Difference between revisions of "FFV RAM map"
Squall FF8 (talk | contribs) (→7E/0100 to 7E/01FF - Input/Menu) |
Squall FF8 (talk | contribs) (→7E/0200 to 7E/0420 - Sprite DMA Buffer (NMI Handler)) |
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== 7E/0200 to 7E/0420 - Sprite DMA Buffer (NMI Handler) == | == 7E/0200 to 7E/0420 - Sprite DMA Buffer (NMI Handler) == | ||
+ | === In Battle === | ||
+ | {| class="wikitable collapsible sortable" | ||
+ | ! Address !! Size !! Type !! Description !! Comments | ||
+ | |- | ||
+ | ! 7E0200 | ||
+ | | 4 || Integer || Cursor || | ||
+ | |} | ||
+ | |||
+ | === In Menu === | ||
+ | {| class="wikitable collapsible sortable" | ||
+ | ! Address !! Size !! Type !! Description !! Comments | ||
+ | |- | ||
+ | ! 7E0200 | ||
+ | | 4 || Integer || Cursor || | ||
+ | |} | ||
== 7E/0500 to 7E/063F - Player stats (World) == | == 7E/0500 to 7E/063F - Player stats (World) == |
Revision as of 11:43, 3 October 2022
This document is a WIP, you can expand it by contributing.
Note: Super Nintendo RAM address can be easily converted to Play Station RAM addresses as the game is a exact copy, the addresses will just be shifted. Instead of starting at $7E0000 (or just $0000) you start at address $02E000, in other words:
PS address = SNES address - $7B2000
Contents
- 1 7E/0000 to 7E/00FF - Battle Engine Data
- 2 7E/0100 to 7E/01FF - Input/Menu
- 3 7E/0200 to 7E/0420 - Sprite DMA Buffer (NMI Handler)
- 4 7E/0500 to 7E/063F - Player stats (World)
- 5 7E/0640 to 7E/083F - Items (World)
- 6 7E/0840 to 7E/0949 - Jobs (World)
- 6.1 7E/0843 to 7E/086E - 1st Player Job level + ABP
- 6.2 7E/086F to 7E/089A - 2nd Player Job level + ABP
- 6.3 7E/089B to 7E/08C6 - 3rd Player Job level + ABP
- 6.4 7E/08C7 to 7E/08F2 - 4th Player Job level + ABP
- 6.5 7E/08F3 to 7E/08F6 - Player's number of abilities learned
- 6.6 7E/08F7 to 7E/090A - Butz' abilities Inventory
- 6.7 7E/090A to 7E/091E - Lenna's abilities Inventory
- 6.8 7E/091F to 7E/0932 - Galuf/Krile's abilities Inventory
- 6.9 7E/0933 to 7E/0946 - Faris abilities Inventory
- 7 7E/0947 to 7E/09xx - Misc
- 8 7E/0990 to 7E/09AD - Naming
- 9 7E/09AE to 7E/09D3 - Misc
- 10 7E/09D4 to 7E/09F3 - Treasures opened (for the %)
- 11 7E/09F4 to 7E/0A13 - ?
- 12 7E/0A14 to 7E/0AD3 - Events
- 13 7E/0AD4 to 7E/0AF8 - World stuff
- 14 7E/0AF9 to 7E/0BFF - ?
- 15 7E/0C00 to 7E/DFFF - Palette CGRAM DMA Buffer (NMI Handler)
- 16 7E/0E00 to 7E/110B - ?
- 17 7E/110C to 7E/1125 - Map Entry data
- 18 7E/1126 to 7E/1CFF - ?
- 19 7E/1D00 to 7E/1DDD - SPC Data (music handler)
- 20 7E/1DDE to 7E/1EFF - ?
- 21 7E/1F00 to 7E/1FFF - ?
- 22 7E/2700 to 7E/XXXX - NOT in Battle
- 23 7E/2000 to 7E/???? - Battle
- 23.1 7E/2000 to 7E/207F - 1st Player stats (Battle)
- 23.2 7E/2080 to 7E/20FF - 2nd Player stats (Battle)
- 23.3 7E/2100 to 7E/207F - 3rd Player stats (Battle)
- 23.4 7E/2180 to 7E/21FF - 4th Player stats (Battle)
- 23.5 7E/2200 to 7E/227F - 1st Enemy stats (Battle)
- 23.6 7E/2280 to 7E/22FF - 2nd Enemy stats (Battle)
- 23.7 7E/2300 to 7E/237F - 3rd Enemy stats (Battle)
- 23.8 7E/2380 to 7E/23FF - 4th Enemy stats (Battle)
- 23.9 7E/2400 to 7E/247F - 5th Enemy stats (Battle)
- 23.10 7E/2480 to 7E/24FF - 6th Enemy stats (Battle)
- 23.11 7E/2500 to 7E/257F - 7th Enemy stats (Battle)
- 23.12 7E/2580 to 7E/25FF - 8th Enemy stats (Battle)
- 23.13 7E/2600 to 7E/26FF - ?
