ff3:ff3us:doc:asm:ram_map

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ff3:ff3us:doc:asm:ram_map [2017/04/07 23:57]
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-===== Actors ===== 
- 
-  * $1600-$184F: Actors setup (outside battle) ($10 blocks, $25 bytes by block, $01 block as actor) 
-    * $1600,X: Actor identifier 
-    * $1601,X: Actor graphics 
-    * $1602,X-$1607,X: Name 
-    * $1608,X: Level 
-    * $1609,X-$160A,X: Current HP 
-    * $160B,X-$160C,X: Max HP 
-    * $160D,X-$160E,X: Current MP 
-    * $160F,X-$1610,X: Max MP 
-    * $1611,X-$1613,X: Experience 
-    * $1614,X: Non-battle status 1 
-    * $1615,X: Non-battle status 4 
-    * $1616,X-$1619,X: Battle commands 
-    * $161A,X: Vigor 
-    * $161B,X: Speed 
-    * $161C,X: Stamina 
-    * $161D,X: Magic power 
-    * $161E,X: Equipped esper 
-    * $161F,X: Item equipped on right hand 
-    * $1620,X: Item equipped on left hand 
-    * $1621,X: Item equipped on head 
-    * $1622,X: Item equipped on body 
-    * $1623,X: Item equipped on relic (slot $00) 
-    * $1624,X: Item equipped on relic (slot $01) 
-  * Repeat for all actors 
- 
-===== Attack ===== 
- 
-  * $00B5: Command index 
-  * $00B6: Command sub-index 
-  * $00B7: Animation (not used by all commands) 
-  * $00B8-$00B9: Targets 
-  * $00BB: Targetting byte 
-  * $00BC: Damage incrementer (50% extra damage for each value unit) 
- 
-  * $11A0: Targeting Byte 
-    * $01: Cursor Moveable 
-    * $02: One Side Only 
-    * $04: Autoselect both parties 
-    * $08: Autoselect one party 
-    * $10: Auto Confirm 
-    * $20: Manual Party Select 
-    * $40: Cursor Start on Enemy 
-    * $80: Randomize selection 
- 
-  * $11A1: Elemental type 
-    * $01: Fire 
-    * $02: Ice 
-    * $04: Bolt 
-    * $08: Poison 
-    * $10: Wind 
-    * $20: Pearl 
-    * $40: Earth 
-    * $80: Water 
- 
-  * $11A2: Attack flags 
-    * $01: Physical or magical damage 
-    * $02: Miss if target immune to death 
-    * $04: Only target dead or undead targets 
-    * $08: Make heal spells damage undead 
-    * $10: Randomize target 
-    * $20: Ignore defense 
-    * $40: Don't split damage in multi-target spells 
-    * $80: Abort on allies 
- 
-  * $11A3: Attack flags 
-    * $01: Spell is usable outside battle 
-    * $02: Ignore reflect 
-    * $04: Can learn as Lore 
-    * $08: Enable Runic 
-    * $10: Quick/Warp flag 
-    * $20: Re-target if target is dead 
-    * $40: Caster dies after attack 
-    * $80: Concern MP 
- 
-  * $11A4: Attack flags 
-    * $01: Heal damage 
-    * $02: Redirection 
-    * $04: Lift status 
-    * $08: Toggle status 
-    * $10: Stamina used in defense 
-    * $20: Can't dodge attack 
-    * $40: Use evasion as Lv X Spells 
-    * $80: Use HP fraction 
- 
-  * $11A5: Spell cost 
-  * $11A6: Spell power 
- 
-  * $11A7: Attack flags 
-    * $01: Miss if immune to status 
-    * $02: Show text is attack hits 
- 
-  * $11A8: Hit rate 
-  * $11A9: Special effect 
- 
-  * $11AA: Status 
