Difference between revisions of "Data/Table Locations"

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For an easier to use version of this data in .txt format, visit this thread: http://ffhacktics.com/smf/index.php?topic=6538.140#msg181059
+
:For additional ASM notes and an easier to use version of this data in .txt format, visit this thread: http://ffhacktics.com/smf/index.php?topic=6538.140#msg181059 and download New Asm Files.7z
 +
 
 +
Main Data Locations:
 
   
 
   
and download New Asm Files.7z
+
RAM -> File
 +
    0x00F800 -> [[SCUS 942.21 Data Tables|SCUS_942.21]]
 +
    0x067000 -> [[WLDCORE.BIN Data Tables|WLDCORE.BIN]]
 +
    0x067000 -> [[BATTLE.BIN Data Tables|BATTLE.BIN]]
 +
    0x067000 -> [[OPEN.BIN Data Tables|OPEN.BIN]]
 +
    0x0E0000 -> [[WORLD.BIN Data Tables|WORLD.BIN]]
 +
    0x1BF000 -> [[ATTACK.OUT Data Tables|ATTACK.OUT]]
 +
    0x1BF000 -> [[REQUIRE.OUT Data Tables|REQUIRE.OUT]]
 +
    0x1BF000 -> [[OPTION.OUT Data Tables|OPTION.OUT]]
 +
    0x1BF000 -> [[ETC.OUT Data Tables|ETC.OUT]]
 +
    0x1BF000 -> [[EQUIP.OUT Data Tables|EQUIP.OUT]]
 +
    0x1BF000 -> [[CARD.OUT Data Tables|CARD.OUT]]
 +
    0x1BF000 -> [[BUNIT.OUT Data Tables|BUNIT.OUT]]
 +
    0x1DF000 -> [[JOBSTTS.OUT Data Tables|JOBSTTS.OUT]]
 +
    0x1DF000 -> [[HELPMENU.OUT Data Tables|HELPMENU.OUT]]
 +
    0x1DF000 -> SP2 + effects + other.
 +
 
 +
Main Routine Locations:
 
   
 
   
Main Data Locations:
+
RAM -> File
 +
    0x00F800 -> [[SCUS 942.21 Routines|SCUS_942.21]]
 +
    0x067000 -> [[WLDCORE.BIN Routines|WLDCORE.BIN]]
 +
    0x067000 -> [[BATTLE.BIN Routines|BATTLE.BIN]]
 +
    0x067000 -> [[OPEN.BIN Routines|OPEN.BIN]]
 +
    0x0E0000 -> [[WORLD.BIN Routines|WORLD.BIN]]
 +
    0x1BF000 -> [[ATTACK.OUT Routines|ATTACK.OUT]]
 +
    0x1BF000 -> [[REQUIRE.OUT Routines|REQUIRE.OUT]]
 +
    0x1BF000 -> [[OPTION.OUT Routines|OPTION.OUT]]
 +
    0x1BF000 -> [[ETC.OUT Routines|ETC.OUT]]
 +
    0x1BF000 -> [[EQUIP.OUT Routines|EQUIP.OUT]]
 +
    0x1BF000 -> [[CARD.OUT Routines|CARD.OUT]]
 +
    0x1BF000 -> [[BUNIT.OUT Routines|BUNIT.OUT]]
 +
    0x1DF000 -> [[JOBSTTS.OUT Routines|JOBSTTS.OUT]]
 +
    0x1DF000 -> [[HELPMENU.OUT Routines|HELPMENU.OUT]]
 +
    0x1DF000 -> SP2 + effects + other.
 +
 
 +
Controller Inputs
 
   
 
   
RAM -> File
+
Title Screen: 0x800851BC
-0x67000 -> Battle.bin
+
Event/Battle: 0x80045944
-0xE0000 -> World.bin
+
World Map/Formation: 0x8019A204
-0xF 800 -> SCUS
 
 
   
 
   
   
+
  0x8000 Left
   
+
  0x4000 Down
  800306ec - GPU Control Pointer
+
  0x2000 Right
  800306f0 - Horizontal Retrace Counter Pointer
+
  0x1000 Up
  800306f4 - Horizontal Retrace Counter Start? (gets subtracted from the counter)
+
  0x0800 Start
   
