Difference between revisions of "Data/Table Locations"
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− | + | :For additional ASM notes and an easier to use version of this data in .txt format, [[https://ffhacktics.com/smf/index.php?action=dlattach;topic=6538.0;attach=11553| download ASM Files]] <-- possibly outdated | |
+ | :If you're just starting ASM, check [[Assembly FAQ|this page]] first, it contains some important assorted information | ||
− | + | :For ASM Routines, see [[Routine Locations]] | |
− | + | Main Data Locations: | |
+ | |||
+ | RAM -> File | ||
+ | 0x00F800 -> [[SCUS 942.21 Data Tables]] | ||
+ | 0x067000 -> [[WLDCORE.BIN Data Tables]] | ||
+ | 0x067000 -> [[BATTLE.BIN Data Tables]] | ||
+ | 0x067000 -> [[OPEN.BIN Data Tables]] | ||
+ | 0x0E0000 -> [[WORLD.BIN Data Tables]] | ||
+ | 0x1BF000 -> [[ATTACK.OUT Data Tables]] | ||
+ | 0x1BF000 -> [[REQUIRE.OUT Data Tables]] | ||
+ | 0x1BF000 -> [[OPTION.OUT Data Tables]] | ||
+ | 0x1BF000 -> [[ETC.OUT Data Tables]] | ||
+ | 0x1BF000 -> [[EQUIP.OUT Data Tables]] | ||
+ | 0x1BF000 -> [[CARD.OUT Data Tables]] | ||
+ | 0x1BF000 -> [[BUNIT.OUT Data Tables]] | ||
+ | 0x1DF000 -> [[JOBSTTS.OUT Data Tables]] | ||
+ | 0x1DF000 -> [[HELPMENU.OUT Data Tables]] | ||
+ | 0x1DF000 -> [[SMALL.OUT Data Tables]] | ||
+ | 0x1DF000 -> SP2 + effects + other. | ||
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− | + | 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?) | |
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− | + | 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 - ? | |
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Latest revision as of 06:09, 23 September 2024
- For additional ASM notes and an easier to use version of this data in .txt format, [download ASM Files] <-- possibly outdated
- If you're just starting ASM, check this page first, it contains some important assorted information
- For ASM Routines, see Routine Locations
Main Data Locations: RAM -> File 0x00F800 -> SCUS 942.21 Data Tables 0x067000 -> WLDCORE.BIN Data Tables 0x067000 -> BATTLE.BIN Data Tables 0x067000 -> OPEN.BIN Data Tables 0x0E0000 -> WORLD.BIN Data Tables 0x1BF000 -> ATTACK.OUT Data Tables 0x1BF000 -> REQUIRE.OUT Data Tables 0x1BF000 -> OPTION.OUT Data Tables 0x1BF000 -> ETC.OUT Data Tables 0x1BF000 -> EQUIP.OUT Data Tables 0x1BF000 -> CARD.OUT Data Tables 0x1BF000 -> BUNIT.OUT Data Tables 0x1DF000 -> JOBSTTS.OUT Data Tables 0x1DF000 -> HELPMENU.OUT Data Tables 0x1DF000 -> SMALL.OUT Data Tables 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 - ?