-    * $01: Dark 
-    * $02: Zombie 
-    * $04: Poison 
-    * $08: Magitek 
-    * $10: Clear 
-    * $20: Imp 
-    * $40: Petrify 
-    * $80: Death 
- 
-  * $11AB: Status 
-    * $01: Condemned 
-    * $02: Near fatal 
-    * $04: Image 
-    * $08: Mute 
-    * $10: Berserk 
-    * $20: Muddle 
-    * $40: Seizure 
-    * $80: Sleep 
- 
-  * $11AC: Status 
-    * $01: Dance 
-    * $02: Regen 
-    * $04: Slow 
-    * $08: Haste 
-    * $10: Stop 
-    * $20: Shell 
-    * $40: Safe 
-    * $80: Reflect 
- 
-  * $11AD: Status 
-    * $01: Rage 
-    * $02: Freeze 
-    * $04: Life 3 
-    * $08: Morph 
-    * $10: Chant 
-    * $20: Disappear 
-    * $40: Dog block 
-    * $80: Float 
- 
-  * $11AE: (Vigor * 2) if physical or (Magic Power) if magical 
-  * $11AF: Level of attacker 
-  * $11B0-$11B1: Damage 
-  * $11B4: Spell randomly cast by weapon (plus flags) 
- 
-===== Battle ===== 
- 
-  * $11E0-$11E1: Encountered monster formation. 
-  * $11E2: Battle background. 
-  * $1DDD-$1E1C: Monster formations available on veldt. 
- 
-===== Event ===== 
- 
-  * $00EB: Script parameter 1 for event Scripts 
-  * $00EC: Script parameter 2 for event Scripts 
-  * $00ED: Script parameter 3 for event Scripts 
-  * $00EE: Script parameter 4 for event Scripts 
-  * $00EF: Script parameter 5 for event Scripts. 
-  * $05C4: Event loop counter. 
- 
-===== Items ===== 
- 
-  * $1869-$1968: Item identifier. 
-  * $1969-$1A68: Item quantity. 
-  * $1EBA-$1EBD: Rare items. 
- 
-===== Magic and skills ===== 
- 
-  * $1A69-$1A6C: gained Espers. 
-  * $1A6E-$1CF5: gained spells block. ($0C blocks by actor, $36 bytes/block) 
-  * $1CF6: Morphy supply. 
-  * $1CF7: gained Sword Tech levels. 
-  * $1D28: gained Blitz levels. 
-  * $1D29-$1D2B: gained Lores. 
-  * $1D2C-$1D4B: gained Rages. 
-  * $1D4C: gained Dances. 
- 
-===== Miscellaneous ===== 
- 
-  * $005B: Script current location 
-  * $0072: Random index for the random number generator 
-  * $00A2-$00A3: Targets cast on 
-  * $00A4-$00A5: Targets hit 
-  * $00BE: Index into random number table 
-  * $1860-$1862: Gil 
-  * $1863-$1865: Play time. (hours/minutes/seconds) 
-  * $1866-$1868: Number of steps 
-  * $1CF8-$1D27: Sword Tech names. Unused in USA version. ($08 blocks by swordtech name, $06 bytes/block) 
-  * $628A: Game is in Flashback Mode ($00 = no, $01 = yes) 
-  * $62AB: Game is paused ($00 = no, $01 = yes) 
- 
-===== Music ===== 
- 
-  * $1300: Instrument set for the current song 
-  * $1301: The ID of the music to play 
-  * $1302: The music's volume. 
- 
-===== Party ===== 
- 
-  * $1850-$185F: Party setup ($10 blocks, $01 bytes by block, $01 block as actor) 
-    * $07: Party identifier 
-    * $18: Party slot (0-3) 
-    * $20: Row 
-    * $40: Availability 
-    * $80: Leader of party 
-  * Repeat for all blocks 
- 
-  * $0069-$006C: Characters in actual party 
-  * $1A6D: Active party 
-  * $1EDE-1EDF: Gained characters 
- 
-~~DISCUSSION~~ 
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