- 23.14 7E/2700 to 7E/2733 - ?
- 23.15 7E/2734 to 7E/2833 - Item Menu ID (Battle)
- 23.16 7E/2834 to 7E/2933 - Item Menu Quantity (Battle)
- 23.17 7E/2934 to 7E/2B99 - ?
- 23.18 7E/2B9A to 7E/2BA1 - Dropped Items ID
- 23.19 7E/2BA2 to 7E/2BA9 - Dropped Items Quantity
- 23.20 7E/2BAA to 7E/2C9B - ?
- 23.21 7E/2C9C to 7E/2CA8 - Game Settings
- 23.22 7E/2CA9 to 7E/3CF0 - ?
- 23.23 7E/3CF1 to 7E/3CFB - 1st Player: Timer status flags
- 23.24 7E/3EEF to 7E/3EFE - Monster Encounter data (Copy of D0/3000)
- 23.25 7E/3EFF to 7E/3F1E - 1st Enemy stats
- 23.26 7E/3F1F to 7E/3F3E - 2nd Enemy stats
- 23.27 7E/3F3F to 7E/3F5E - 3rd Enemy stats
- 23.28 7E/3F5F to 7E/3F7E - 4th Enemy stats
- 23.29 7E/3F7F to 7E/3F9E - 5th Enemy stats
- 23.30 7E/3F9F to 7E/3FBE - 6th Enemy stats
- 23.31 7E/3FBF to 7E/3FDE - 7th Enemy stats
- 23.32 7E/3FDF to 7E/3FFE - 8th Enemy stats
- 23.33 7E/3FFF - Enemy Group Visible
- 23.34 7E/4000 to 7E/4007 - Enemy Coordinates
- 23.35 7E/4008 to 7E/4017 - Enemy Name ID
- 23.36 7E/4018 to 7E/401F - Enemy Visible
- 23.37 7E/4020 to 7E/402F - Enemy Sprite
7E/0000 to 7E/00FF - Battle Engine Data
These variables are temporary, and depending on the context may not contain what is listed below.
Address | Size | Type | Description | Comments |
---|---|---|---|---|
7E0000 | 50 | Variable | Depends on the context | Local variables. Parameters for subroutines |
7E0032 | 2 | Integer | Attacker Offset | ID * $80 |
7E0034 | 1 | Integer | Enemy Graphics? | |
7E0036 | 1 | Integer | Enemy Graphics? | |
7E0039 | 1 | Integer | Attacker Offset | smaller? |
7E003A | 1 | Integer | Battle RNG counter A | (Byte-sum of first 1000 bytes of RAM) + 7E0AF9 |
7E003B | 1 | Integer | Battle RNG counter B | (Byte-sum of first 2000 bytes of RAM) |
7E0047 | 1 | Index | Attacker Index | |
7E0048 | 1 | Index | Target Index | |
7E0049 | 2 | Integer | Target Offset | ID * $80 |
7E004D | 1 | Bitwise | Element of attack | |
7E004E | 1 | Integer | Hit % | attacker |
7E004F | 1 | Integer | Evade % | target |
7E0050 | 2 | Integer | Attack | |
7E0052 | 2 | Integer | Multiplier | M |
7E0054 | 2 | Integer | Defense | |
7E0056 | 1 | Flag | Miss | 0 - hit; 1 - miss; $80 - miss |
7E0057 | 1 | Integer | Parameter 1 | for Damage Formula |
7E0058 | 1 | Integer | Parameter 2 | for Damage Formula |
7E0059 | 1 | Integer | Parameter 3 | for Damage Formula |
7E005A | 1 | Integer | Animation | 1 - Sword Parry (25%) |
7E005B | 1 | Integer | Animation | 2 - Knife Parry (25%) |
7E005C | 1 | Integer | Animation | 3 - Physical Dodge (33%) (Elf Cape) |
7E005D | 1 | Integer | Animation | Miss: 6 Shield; 7 Magic Block (Aegis) |
7E005E | 1 | Integer | Animation | Evade: 5 Innate Evade |
7E005F | 1 | Integer | Animation | Critical: 1 Rune/Katana/Bow/Fist |
7E0060 | 1 | Flag | Magic Sword | Was used: 0 no; 1 yes |
7E0061 | 1 | Flag | Dead | Kill Target: 0 no; 1 yes |
7E0062 | 1 | Flag | Damage or Heal | 0 Damage; 1 Heal |
7E0063 | 1 | Flag | Self Hit | Attacker = target? 0 no; 1 yes |
7E0064 | 1 | ? | ||
7E0065 | 1 | Integer | ? | linked to $2058 |
7E0066 | 1 | Integer | ? | linked to $2059 |
7E00A4 | 1 | Integer | "Paused" battle | from Start or lag frame |
7E00DE | 1 | Flag | Unhidden monsters | in battle flag |
7E/0100 to 7E/01FF - Input/Menu
Address | Size | Type | Description | Comments |
---|---|---|---|---|
7E0106 | 2 | Bitwise | Button Pressed | |
7E0108 | 2 | Bitwise | Button Pressed | |
7E010E | 2 | Bitwise | Button Pressed | |
7E0114 | 2 | Bitwise | Button Pressed | |
7E0134 | 1 | List | Menu Screen Type | |
7E0135 | 1 | ID | Shop ID | |
7E0139 | 1 | Integer | Menu Result? | 01 Loading File; 3E Teleport; F0 Tent; F1 Cottage |