+
  0x0400 R3
  800378*80 -  80037B90 - [[Music Files]]
+
  0x0200 L3
   
+
  0x0100 Select
  80045980 - (set to 1 after prepping Exp/JP) (word)
+
  0x0080 Square
   
+
  0x0040 Cross (X)
800459b8 - Milliseconds (also frame counter? max of 60 before Seconds ++)
+
  0x0020 Circle
  800459bc - Seconds
+
  0x0010 Triangle
800459c0 - Minutes
+
  0x0008 R1
  800459c4 - Hours
+
  0x0004 L1
   
+
  0x0002 R2
  800473ac - [[Customized Options]]
+
  0x0001 L2
  800473b0 - [[Default Options]]
+
 
   
+
  801612dc - Start of SAMPLE.LZW (should this be above?)
80057718 - Time played this session (increments every frame/millisecond)
+
 
  8005771c - (word, start of a bunch of data below)
+
  ENTD data - Loaded into RAM 0x1dc000 during battle setup
+
 
800577b8 - [[Event ID]] (used by Brave Story to load certain events)
+
  0x00 - Base Class / Character ID (Also affects sprites)
+
  0x01 - "Gender" Byte (ENTD Flags)
  800577cc – Gil
+
    0x80 - Male
800577d4 - Month
+
    0x40 - Female
800577d8 – Day
+
    0x20 - Monster
800577e0 - [[Current Location]]
+
    0x10 - Join After Event
+
    0x08 - Load as Guest
80057F74 -  80059374 – [[Party Data]]
+
    0x04 - Has ??? Stats
+
    0x02 - ?
800577e4 - ENTD Data ID (ENTD to load)
+
    0x01 - Join as Guest
800577e8 - Map ID
+
  0x02 - Name
800577ec - Number of Teams
+
  0x03 - Level (over 99 = Party Level + Value - 100)
800577f0 - Battle Formation ID (for placement)
+
  0x04 - Birth Month
80057878 - Event Byte Counter? (maybe just text?)
+
  0x05 - Birth Day
80057884 - ID for "Person" pages in Brave Story?
+
  0x06 - Brave
800578a0 - Injured (Brave Story)
+
  0x07 - Faith
800578a4 - b - Casualties (Brave Story)
+
  0x08 - Job Unlocked
800578ac - Next Scenario? New Game?
+
0x13 - Mime
800578B0 - Deep Dungeon list length (+1)
+
0x12 - Dancer
+
0x11 - Bard
800578c0 - Town Background
+
0x10 - Calculator
+
0x0f - Ninja
800578d4 - Storyline Progression
+
0x0e - Samurai
800578d8 - Shop Item Availability
+
0x0d - Lancer
+
0x0c - Geomancer
8005791E - [[Activation bytes]]
+
0x0b - Oracle
80057940 - [[Facts]]
+
0x0a - Mediator
80057943 - [[Brave Story Records]]
+
0x09 - Thief
+
0x08 - Summoner
8005794c - [[Map location and Path exist flags]]
+
0x07 - Time Mage
80057958 - [[World Locations colors]]
+
0x06 - Wizard
+
0x05 - Priest
80057966 - [[Active Rumors]]
+
0x04 - Monk
80057970 - [[Obtained Treasures]]
+
0x03 - Archer
