Data/Table Locations
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 -0x67000 -> WLDCORE.bin -0x67000 -> Battle.bin -0xE0000 -> World.bin -0xF800 -> SCUS
SCUS Data Locations
800306ec - GPU Control Pointer 800306f0 - Horizontal Retrace Counter Pointer 800306f4 - Horizontal Retrace Counter Start? (gets subtracted from the counter) 80037880 - 80037B90 - Music Files 80045980 - (set to 1 after prepping Exp/JP) (word) 800459b8 - Milliseconds (also frame counter? max of 60 before Seconds ++) 800459bc - Seconds 800459c0 - Minutes 800459c4 - Hours 800473ac - Customized Options 800473b0 - Default Options 80057718 - Time played this session (increments every frame/millisecond) 8005771c - (word, start of a bunch of data below) 800577b8 - Event ID (used by Brave Story to load certain events) 800577cc – Gil 800577d4 - Month 800577d8 – Day 800577e0 - Current Location 80057F74 - Party Data ... 80059374 800577e4 - ENTD Data ID (ENTD to load) 800577e8 - Map ID 800577ec - Number of Teams 800577f0 - Battle Formation ID (for placement) 80057878 - Event Byte Counter? (maybe just text?) 80057884 - ID for "Person" pages in Brave Story? 800578a0 - Injured (Brave Story) 800578a4 - b - Casualties (Brave Story) 800578ac - Next Scenario? New Game? 800578B0 - Deep Dungeon list length (+1) 800578c0 - Town Background 800578d4 - Storyline Progression 800578d8 - Shop Item Availability 8005791E - Activation bytes 80057940 - Facts 80057943 - Brave Story Records 8005794c - Map location and Path exist flags 80057958 - World Locations colors 80057966 - Active Rumors 80057970 - Obtained Treasures 80057976 - Unexplored Territory 80057978 - Work History 800579a8 - "Person" data flags 80057b5c - Weapon Page Order (FF = early end; uses Item ID's, 0x8c long) 80057be8 - Helmet Page Order (0x20 long) 80057c08 - Armor Page Order (0x28 long) 80057c30 - Accessory Page Order (0x24 long) 80057c54 - Item Page Order (0x14? long) 80057d84 - Save screeen data (0x18 long, 15 total?) 80057f74 - Party Data (256 bytes each, 20 sections) 80059494 - Poached Item Quantities 800596e0 - Available Item Quantities (same order as item ID's)[Amount owned - amount equipped] Item Inventory 800597e0 - Save Times 80059818 - Level UP Stat Storing Code Pointers 80059830 - Action Status Code Pointers 8005e90c - Raw Unit Data 8005e93c - Base Raw Variances 8005e950 - (0x80 long?) 8005e9d0 - Terrain Geomancy (maps abilities to 0x40 terrain types] Terrain Surface Types 8005ea10 - Terrain Statuses (maps status to 0x40 terrain types] Terrain Surface Types 8005ea50 - Movement Cost (six tables of 0x40 = 0x180, http://ffhacktics.com/smf/index.php?topic=6893.0) 8005ebd0 - ? Reaction Flags (1 byte each) 8005ebf0 - Ability Data 1 8005fbf0 - Ability Data 2 80061010 - Item Abilities 80061020 - Throw Abilities 8006102c - Jump Abilities 80061044 - Charge Abilities 80061054 - Calculator Abilities 8006105c - R/S/M Abilities 800610b8 - Job Data 80062eb8 - Item Data Start 80063ab8 - Weapon Secondary Data 80063eb8 - Shield Secondary Data 80063ed8 - Helm/Armor Secondary Data 80063f58 - Accessory Secondary Data 80063f98 - Item Secondary Data 80063fc4 - Inflict Statuses 800642c4 - Item Attributes 80064a94 - Skillsets 80065bc4 - Monster Skillsets 80065cb4 - Action Menus (1 byte for all skillsets) 80065de4 - Status Effects 80066064 - Poached Item List (2 bytes per Job for common and rare items) 800660c4 - Job Unlock Requirements (High nybble/low nybble) 80066182 - Job Level JP Requirements (some checks start at 66184) 80066194 - Job Data Pointer 80066198 - Prime Number List 800661ce - Month Day Values 800661e8 - Zodiac Day Limits 80066200 - Start of Battle Flag? (1 = Initialize data?) 80066204 - Temp Ability List (used for setting usable abilities) 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) Current Golem Amounts (by team) 8018f5f4 - Blue Team 8018f5f6 - Red Team 8018f5f8 - Light Blue Team 8018f5fa - Green Team 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 Battle Stats (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 - Current Ability Data section - 80193913
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)
WLDCORE.BIN Locations
80096A54 - Pointer to World Map Script Data 800970AC - Rumor's Appearence in Town 0x0000 0x01 - Zarghidas Trade City 0x02 - Bervenia Free City 0x04 - Warjilis Trade City 0x08 - Goug Machine City 0x10 - Zaland Fort City 0x20 - Dorter Trade City 0x40 - Coal City 0x80 - Yardow Fort City 0x0001 0x01 - Magic City Gariland 0x02 - Zeltenia Castle 0x04 - Limberry Castle 0x08 - Lionel Castle 0x10 - Igros Castle 0x20 - Riovanes Castle 0x40 - Leselia Castle 0x0002 - Padding (always 0x0000) 800971b0 - Brave Story Event Table 80097234 - Start of World Map Script Data 8009ee50 - Pointer Table to the World Map Script Routines 8009f244 - 0x01 if loading Bar/Shop/Soldier Office menu, otherwise 0x00? 8009f254 - Current Map Location 8009f264 - 0x09 if loading Bar menu, otherwise 0x01? 800d0980 - Gil for Proposition (half-word) 800d09a0 - Party ID of first unit on Proposition 800d09a4 - Party ID of second unit on Proposition 800d09a8 - Party ID of third unit on Proposition 800d457c - Amount of units going on Proposition 800d4644 - World Map Control 0x0001 - ???? 0x0002 - Failed World Map check 800d464c - Pointer to the World Map Script offset 800d4650 - byte total of how far the world map control has read into
World.bin Locations
801c83f8 - Job Wheel job list