7E013A | 1 | Integer | ? | |
7E013B | 1 | ID | Dropped Item 1 | |
7E013C | 1 | ID | Dropped Item 2 | |
7E013D | 1 | ID | Dropped Item 3 | |
7E013E | 1 | ID | Dropped Item 4 | |
7E013F | 1 | ID | Dropped Item 5 | |
7E0140 | 1 | ID | Dropped Item 6 | |
7E0141 | 1 | ID | Dropped Item 7 | |
7E0142 | 1 | ID | Dropped Item 8 | |
7E0143 | 1 | List | Menu Screen | |
7E0144 | 1 | Flag | Menu: Save | 80 Enabled |
7E014D | 2 | Integer | 0310 In Battle | |
7E0153 | 1 | List | Menu Select | |
7E0155 | 1 | Integer | Item Row select | |
7E0156 | 1 | Integer | Selector pointer | |
7E0158 | 1 | Integer | Item Row select | |
7E0171 | 1 | Integer | Job - Character selected | 0-3 |
7E0189 | 1 | Integer | In game Hour | menu |
7E018B | 1 | Integer | In game Minutes | menu |
7E01D8 | 1 | Integer | Job - Job selected | |
7E01DE | 2 | Integer | ABP needed ??? | for Job selected |
7E/0200 to 7E/0420 - Sprite DMA Buffer (NMI Handler)
In Battle
Address | Size | Type | Description | Comments |
---|---|---|---|---|
7E0200 | 4 | Integer | Cursor |
In Menu
Address | Size | Type | Description | Comments |
---|---|---|---|---|
7E0200 | 4 | Integer | Cursor |
7E/0500 to 7E/063F - Player stats (World)
Each player has the same structure, so if you are looking for the addresses of the other players, just use the table for the 1st player and add $50 each time ($50, $A0 and $F0) to the address.
7E/0500 to 7E/054F - 1st Player stats (World)
Address | Size | Type | Description | Comments |
---|---|---|---|---|
7E0500 | 1 | Custom | 1st Player - Character | |
7E0501 | 1 | List | 1st Player - Job | |
7E0502 | 1 | Integer | 1st Player - Level | |
7E0503 | 3 | Integer | 1st Player - Experience | |
7E0506 | 2 | Integer | 1st Player - Current Hp | |
7E0508 | 2 | Integer | 1st Player - Max Hp | |
7E050A | 2 | Integer | 1st Player - Current Mp | |
7E050C | 2 | Integer | 1st Player - Max Mp | |
7E050E | 1 | List | 1st Player - Head equipment modifier (Item IDs) | |
7E050F | 1 | List | 1st Player - Body equipment modifier (Item IDs) | |
7E0510 | 1 | List | 1st Player - Accessory equipment modifier (Item IDs) | |
7E0511 | 1 | List | 1st Player - Right Hand Shield equipment modifier (Item IDs) | |
7E0512 | 1 | List | 1st Player - Left Hand Shield equipment modifier (Item IDs) | |
7E0513 | 1 | List | 1st Player - Right Hand Weapon equipment modifier (Item IDs) | |
7E0514 | 1 | List | 1st Player - Left Hand Weapon equipment modifier (Item IDs) | |
7E0515 | 1 | List | 1st Player - Monster Caught | Only uses 1 byte (the first 256 values) |
7E0516 | 1 | List | 1st Player - Battle Command 1 (Up) modifier | |
7E0517 | 1 | List | 1st Player - Battle Command 2 (Left) modifier | |
7E0518 | 1 | List | 1st Player - Battle Command 3 (Right) modifier | |
7E0519 | 1 | List | 1st Player - Battle Command 4 (Down) modifier | |
7E051A | 1 | Bitwise | 1st Player - Status (World - Curable) | |
7E051B | 1 | Bitwise | 1st Player - Status (World - Temporary) | |
7E051C | 1 | Bitwise | 1st Player - Status (World - Dispellable) | |
7E051D | 1 | Bitwise | 1st Player - Status (World - Permanent) | |
7E051E | 1 | Bitwise | 1st Player - Action Flags (n/u) | |
7E051F | 1 | Bitwise | 1st Player - Damage Modifier (n/u) | Not Used |
7E0520 | 2 | Bitwise | 1st Player - Innate Abilities | |
7E0522 | 1 | Bitwise | 1st Player - Magic Element Up | |
7E0523 | 1 | Integer | 1st Player - Equip Weight | |
7E0524 | 1 | Integer | 1st Player - Base Strength | |
7E0525 | 1 | Integer | 1st Player - Base Agility | |
7E0526 | 1 | Integer | 1st Player - Base Stamina | |
7E0527 | 1 | Integer | 1st Player - Base Magic Power | |