80057976 - [[Unexplored Territory ]]
+
0x02 - Knight
80057978 - [[Work History]]
+
0x01 - Chemist
800579a8 - "Person" data flags
+
  0x09 - Job Level
+
  0x0a - Job ID
80057b5c - Weapon Page Order (FF = early end; uses Item ID's, 0x8c long)
+
  0x0b - Secondary ID
80057be8 - Helmet Page Order (0x20 long)
+
  0x0c - Reaction
80057c08 - Armor Page Order (0x28 long)
+
  0x0e - Support
80057c30 - Accessory Page Order (0x24 long)
+
  0x10 - Movement
80057c54 - Item Page Order (0x14? long)
+
  0x12 - Helmet
+
  0x13 - Armor
80057d84 - [[Save screeen data]] (0x18 long, 15 total?)
+
  0x14 - Accessory
+
  0x15 - RH Equip
80057f74 - [[Party Data]] (256 bytes each, 20 sections)
+
  0x16 - LH Equip
+
  0x17 - Palette
80059494 - [[Poached Item Quantities]]
+
  0x18 - ENTD Flags
800596e0 - Available Item Quantities (same order as item ID's)[Amount owned - amount equipped]
+
0x80 - Always Present
[[Item Inventory]]
+
0x40 - Randomly Present
+
0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
800597e0 - [[Save Times]]
+
0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
+
0x08 - Control
80059818 - [[Level UP Stat Storing Code Pointers]]
+
0x04 - Immortal
80059830 - [[Action Status Code Pointers]]
+
0x02 - (if both 01 and 02, then immune to knockback)
+
0x01 - (both set by Ramza when initialized)
8005e90c - [[Raw Unit Data]]
+
  0x19 - X Coordinate
8005e93c - [[Base Raw Variances]]
+
  0x1a - Y Coordinate + Facing/Upper Level Flag
+
  0x1c - Starting Experience
8005e950 - (0x80 long?)
+
  0x1d - Primary Skillset
8005e9d0 - Terrain Geomancy (maps abilities to 0x40 terrain types] [[Terrain Surface Types]]
+
  0x1e - War Trophy
8005ea10 - Terrain Statuses (maps status to 0x40 terrain types] [[Terrain Surface Types]]
+
  0x1f - Gil (* 100)
8005ea50 - Movement Cost (six tables of 0x40 = 0x180, http://ffhacktics.com/smf/index.php?topic=6893.0)
+
  0x20 - Unit ID
8005ebd0 - ? [[Reaction Flags]] (1 byte each)
+
  0x21 - X Position (for AI)
+
  0x22 - Y Position
8005ebf0 - [[Ability Data 1]]
+
  0x23 -  
8005fbf0 - [[Ability Data 2]]
+
0x40 - Focus on Target in 0x24?
+
0x20 - Stay near X/Y in 0x21/22? (0x28 = move and stay at position)
80061010 - Item Abilities
+
  0x10 - More aggressive? (when with 40, ONLY target that unit unless healing self)
80061020 - Throw Abilities
+
0x08 - Coward-like? (stay behind X/Y location?)
8006102c - Jump Abilities
+
 
