A8 Hit Rate
         $11A9 Special Effect (0 = no effect)         $11A9 Special Effect (0 = no effect)
         $11AA Status 1         $11AA Status 1
Line 262: Line 262:
         $11AC Status 3         $11AC Status 3
         $11AD Status 4         $11AD Status 4
-        $11AE Hit Rate+        $11AE Vigor * 2 or Magic Power
         $11AF Level         $11AF Level
      
Line 324: Line 324:
         $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
Line 390: Line 392:
         $11DE -         $11DE -
         $11DF t-s---mc Field Equipment Effects         $11DF t-s---mc Field Equipment Effects
-              t: tintina bar effect (doesn't work)+              t: tintinabar effect (doesn't work)
               s: sprint shoes effect (1.5x walk speed)               s: sprint shoes effect (1.5x walk speed)
               m: moogle charm effect (no random battles)               m: moogle charm effect (no random battles)
Line 413: Line 415:
 ==== $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 ====
  
Line 422: Line 424:
 ==== $1600-$1FFF: Save RAM ==== ==== $1600-$1FFF: Save RAM ====
  
-This data (0x0A00 bytes) is saved to SRAM when the game is saved. See [[ff3:ff3us:doc:asm:field_ram | Field RAM]] and [[ff3:ff3us:doc:asm:sram | SRAM]].+This data (0x0A00 bytes) is saved to SRAM when the game is saved. See [[ff3:ff3us:doc:asm:ram:field_ram| Field RAM]] and [[ff3:ff3us:doc:asm:ram:sram| SRAM]].
  
 ==== $2000-$3000: RAM Shared by Battle and Graphics Modules ==== ==== $2000-$3000: RAM Shared by Battle and Graphics Modules ====
Line 818: Line 820:
            +$3A36 Golem HP (starts at caster's HP, $0000 means no golem)            +$3A36 Golem HP (starts at caster's HP, $0000 means no golem)
             $3A38 Characters that *just* escaped (gets cleared after they run)             $3A38 Characters that *just* escaped (gets cleared after they run)
-            $3A39 Characters that have lef the battle (sneezed away, ran away, etc.)+            $3A39 Characters that have left the battle (sneezed away, ran away, etc.)
             $3A3A Monsters that have died/escaped             $3A3A Monsters that have died/escaped
             $3A3B Run Difficulty             $3A3B Run Difficulty
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             $3A76 Number of characters that are alive             $3A76 Number of characters that are alive
             $3A77 Number of enemies that are alive             $3A77 Number of enemies that are alive
-           +$3A78 +           +$3A78 List of present characters and enemies
             $3A7A Command index             $3A7A Command index
             $3A7B Attack index             $3A7B Attack index
Line 1502: Line 1504:
       ----------------------------------------------------------       ----------------------------------------------------------
             $6281 Play ching sound effect (SPC command $2C)             $6281 Play ching sound effect (SPC command $2C)
-            $6282 +            $6282 Hide all monsters after death animation if nonzero, set by formation 471 (the first tier of Kefka's climb)
             $6283 Enable Wavy Battle BG (desert)             $6283 Enable Wavy Battle BG (desert)
-            $6284 +            $6284 Battle music is in progress
             $6285 h------s             $6285 h------s
                   h: horizontal shaking only                   h: horizontal shaking only
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            +$6296 Timer Tile Data (second 10s place)            +$6296 Timer Tile Data (second 10s place)
            +$6298 Timer Tile Data (second 1s place)            +$6298 Timer Tile Data (second 1s place)
-            $629A +            $629A If nonzero, skip updating run animations
             $629B char 1             $629B char 1
             $629C char 2             $629C char 2
Line 1529: Line 1531:
             $629E char 4             $629E char 4
                  
-            $62A4 +            $62A4 0 if nobody's stepped forward to attack this action, 1 if they have?
            +$62A5             +$62A5 
            +$62A7             +$62A7 
Line 1577: Line 1579:
            +$62D6 XY position for top echo sprite            +$62D6 XY position for top echo sprite
            +$62D8 vhoopppm mmmmmmmm for top echo sprite            +$62D8 vhoopppm mmmmmmmm for top echo sprite
-           +$62D6 XY position for bottom echo sprite +           +$62DA XY position for bottom echo sprite 
-           +$62D8 vhoopppm mmmmmmmm for bottom echo sprite+           +$62DC vhoopppm mmmmmmmm for bottom echo sprite
      
             $6316 Enable damage numeral graphics update in VRAM             $6316 Enable damage numeral graphics update in VRAM
Line 1813: Line 1815:
            +$7BD9 Menu Window Top (in pixels)            +$7BD9 Menu Window Top (in pixels)
            +$7BDB Menu Window Update for BG1 instead of BG2            +$7BDB Menu Window Update for BG1 instead of BG2
-            $7BDD +            $7BDD Menu Text Needs to be updated
            +$7BDE             +$7BDE 
            +$7BE0             +$7BE0 
  • ff3/ff3us/doc/asm/ram/battle_ram.txt
  • Last modified: 6 weeks ago
  • by c-dude