7E0528 | 1 | Integer | 1st Player - Current Strength | with Equipment calculated |
7E0529 | 1 | Integer | 1st Player - Current Agility | with Equipment calculated |
7E052A | 1 | Integer | 1st Player - Current Stamina | with Equipment calculated |
7E052B | 1 | Integer | 1st Player - Current Magic Power | with Equipment calculated |
7E052C | 1 | Integer | 1st Player - Evade% | |
7E052D | 1 | Integer | 1st Player - Defense | |
7E052E | 1 | Integer | 1st Player - Magic Evade% | |
7E052F | 1 | Integer | 1st Player - Magic Defense | |
7E0530 | 1 | List | 1st Player - Elemental Absorb | |
7E0531 | 1 | List | 1st Player - Elemental ??? (n/u?) | |
7E0532 | 1 | List | 1st Player - Elemental Immunity | |
7E0533 | 1 | List | 1st Player - Elemental Half | |
7E0534 | 1 | List | 1st Player - Elemental Weakness | |
7E0535 | 1 | Bitwise | 1st Player - Resistance Status (Curable) | Not Used |
7E0536 | 1 | Bitwise | 1st Player - Resistance Status (Temporary) | Not Used |
7E0537 | 1 | Bitwise | 1st Player - Resistance Status (Dispellable) | Not Used |
7E0538 | 1 | Bitwise | 1st Player - Weapon Specialty | |
7E0539 | 1 | Bitwise | 1st Player - Equipment Specialty | |
7E053A | 1 | Integer | 1st Player - Job Level | |
7E053B | 2 | Integer | 1st Player - ABP | |
7E053D | 1st Player - Magic used, List #1 (Sword/White) | Not Used | ||
7E053E | 1st Player - Magic used, List #2 (Black/Jikuu) | Not Used | ||
7E053F | 1st Player - Magic used, List #3 (Summon/Misc) | Not Used | ||
7E0540 | 4 | Bitwise | 1st Player - Equipment category | |
7E0544 | 2 | Integer | 1st Player - Attack | |
7E0546 | 1 | List | 1st Player - Attack ID reaction (used in Counter/Barrier) | Not Used |
7E/0550 to 7E/059F - 2nd Player stats (World)
The information structure for the 2nd player is the same as the 1st player, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/05A0 to 7E/05EF - 3rd Player stats (World)
The information structure for the 3rd player is the same as the 1st player, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/05F0 to 7E/063F - 4th Player stats (World)
The information structure for the 4th player is the same as the 1st player, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/0640 to 7E/083F - Items (World)
The items, when you are not battling, are stored in this area. In the first part you have the ID of all the items in the inventory, then you have the quantity of such items in the next block. The nth item on the first list corresponds to the nth item on the second one and since there are exactly 256 addresses (or $0100) is easy to know which ID corresponds to which quantity.
7E/0640 to 7E/073F - Item Menu ID (World)
The Item ID is stored from address 7E0640 to 7E073F, which totals up to 256 items to hold.
7E/0740 to 7E/083F - Item Menu Quantity (World)
The Item Quantity is stored from address 7E0740 to 7E083F, which also totals up to 256 items to hold. Normally you can only hold up to 99 of an item, but there is a bug that allows you to underflow the value and wrap to 255 (This gets fixed once you sort the items).
7E/0840 to 7E/0949 - Jobs (World)
Address | Size | Type | Description | Comments |
---|---|---|---|---|
7E0840 | 3 | Bitwise | Jobs Unlocked | Since there are 24 spaces but only 22 jobs, not all bits are used. |
7E/0843 to 7E/086E - 1st Player Job level + ABP
A pair of data is stored in this 2 byte-size addresses (LPPP). The highest Byte stores the Job Level (L) while the other 3 (PPP) keep track of the ABP earned. There are up to 22 different jobs (or $16), so take it into account when looking for each player address (add 44 or $2C since it uses 2 bytes).