80061044 - Charge Abilities
+
Notes: 0x10 seems to override 0x20
80061054 - Calculator Abilities
+
 
8006105c - R/S/M Abilities
+
0x20 seems to keep it's distance until it can get close enough to you?
+
 
800610b8 - [[Job Data]]
+
0x08 will move up to 4 tiles away from the X/Y listed (0/0 = anywhere?)
+
seems to keep a 10 tile distance, unless an enemy moves within
80062eb8 - [[Item Data]] Start
+
their 10 tile radius (testing with 3 move archer with bow)
80063ab8 - [[Weapon Secondary Data]]
+
they will not move unless they need to.
80063eb8 - [[Shield Secondary Data]]
+
 
80063ed8 - [[Helm/Armor Secondary Data]]
+
seem to keep 10 away unless unable to move farther back, then they move
80063f58 - [[Accessory Secondary Data]]
+
back towards the center of their radius. you can force them out of their
80063f98 - [[Item Secondary Data]]
+
area by moving towards them (but out of their firing range), and continue
80063fc4 - [[Inflict Statuses]]
+
to push them out, but the turn after they leave the area they will move
800642c4 - [[Item Attributes]]
+
back towards it, even if you are within the 10 tile radius.
+
 
80064a94 - [[Skillsets]]
+
managed to get a 4 move unit 12 tiles away by moving close to them when
80065bc4 - [[Monster Skillsets]]
+
they had a bow... they seem to retreat away from the spot if they can't
80065cb4 - [[Action Menus]] (1 byte for all skillsets)
+
get to it and can still attack you (close-range would move to you)
+
  0x24 - Target Unit ID
80065de4 - [[Status Effects]]
+
  0x25 -  
+
  0x26 -  
80066064 - [[Poached Item List]] (2 bytes per Job for common and rare items)
+
0x04 - Save CT (don't move if not needed; also buff before attacking?)?
+
  0x27 -
800660c4 - [[Job Unlock Requirements]] (High nybble/low nybble)
+
 
80066182 - [[Job Level JP Requirements]] (some checks start at 66184)
+
  (unsure who added these or what file they're for)
80066194 - Job Data Pointer
+
  80190814 -  
+
  80192db0 -  
80066198 - Prime Number List
+
  80192dc5 -
800661ce - [[Month Day Values]]
+
  801934c2 -
800661e8 - [[Zodiac Day Limits]]
+
  801937d3 -
+
  80193d47 -  
80066200 - Start of Battle Flag? (1 = Initialize data?)
+
  801b8da4 -  
80066204 - Temp Ability List (used for setting usable abilities)
+
  801b8d4c -
+
  801b9134 - ?
80066238 - Current ENTD Pointer
 
 
800662d0 - [[Status checks]] (determined from 0x4/5 of  80065de4 data?)
 
 
80066308 - Highest Party Level
 
 
Battle.bin Locations
 
 
80067000 - List of return addresses
 
 
80067838 - Pointers for Numerical Display Color Code (0xd1 pointers)
 
80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA)
 
80067bac - ? (0x2a long)
 
80067bd8 - ?2
 
80067c04 - ?3
 
80067c30 - ?4
 
80067c5c - ?5
 
80067c88 - ?6
 
 
800682cc - Color Modification Code Pointers
 
 
 
8006fbf0 - [[Ability Data Pointer 2]] (loading to skillset?)
 
 
 
80093d08 - [[Display Type]]
 
80093d18 - [[Status ID's for Display Type]]
 
 
80093de8 - Ability Animation number
 
 
80093e10 - [[Ability Animation Flags]] (0x200 abilities, 3 bytes each)
 
 
800943e4 - [[Item Graphic Data]] (0x7f total?)
 
 
80094748 - [[Spritesheet Data]] (4 bytes each, 0x9f total)
 
 
80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
 
80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
 
80094ae4 - Start of some list of palettes
 
80094ba4 - ? Palettes
 
 
80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
 
 
800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
 
 
80096100 - AT List ID (used to determine which data to load from the AT list)
 
 
80096118 - Misc ID? (word)
 
8009611c - Misc ID? (word)
 
 
800961b4 - Unit's X Coordinate?
 
800961b8 - Unit's Map Level? (0 = base floor, 1 = higher floor)
 
800961bc - Unit's Y Coordinate?
 
 
 
(stuff for display)
 
800962d4 - HP Damage
 
800962d6 - HP Healing
 
800962d8 - MP Damage
 
800962da - MP Healing
 
800962dc - SP Damage
 
800962de - SP Bonus
 
800962e0 - CT Damage
 
800962e2 - CT Bonus
 
800962e4 - Brave Damage
 
800962e6 - Brave Bonus
 
800962e8 - Faith Damage
 
800962ea - Faith Bonus
 
800962ec - PA Damage
 
800962ee - PA Bonus
 
800962f0 - MA Damage
 
800962f2 - MA Bonus
 
 
 
 
80098a54 - Pointer to last unit's Misc Data?
 
 
80098dcc - numerical display data
 
 
80098dd4 - numerical display data?
 
 
800995ec - (word)
 
 
800995f4 - (14 groups at 0x982 bytes each)
 
800995f5 - 1 = skip setting below data?
 
