Address |
Entry Size |
Comments
|
0x1572FC
|
20 bytes |
Shop data. The first 2 bytes indicates the type of shop (which determines whether the shop sells spells or items), and the next set of 2 bytes are the items it sells. The last 2 bytes may be required to always be 0.
|
0x141AB8
|
1 byte |
Table used by one of the RNGs in the game. Consists of the values between 0-255 in a random order.
|
0x1497DC
|
4 bytes |
Gaia spell association table. Each entry are the 4 spells !Gaia can cast, in order of level requirement (least to most.)
|
0x36DD54
|
4 bytes |
Points to relative offsets of text entries. The offsets are relative to 0x36DD54. Each entry uses the start of the next entry as the end point (so you can't insert text larger than the original without having to repoint the table.)
|
0x145A28
|
4 bytes |
Table for level up data. The first 4 bytes are the amount of experience required, and the next pair of 2 bytes are the base HP and base MP given at that level (before job modifiers.)
|
0x1561D4
|
12 bytes |
Table that determines the money for selling items. (Buying is generally 2x the sale value). Only a small portion is used for that, the rest is currently undocumented.
|
0x241384
|
4 bytes |
Points to relative offsets of AI blocks, similar to how text is handled. 0x241EDC is the starting point. Not clear if the next entry is also an ending point (like for text.)
|
0x142000
|
8 bytes |
Chest data. The first two bytes indicate where on the map the chest is located (the map itself is determined by a separate table), the third byte determines the type of reward you get from the chest as well as whether the chest is trapped, and the fifth byte determines the actual reward you get. For gold, the value is multiplied by a second value which is determined by the type byte, for items/spell the value is the ID.
|
0x141BB8
|
2 bytes |
Chest map data. Determines which chest data appears in which map. Like text, the data indicates the starting point in the chest data, and the data for the next room also determines the stopping point. The starting point for the next room must be further than the starting point for the current room for any chest to appear. (e.g. if room 1 starts at 2 and room 2 also starts at 2, room 1 has no chest data.)
|
0x13C912
|
2 bytes |
Gold multipliers for chest gold. The default values are 1,10,100,1000 and 10000.
|
0x1305f8
|
12 bytes |
Terrain background table (4 byte of Graphics + 4 byte of TSA + 4 byte of Palette)
|