Address | Size | Type | Description |
---|---|---|---|
7E0843 | 2 | Integer | 1st Player (World) - Knight Lv + ABP |
7E0845 | 2 | Integer | 1st Player (World) - Monk Lv + ABP |
7E0847 | 2 | Integer | 1st Player (World) - Thief Lv + ABP |
7E0849 | 2 | Integer | 1st Player (World) - Dragoon Lv + ABP |
7E084B | 2 | Integer | 1st Player (World) - Ninja Lv + ABP |
7E084D | 2 | Integer | 1st Player (World) - Samurai Lv + ABP |
7E084F | 2 | Integer | 1st Player (World) - Berserker Lv + ABP |
7E0851 | 2 | Integer | 1st Player (World) - Hunter Lv + ABP |
7E0853 | 2 | Integer | 1st Player (World) - Mystic Knight Lv + ABP |
7E0855 | 2 | Integer | 1st Player (World) - White Mage Lv + ABP |
7E0857 | 2 | Integer | 1st Player (World) - Black Mage Lv + ABP |
7E0859 | 2 | Integer | 1st Player (World) - Time Mage Lv + ABP |
7E085B | 2 | Integer | 1st Player (World) - Summoner Lv + ABP |
7E085D | 2 | Integer | 1st Player (World) - Blue Mage Lv + ABP |
7E085F | 2 | Integer | 1st Player (World) - Red Mage Lv + ABP |
7E0861 | 2 | Integer | 1st Player (World) - Mediator Lv + ABP |
7E0863 | 2 | Integer | 1st Player (World) - Chemist Lv + ABP |
7E0865 | 2 | Integer | 1st Player (World) - Geomancer Lv + ABP |
7E0867 | 2 | Integer | 1st Player (World) - Bard Lv + ABP |
7E0869 | 2 | Integer | 1st Player (World) - Dancer Lv + ABP |
7E086B | 2 | Integer | 1st Player (World) - Mimic Lv + ABP |
7E086D | 2 | Integer | 1st Player (World) - Freelancer Lv + ABP (useless) |
7E/086F to 7E/089A - 2nd Player Job level + ABP
The information structure for the 2nd player is the same as the 1st player, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/089B to 7E/08C6 - 3rd Player Job level + ABP
The information structure for the 3rd player is the same as the 1st player, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/08C7 to 7E/08F2 - 4th Player Job level + ABP
The information structure for the 4th player is the same as the 1st player, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/08F3 to 7E/08F6 - Player's number of abilities learned
Address | Size | Type | Description |
---|---|---|---|
7E08F3 | 1 | Integer | Butz # of Abilities |
7E08F4 | 1 | Integer | Lenna # of Abilities |
7E08F5 | 1 | Integer | Galuf/Krile # of Abilities |
7E08F6 | 1 | Integer | Faris # of Abilities |
7E/08F7 to 7E/090A - Butz' abilities Inventory
TBD
7E/090A to 7E/091E - Lenna's abilities Inventory
The information structure for Lenna is the same as Butz, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/091F to 7E/0932 - Galuf/Krile's abilities Inventory
The information structure for Galuf or Krile is the same as Butz, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/0933 to 7E/0946 - Faris abilities Inventory
The information structure for Faris is the same as Butz, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/0947 to 7E/09xx - Misc
7E/0990 to 7E/09AD - Naming
Each of the characters can be named using the following list
Address | Size | Type | Description |
---|---|---|---|
7E0990 | 6 | List | Butz' name |
7E0996 | 6 | List | Lenna's name |
7E099C | 6 | List | Galuf's name |
7E09A2 | 6 | List | Faris' name |
7E09A8 | 6 | List | Krile's name |
7E/09AE to 7E/09D3 - Misc
7E/09D4 to 7E/09F3 - Treasures opened (for the %)
7E/09F4 to 7E/0A13 - ?
7E/0A14 to 7E/0AD3 - Events
7E/0A14 to 7E/0A33 - Events: Part 1
7E/0A34 to 7E/0A53 - Events: Part 2
7E/0A54 to 7E/0AD3 - Events: Part 3
7E/0AD4 to 7E/0AF8 - World stuff
7E/0ADD to 7E/0AE0 - Vehicle: Chocobo
7E/0AE1 to 7E/0AE4 - Vehicle: Black Chocobo
7E/0AE5 to 7E/0AE8 - Vehicle: Dragon
7E/0AE9 to 7E/0AEC - Vehicle: Submarine
7E/0AED to 7E/0AF0 - Vehicle: Steamship
7E/0AF1 to 7E/0AF4 - Vehicle: Airship
7E/0AF5 to 7E/0AF8 - ?
7E/0AF9 to 7E/0BFF - ?
7E/0C00 to 7E/DFFF - Palette CGRAM DMA Buffer (NMI Handler)
7E/0E00 to 7E/110B - ?
7E/110C to 7E/1125 - Map Entry data
7E/1126 to 7E/1CFF - ?
7E/1D00 to 7E/1DDD - SPC Data (music handler)
7E/1DDE to 7E/1EFF - ?
7E/1F00 to 7E/1FFF - ?
7E/2700 to 7E/XXXX - NOT in Battle
These addresses store different information depending whether or not you are battling.