800995f6 - [[(16 sections, 8 bytes each)]]
 
80099676 - [[Palette Color Mod Data]] (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
 
80099d76 - [[Raw Palettes]] (16 sections, 16 colors, 2 bytes each (0x200 total))
 
 
800a7790 - word loaded to coprocessor 2 register: gtedr00_vxy0
 
800a7794 - word loaded to coprocessor 2 register: gtedr00_vz0
 
800a7798 - word loaded to coprocessor 2 register: gtedr01_vxy1
 
800a779c - word loaded to coprocessor 2 register: gtedr01_vz1
 
800a77a0 - word loaded to coprocessor 2 register: gtedr02_vxy2
 
800a77a4 - word loaded to coprocessor 2 register: gtedr02_vz2
 
800a77a8 - word loaded to coprocessor 2 register: gtedr00_vxy0
 
800a77ac - word loaded to coprocessor 2 register: gtedr00_vz0
 
 
 
800b7308 - [[Miscellaneous Unit Data]] - Giant display section (0x440 bytes each)
 
 
800B8594 - start of inventory data?
 
 
800bd8cc - data sent back from GPU?
 
 
800bd8e4 - data sent back from GPU - gtedr14_sxy2
 
 
 
800d4578 - amount of days on proposition
 
800d4574 - amount of days on proposition
 
 
800e4e9c - Map Max X coordinate
 
800e4ea0 - Map Max Y coordinate
 
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)
 
  0x000 -> Modified Palettes
 
0x982 ->
 
 
800e6bb0 - list of return addresses
 
800e6c98 - list of return addresses
 
 
800f5ba8 - current loaded map (set at f385c)
 
800f5c58 - map data
 
 
800f5e74 - [[Move-Find Item Data]] (and Traps)
 
80124604 - [[Map GNS Data]]?
 
 
8014cf68 - [[Status Image Data]] (4 bytes each, 0xc4 total)
 
 
8014d09a - [[hit % data]] (for display?)
 
 
8014d0d2 - some unit Reaction ID (other stuff above/below here)
 
8014d0d4 - some unit Support ID
 
8014d0d6 - some unit Movement ID
 
 
8015d304 - Current Unit's ID (* 0x1c0 for Data Pointer)
 
 
80165eb4 - [[Palette Pointer Mod 1]]? (halfword)
 
80165eb6 - Palette Pointer Mod 2? (halfword)
 
 
80165ef4 - some item datA?
 
 
80165f9c - item data pointer?
 
 
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
 
 
80172258 - target current action pointer
 
 
80173e68 - ? [[changes with different message displayed]] (execute action, select target, etc.)
 
 
80173f8c - [[Pointers to Text Data]] (Mod below / 0x200 + 173f8c)
 
 
80174060 - Displayed Skillsets (act Menu) - ff in first slot that doesn't have skillset, rest 00
 
 
80174068 - Action return address table (based on "action menu byte" of skillset)
 
 
801740a8 - [[Menu Code Pointers]]
 
 
801740e8 - [[Menu Code Pointers 2]]
 
 
8018f520 - active units ID?
 
 
8018f5f0 - [[AI calculation types]]? (word)
 
 
8018f5f6 - start of some list (3 halfwords)
 
 
8018f5fc - Dealing with displayed damage?
 
 
[[Zodiac Compatability Modifiers]]
 
8018f600 - Aries
 
8018f601 - Taurus
 
8018f602 - Gemini
 
8018f603 - Cancer
 
8018f604 - Leo
 
8018f605 - Virgo
 
8018f606 - Libra
 
8018f607 - Scorpio
 
8018f608 - Sagittarius
 
8018f609 - Capricorn
 
8018f60a - Aquarius
 
8018f60b - Pisces
 
 
8018f7ec - Used Ability Flags 1
 
 
8018f86d - [[current units movement supports]]
 
 
8018f8c8 - Acting Unit ID (word)
 
 
8018f8cc - [[Tile Data]] (8 bytes each, +100h for Higher Elevation tiles)
 
 
801908cc - [[Unit and Current Action Data]] (Unit ID * 0x1c0 for specific location)
 
 
80192d8c - Attacker Current Action Data Pointer
 
80192d90 - Target Current Action Data Pointer
 
80192d94 - Attacker's Data Pointer
 
80192d98 - Target Data Pointer
 
 
80192d9c - Reaction ID
 
 
80192da0 - [[Copy of Acting Unit's Current Action Data]]? 0x2c long
 
 
80192dcc - X coordinate of target
 
80192dd0 - Y coordinate of target
 
80192dd4 - map level of target
 
 
80192dd8 - [[Moveable/Targetable Panel Grid]] (By rows of X panels, 0x10 in each row)
 