7E/2700 to 7E/274F - (In Menu) Player stats
7E/2815 to 7E/2817 - (In Shops) Gil
7E/2827 to 7E/282D - (In Shops) Items ID
7E/282E to 7E/284D - (In Shops) Items Price
7E/2000 to 7E/???? - Battle
7E/2000 to 7E/207F - 1st Player stats (Battle)
Address | Size | Type | Description | Comments |
---|---|---|---|---|
7E2000 | 1 | Custom | 1st Player - Character | |
7E2001 | 1 | List | 1st Player - Job | |
7E2002 | 1 | Integer | 1st Player - Level | |
7E2003 | 3 | Integer | 1st Player - Experience | |
7E2006 | 2 | Integer | 1st Player - Current Hp | |
7E2008 | 2 | Integer | 1st Player - Max Hp | |
7E200A | 2 | Integer | 1st Player - Current Mp | |
7E200C | 2 | Integer | 1st Player - Max Mp | |
7E200E | 1 | List | 1st Player - Head equipment modifier (Item IDs) | |
7E200F | 1 | List | 1st Player - Body equipment modifier (Item IDs) | |
7E2010 | 1 | List | 1st Player - Accessory equipment modifier (Item IDs) | |
7E2011 | 1 | List | 1st Player - Right Hand Shield equipment modifier (Item IDs) | |
7E2012 | 1 | List | 1st Player - Left Hand Shield equipment modifier (Item IDs) | |
7E2013 | 1 | List | 1st Player - Right Hand Weapon equipment modifier (Item IDs) | |
7E2014 | 1 | List | 1st Player - Left Hand Weapon equipment modifier (Item IDs) | |
7E2015 | 1 | List | 1st Player - Monster Caught | Only uses 1 byte (the first 256 values) |
7E2016 | 1 | List | 1st Player - Battle Command 1 (Up) modifier | |
7E2017 | 1 | List | 1st Player - Battle Command 2 (Left) modifier | |
7E2018 | 1 | List | 1st Player - Battle Command 3 (Right) modifier | |
7E2019 | 1 | List | 1st Player - Battle Command 4 (Down) modifier | |
7E201A | 1 | Bitwise | 1st Player - Status (Curable) | |
7E201B | 1 | Bitwise | 1st Player - Status (Temporary) | |
7E201C | 1 | Bitwise | 1st Player - Status (Dispellable) | |
7E201D | 1 | Bitwise | 1st Player - Status (Permanent) | |
7E201E | 1 | Bitwise | 1st Player - Action Flags | |
7E201F | 1 | Bitwise | 1st Player - Damage Modifier | |
7E2020 | 2 | Bitwise | 1st Player - Innate Abilities | |
7E2022 | 1 | Bitwise | 1st Player - Magic Element Up | |
7E2023 | 1 | Integer | 1st Player - Equip Weight | |
7E2024 | 1 | Integer | 1st Player - Base Strength | |
7E2025 | 1 | Integer | 1st Player - Base Agility | |
7E2026 | 1 | Integer | 1st Player - Base Stamina | |
7E2027 | 1 | Integer | 1st Player - Base Magic Power | |
7E2028 | 1 | Integer | 1st Player - Current Strength | with Equipment calculated |
7E2029 | 1 | Integer | 1st Player - Current Agility | with Equipment calculated |
7E202A | 1 | Integer | 1st Player - Current Stamina | with Equipment calculated |
7E202B | 1 | Integer | 1st Player - Current Magic Power | with Equipment calculated |
7E202C | 1 | Integer | 1st Player - Evade% | |
7E202D | 1 | Integer | 1st Player - Defense | |
7E202E | 1 | Integer | 1st Player - Magic Evade% | |
7E202F | 1 | Integer | 1st Player - Magic Defense | |
7E2030 | 1 | List | 1st Player - Elemental Absorb | |
7E2031 | 1 | List | 1st Player - Elemental ??? (n/u?) | |
7E2032 | 1 | List | 1st Player - Elemental Immunity | |
7E2033 | 1 | List | 1st Player - Elemental Half | |
7E2034 | 1 | List | 1st Player - Elemental Weakness | |
7E2035 | 1 | Bitwise | 1st Player - Status Immunity (Curable) | Not Used |
7E2036 | 1 | Bitwise | 1st Player - Status Immunity (Temporary) | Not Used |
7E2037 | 1 | Bitwise | 1st Player - Status Immunity (Dispellable) | Not Used |
7E2038 | 1 | Bitwise | 1st Player - Weapon Specialty | |
7E2039 | 1 | Bitwise | 1st Player - Equipment Specialty | |
7E203A | 1 | Integer | 1st Player - Job Level | |
7E203B | 2 | Integer | 1st Player - ABP | |
7E2040 | 4 | Bitwise | 1st Player - Equipment category | |
7E2044 | 2 | Integer | 1st Player - Attack | |
7E2046 | 1 | List | 1st Player - Attack ID reaction (used in Counter/Barrier) | Not Used |
7E2057 | 1 | List | 1st Player - Command used | |
7E2064 | 1 | Bitwise | Unused (same spot as Enemy Can't Evade) | Not Used |
7E2065 | 1 | Bitwise | Unused (same spot as Monster Creature Type) | Not Used |
7E2066 | 1 | Bitwise | Unused (same spot as Monster Command Status) | Not Used |
7E2067 | 2 | Integer | Unused (same spot as Enemy Experience) | Not Used |
7E2069 | 2 | Integer | Unused (same spot as Enemy Gil) | Not Used |
7E206B | 1 | Boolean | 1st Player - Monster stolen item flag | |
7E206F | 1 | Bitwise | 1st Player - Song being sung | |
7E2070 | 1 | Bitwise | 1st Player - Initial Status (Curable) | |
7E2071 | 1 | Bitwise | 1st Player - Initial Status (Temporary) | |
7E2072 | 1 | Bitwise | 1st Player - Initial Status (Dispellable) | |
7E2073 | 1 | Bitwise | 1st Player - Initial Status (Permanent) | |
7E2074 | 1 | Integer | 1st Player - Power Song bonus counter (Strength) | |
7E2075 | 1 | Integer | 1st Player - Speed Song bonus counter (Speed) | |
7E2076 | 1 | Integer | 1st Player - Stamina Song bonus counter (N/U) | |
7E2077 | 1 | Integer | 1st Player - Magic Song bonus counter (Magic Power) | |
7E2078 | 1 | Integer | 1st Player - Hero Song bonus counter (Level) |
7E/2080 to 7E/20FF - 2nd Player stats (Battle)
The information structure for the 2nd player is the same as the 1st player, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/2100 to 7E/207F - 3rd Player stats (Battle)
The information structure for the 3rd player is the same as the 1st player, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/2180 to 7E/21FF - 4th Player stats (Battle)
The information structure for the 4th player is the same as the 1st player, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/2200 to 7E/227F - 1st Enemy stats (Battle)
The information structure for the 1st enemy is the same as the 1st player, however the data used varies as follows:
Address | Size | Type | Description | Comments |
---|---|---|---|---|
7E2200 | 1 | List/Bitwise | 1st Enemy - Properties | Only the MSB is used (Back Row) |
7E2201 | 1 | List | Unused (same spot as Player's Job) | Not Used |
7E2202 | 1 | Integer | 1st Enemy - Level | |
7E2203 | 3 | Integer | Unused (same spot as Player's Experience) | Not Used |
7E2206 | 2 | Integer | 1st Enemy - Current Hp | |
7E2208 | 2 | Integer | 1st Enemy - Max Hp | |
7E220A | 2 | Integer | 1st Enemy - Current Mp | |
7E220C | 2 | Integer | 1st Enemy - Max Mp | |
7E220E | 1 | List | Unused (same spot as Player's Head equipment) | Not Used |
7E220F | 1 | List | Unused (same spot as Player's Body equipment) | Not Used |
7E2210 | 1 | List | Unused (same spot as Player's Accessory equipment) | Not Used |
7E2211 | 1 | List | Unused (same spot as Player's Right Hand Shield equipment) | Not Used |
7E2212 | 1 | List | Unused (same spot as Player's Left Hand Shield equipment) | Not Used |
7E2213 | 1 | List | Unused (same spot as Player's Right Hand Weapon equipment) | Not Used |
7E2214 | 1 | List | Unused (same spot as Player's Left Hand Weapon equipment) | Not Used |
7E2215 | 1 | List | Unused (same spot as Player's Monster Caught Modifier) | Not Used |
7E2216 | 1 | List | Unused (same spot as Player's Battle Command 1 (Up)) | Not Used |
7E2217 | 1 | List | Unused (same spot as Player's Battle Command 2 (Left)) | Not Used |
7E2218 | 1 | List | Unused (same spot as Player's Battle Command 3 (Right)) | Not Used |
7E2219 | 1 | List | Unused (same spot as Player's Battle Command 4 (Down)) | Not Used |
7E221A | 1 | Bitwise | 1st Enemy - Status (Curable) | |
7E221B | 1 | Bitwise | 1st Enemy - Status (Temporary) | |
7E221C | 1 | Bitwise | 1st Enemy - Status (Dispellable) | |
7E221D | 1 | Bitwise | 1st Enemy - Status (Permanent) | |
7E221E | 1 | Bitwise | Unused? (same spot as Player's Action Flags) | |
7E221F | 1 | Bitwise | Unused? (same spot as Player's Damage Modifier) | |
7E2220 | 2 | Bitwise | Unused (same spot as Player's Innate Abilities) | Not Used |
7E2222 | 1 | Bitwise | Unused (same spot as Player's Magic Element Up) | Not Used |
7E2223 | 1 | Integer | Unused (same spot as Player's Equip Weight) | Not Used |
7E2224 | 1 | Integer | Unused (same spot as Player's Base Strength) | Not Used |
7E2225 | 1 | Integer | 1st Enemy - Base Agility | |
7E2226 | 1 | Integer | Unused (same spot as Player's Base Stamina) | Not Used |
7E2227 | 1 | Integer | Unused (same spot as Player's Base Magic Power) | Not Used |
7E2228 | 1 | Integer | Unused (same spot as Player's Current Strength) | Not Used |
7E2229 | 1 | Integer | 1st Enemy - Current Agility | |