 
80193848 - (Data from 0x16e-0x182 of Unit Data)
 
 
80193860 - ? (set to 0 if an item is used on undead)
 
 
  80193868 - Target hit by ability (0x10 bytes; amount of non-FF data is counted, and the data c/p to misc. unit data, 0x18e)
 
 
80193878 - Distribute Hit Counter
 
 
80193881 - start of some panel data (0x03 bytes each)
 
 
Start of Attacker's Data?
 
8019389c - Attacker's Facing (byte)
 
8019389d - (set to 1 when setting the weapon IDs)
 
8019389e - Attacker's RH Weapon
 
8019389f - Attacker's LH Weapon
 
801938a0 - Attacker's Team
 
801938a2 - X Distance between Attacker/Target (halfword)
 
801938a4 - Y Distance between Attacker/Target (halfword)
 
801938a6 - Attacker/Self ID
 
801938a7 - Used Skillset ID
 
801938a8 - Used Ability ID
 
801938aa - Calculator Type ID
 
801938ac - Calculator Multiplier ID
 
801938ae - Used Item/Equip ID
 
801938af - (0x177)
 
801938b0 - (0x178)
 
801938b1 - Target ID?
 
801938b2 - Target X
 
801938b3 - (0x17b)
 
801938b4 - Target Map Level
 
801938b5 - (0x17d)
 
801938b6 - Target Y
 
801938b7 - (0x17f)
 
801938b8 - (0x180)
 
801938b9 - (0x181)
 
801938ba - Mount Info
 
801938bb -
 
801938bc - (word)
 
801938c0 - Attacker Unit ID
 
801938c1 - Target Unit ID
 
801938c2 - #Hits
 
801938c3 - Weapon Hand (0 = R, 1 = L) (fdc)
 
801938c4 - Primary Weapon ID (Also used for used item/weapon ID for Weapon Inventory)
 
801938c5 - Secondary Weapon ID
 
801938c6 - Reaction ID?
 
 
 
801938c8 - ? (Deals with elemental nullification)/poach (post action thing? used in reaction routine too)
 
801938ca - Target X Coordinate?
 
801938cb - Target Y coordinate?
 
801938cc - target elevation?
 
801938cd - Caster Tile Type
 
801938ce - XA
 
801938d0 - YA
 
801938d2 - Defender's Effective Faith
 
801938d3 - Attacker's Effective Faith (set to 100 after checking faith)
 
801938d4 - Used Ability's Skillset
 
 
801938d6 - Used Ability ID?
 
801938d8 - Used Weapon ID
 
801938d9 - ? (01 = two-hands is in use?)
 
 
801938db - Used Item ID
 
801938dc - Base Hit
 
 
801938de - Accessory Evade
 
801938df - RH Evade
 
801938e0 - LH Evade
 
801938e1 - Class Evade
 
801938e2 - Facing Modifier (00 Front, 01 Side, 02 Back)
 
 
801938e4 - Charge's Power?
 
801938e5 - Ability Formula?
 
 
801938e7 - Earned Experience
 
801938e8 - Can earn EXP?
 
801938e9 - defaults to weapon attack? (default to attack flag?)
 
0x01 - default to weapon attack?
 
0x00 - don't default
 
 
801938eb - MP Used
 
801938ec - able to knock back? (checked in knockback calculation) / Hit Counter
 
801938ed - can poach?
 
 
801938ef -
 
 
801938f0 - Ability Range
 
801938f1 - Ability Effect Area
 
801938f2 - Ability Vertical
 
801938f3 - [[Ability Flags 1]]
 
801938f4 - [[Ability Flags 2]]
 
801938f5 - [[Ability Flags 3]]
 
801938f6 - [[Ability Flags 4]]
 
801938f7 - Ability Element
 
801938f8 - Ability Formula
 
801938f9 - Ability X
 
801938fa - Ability Y
 
801938fb - Ability Inflict Status ID
 
801938fc - Ability CT
 
801938fd - Ability MP Cost
 
 
801938ff - [[Weapon Characteristics]]
 
 
80193902 - WP
 
 
80193904 - Weapon's Element
 
 
80193906 - [[Status Infliction Type]]
 
80193907 - [[Status Set 1]]
 
80193908 - Status Set 2
 
80193909 - Status Set 3
 
8019390a - Status Set 4
 
8019390b - Status Set 5
 
 
8019390c - Ability Type
 
8019390d - Ability Element
 
8019390e - Ability Formula - used in poach/train?
 
8019390f - Ability Power 1
 
80193910 - Ability Power 2
 
80193911 - Ability Inflict Status ID?
 
80193912 - Ability CT (?)
 
80193913 - Ability MP Cost
 
 
  80193914 - move find item data 2 (loaded from static)
 
80193918 - move find item data 3
 
8019391c - move find item data 4
 
 
80193924 - [[Unit AI Extended Status Data]] (16 total, 0x40 bytes each)
 
 
80193d24 - [[Attacker's AI Data]]
 
 
80193d44 - Acting Unit's Used Ability ID
 
 
80193d98 - AI Targeting? Code Pointers
 
 
80193aec - [[Player unit information]] (0x40 long for 5 units?)
 
   
 
[[Table of Offsets from]] 0x193D48-E4F
 
 
8019f358 - [[X/Y Mods]] (2 bytes each, 4 total)(for targeting? gets added to base values)
 
 
  8019f3c0 - Unit AI Extended Status Data Pointer
 
  8019f3c4 - [[Start of AI data]]
 
   
 
 
801b48d0 - table of effect file start locations
 
 
  801b63e8 - ability loaded flag?
 
   
 
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
 
 
  801b677c - Event Effects (2 bytes each, 0x25 total)
 
 
  801b84ac - list of bytes based on ability animation flags
 
 
  801b8b60 - Attacker's ID? (Word)
 
 
801c24d0 - loaded ability effect (half)
 
 
[[Loaded into RAM]] 0x1dc000 during battle setup
 
 
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
 
801b677c - Event Effects (2 bytes each,
 

Latest revision as of 03:41, 1 June 2023

For additional ASM notes and an easier to use version of this data in .txt format, visit this thread: http://ffhacktics.com/smf/index.php?topic=6538.140#msg181059 and download New Asm Files.7z
Main Data Locations:

RAM -> File
   0x00F800 -> SCUS_942.21
   0x067000 -> WLDCORE.BIN
   0x067000 -> BATTLE.BIN
   0x067000 -> OPEN.BIN
   0x0E0000 -> WORLD.BIN
   0x1BF000 -> ATTACK.OUT
   0x1BF000 -> REQUIRE.OUT
   0x1BF000 -> OPTION.OUT
   0x1BF000 -> ETC.OUT
   0x1BF000 -> EQUIP.OUT
   0x1BF000 -> CARD.OUT
   0x1BF000 -> BUNIT.OUT
   0x1DF000 -> JOBSTTS.OUT
   0x1DF000 -> HELPMENU.OUT
   0x1DF000 -> SP2 + effects + other.
Main Routine Locations:

RAM -> File
   0x00F800 -> SCUS_942.21
   0x067000 -> WLDCORE.BIN
   0x067000 -> BATTLE.BIN
   0x067000 -> OPEN.BIN
   0x0E0000 -> WORLD.BIN
   0x1BF000 -> ATTACK.OUT
   0x1BF000 -> REQUIRE.OUT
   0x1BF000 -> OPTION.OUT
   0x1BF000 -> ETC.OUT
   0x1BF000 -> EQUIP.OUT
   0x1BF000 -> CARD.OUT
   0x1BF000 -> BUNIT.OUT
   0x1DF000 -> JOBSTTS.OUT
   0x1DF000 -> HELPMENU.OUT
   0x1DF000 -> SP2 + effects + other.
Controller Inputs

Title Screen: 0x800851BC
Event/Battle: 0x80045944
World Map/Formation: 0x8019A204