7E222A | 1 | Integer | 1st Enemy - Current Stamina | |
7E222B | 1 | Integer | 1st Enemy - Current Magic Power | |
7E222C | 1 | Integer | 1st Enemy - Evade% | |
7E222D | 1 | Integer | 1st Enemy - Defense | |
7E222E | 1 | Integer | 1st Enemy - Magic Evade% | |
7E222F | 1 | Integer | 1st Enemy - Magic Defense | |
7E2230 | 1 | Bitwise | 1st Enemy - Elemental Absorb | |
7E2231 | 1 | Bitwise | 1st Enemy - Elemental ??? | Not Used |
7E2232 | 1 | Bitwise | 1st Enemy - Elemental Immunity | |
7E2233 | 1 | Bitwise | 1st Enemy - Elemental Half | Not Used? |
7E2234 | 1 | Bitwise | 1st Enemy - Elemental Weakness | |
7E2235 | 1 | Bitwise | 1st Enemy - Status Immunity (Curable) | |
7E2236 | 1 | Bitwise | 1st Enemy - Status Immunity (Temporary) | |
7E2237 | 1 | Bitwise | 1st Enemy - Status Immunity (Dispellable) | |
7E2238 | 1 | Bitwise | Unused (same spot as Player's Weapon Specialty) | Not Used |
7E2239 | 1 | Bitwise | Unused (same spot as Player's Equipment Specialty) | Not Used |
7E223A | 1 | Integer | Unused (same spot as Player's Job Level) | Not Used |
7E223B | 2 | Integer | Unused (same spot as Player's ABP) | Not Used |
7E223D | 1 | List | Unused (same spot as Player's Magic used, List #1?) | Not Used |
7E223E | 1 | List | Unused (same spot as Player's Magic used, List #2?) | Not Used |
7E223F | 1 | List | Unused (same spot as Player's Magic used, List #3?) | Not Used |
7E2240 | 4 | Bitwise | Unused (same spot as Player's Equippable Items) | Not Used |
7E2244 | 2 | Integer | 1st Enemy - Attack | |
7E2246 | 1 | List | 1st Enemy - Attack ID used against self | |
7E2262 | 1 | Integer | 1st Enemy - Attack Modifier | |
7E2263 | 1 | ? | 1st Enemy - ? | |
7E2264 | 1 | Bitwise | 1st Enemy - Can't Evade | |
7E2265 | 1 | Bitwise | 1st Enemy - [[Value:Creature_Type|Creature Type] | |
7E2266 | 1 | Bitwise | 1st Enemy - Command Immunity | |
7E2267 | 2 | Integer | 1st Enemy - Experience | |
7E2269 | 2 | Integer | 1st Enemy - Gil | |
7E226B | 1 | List | 1st Enemy - Stolen Item ID "flag" (set to 00 to steal indefinitely) | |
7E226F | 1 | Bitwise | Unused (same spot as Player's Song being sung) | Not Used |
7E2270 | 1 | Bitwise | 1st Enemy - Initial Status (Curable) | |
7E2271 | 1 | Bitwise | 1st Enemy - Initial Status (Temporary) | |
7E2272 | 1 | Bitwise | 1st Enemy - Initial Status (Dispellable) | |
7E2273 | 1 | Bitwise | 1st Enemy - Initial Status (Permanent) | |
7E2274 | 1 | Integer | Unused (same spot as Player's Power Song bonus counter (Strength)) | Not Used |
7E2275 | 1 | Integer | Unused (same spot as Player's Speed Song bonus counter (Speed)) | Not Used |
7E2276 | 1 | Integer | Unused (same spot as Player's Stamina Song bonus counter (N/U)) | Not Used |
7E2277 | 1 | Integer | Unused (same spot as Player's Magic Song bonus counter (Magic Power)) | Not Used |
7E2278 | 1 | Integer | Unused (same spot as Player's Hero Song bonus counter (Level)) | Not Used |
7E/2280 to 7E/22FF - 2nd Enemy stats (Battle)
The information structure for the 2nd enemy is the same as the 1st enemy, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/2300 to 7E/237F - 3rd Enemy stats (Battle)
The information structure for the 3rd enemy is the same as the 1st enemy, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/2380 to 7E/23FF - 4th Enemy stats (Battle)
The information structure for the 4th enemy is the same as the 1st enemy, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/2400 to 7E/247F - 5th Enemy stats (Battle)
The information structure for the 5th enemy is the same as the 1st enemy, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/2480 to 7E/24FF - 6th Enemy stats (Battle)
The information structure for the 6th enemy is the same as the 1st enemy, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/2500 to 7E/257F - 7th Enemy stats (Battle)
The information structure for the 7th enemy is the same as the 1st enemy, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.
7E/2580 to 7E/25FF - 8th Enemy stats (Battle)
The information structure for the 8th enemy is the same as the 1st enemy, so instead of repeating the information, you can simply look it up here, just take into account the address values will be shifted.