  0x8000  Left
  0x4000  Down
  0x2000  Right
  0x1000  Up
  0x0800  Start
  0x0400  R3
  0x0200  L3
  0x0100  Select
  0x0080  Square
  0x0040  Cross (X)
  0x0020  Circle
  0x0010  Triangle
  0x0008  R1
  0x0004  L1
  0x0002  R2
  0x0001  L2
801612dc - Start of SAMPLE.LZW (should this be above?)
ENTD data - Loaded into RAM 0x1dc000 during battle setup
 
  0x00 - Base Class / Character ID (Also affects sprites)
  0x01 - "Gender" Byte (ENTD Flags)
   0x80 - Male
   0x40 - Female
   0x20 - Monster
   0x10 - Join After Event
   0x08 - Load as Guest
   0x04 - Has ??? Stats
   0x02 - ?
   0x01 - Join as Guest
  0x02 - Name
  0x03 - Level (over 99 = Party Level + Value - 100)
  0x04 - Birth Month
  0x05 - Birth Day
  0x06 - Brave
  0x07 - Faith
  0x08 - Job Unlocked
	0x13 - Mime
	0x12 - Dancer
	0x11 - Bard
	0x10 - Calculator
	0x0f - Ninja
	0x0e - Samurai
	0x0d - Lancer
	0x0c - Geomancer
	0x0b - Oracle
	0x0a - Mediator
	0x09 - Thief
	0x08 - Summoner
	0x07 - Time Mage
	0x06 - Wizard
	0x05 - Priest
	0x04 - Monk
	0x03 - Archer
	0x02 - Knight
	0x01 - Chemist
  0x09 - Job Level
  0x0a - Job ID
  0x0b - Secondary ID
  0x0c - Reaction
  0x0e - Support
  0x10 - Movement
  0x12 - Helmet
  0x13 - Armor
  0x14 - Accessory
  0x15 - RH Equip
  0x16 - LH Equip
  0x17 - Palette
  0x18 - ENTD Flags
	0x80 - Always Present
	0x40 - Randomly Present
	0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
	0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
	0x08 - Control
	0x04 - Immortal
	0x02 - (if both 01 and 02, then immune to knockback)
	0x01 - (both set by Ramza when initialized)
  0x19 - X Coordinate
  0x1a - Y Coordinate + Facing/Upper Level Flag
  0x1c - Starting Experience
  0x1d - Primary Skillset
  0x1e - War Trophy
  0x1f - Gil (* 100)
  0x20 - Unit ID
  0x21 - X Position (for AI)
  0x22 - Y Position
  0x23 - 
	0x40 - Focus on Target in 0x24?
	0x20 - Stay near X/Y in 0x21/22? (0x28 = move and stay at position)
	0x10 - More aggressive? (when with 40, ONLY target that unit unless healing self)
	0x08 - Coward-like? (stay behind X/Y location?)
 
	Notes:  0x10 seems to override 0x20
 
		0x20 seems to keep it's distance until it can get close enough to you?
 
		0x08 will move up to 4 tiles away from the X/Y listed (0/0 = anywhere?)
			seems to keep a 10 tile distance, unless an enemy moves within
			their 10 tile radius (testing with 3 move archer with bow)
			they will not move unless they need to.
 
		seem to keep 10 away unless unable to move farther back, then they move
		back towards the center of their radius. you can force them out of their
		area by moving towards them (but out of their firing range), and continue
		to push them out, but the turn after they leave the area they will move
		back towards it, even if you are within the 10 tile radius.
 
		managed to get a 4 move unit 12 tiles away by moving close to them when
		they had a bow... they seem to retreat away from the spot if they can't
		get to it and can still attack you (close-range would move to you)
  0x24 - Target Unit ID
  0x25 - 
  0x26 - 
	0x04 - Save CT (don't move if not needed; also buff before attacking?)?
  0x27 -
(unsure who added these or what file they're for)
80190814 - 
80192db0 - 
80192dc5 -
801934c2 -
801937d3 -
80193d47 - 
801b8da4 - 
801b8d4c -
801b9134 - ?