FFV RAM map

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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


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
7E00E7 2 Pointer pointer to Graphics commands 384C
7E00E9 2 Pointer pointer to Damage values 3A4C
7E00EB 2 Pointer pointer to attack parameters 3BCC
7E00ED 2 Pointer pointer to 7B49
7E00F0 2 Pointer pointer to Block type 3C3C
7E00F2 2 Pointer pointer to Message IDs 3C5F (indexes in D139A9)
7E00F4 2 Pointer pointer to Message Variables 3CBF (indexes in D139A9)

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/041F - Sprite DMA Buffer (NMI Handler)

In Battle

Address Size Type Description Comments
7E0200 4 Integer Cursor
7E0204 4 Integer Selected Cursor
7E0208 4 Integer Selected Cursor In Weapon field
7E020C 4 Integer <UNUSED>
7E0210 4 Integer Target Selection Cursor 1
7E0214 4 Integer Target Selection Cursor 2
7E0218 4 Integer Target Selection Cursor 3
7E021C 4 Integer Target Selection Cursor 4
7E0220 $D7 Integer Effect [54]
7E0220 16 Integer Damage Point 1[4]
7E0230 16 Integer Damage Point 2[4]
7E0240 16 Integer Damage Point 3[4]
7E0250 16 Integer Damage Point 4[4]
7E0260 16 Integer Damage Point 5[4]
7E0270 16 Integer Damage Point 6[4]
7E0280 16 Integer Damage Point 7[4]
7E0290 16 Integer Damage Point 8[4]
7E02A0 16 Integer Damage Point 9[4]
7E02B0 16 Integer Damage Point 10[4]
7E02C0 16 Integer Damage Point 11[4]
7E02D0 16 Integer Damage Point 12[4]
7E02E0 16 Integer Damage Point [4] For continuous attack
7E02F0 4 Integer UNUSED: Damage Point For continuous attack
7E02F4 4 Integer UNUSED: Damage Point For continuous attack
7E02F8 4 Integer Scroll Bar 1
7E02FC 4 Integer Scroll Bar 1
7E0300 $28 Integer Character 4
7E0328 $28 Integer Character 3
7E0350 $28 Integer Character 2
7E0378 $28 Integer Character 1
7E03A0 $18 Integer Character 4 copy
7E03B8 $18 Integer Character 3 copy
7E03D0 $18 Integer Character 2 copy
7E03E8 $18 Integer Character 1 copy
7E0300 $FF Integer Summon/Monster stuff ???

In Menu

Address Size Type Description Comments
7E0200 4 Integer Cursor

Miscellaneous

Address Size Type Description Comments
7E0424 1 Integer Related with Message Speed?
7E042D 1 List Character 1: command cursor position 00 command 1(Up); 01 command 2(Left); 00 command 3(Right); 01 command 4(Down)
7E042E 1 List Character 2: command cursor position 00 command 1(Up); 01 command 2(Left); 00 command 3(Right); 01 command 4(Down)
7E042F 1 List Character 3: command cursor position 00 command 1(Up); 01 command 2(Left); 00 command 3(Right); 01 command 4(Down)
7E0430 1 List Character 4: command cursor position 00 command 1(Up); 01 command 2(Left); 00 command 3(Right); 01 command 4(Down)
7E0481 1 Integer Magic Menu battle position? Jikku
7E0485 1 Integer Magic Menu battle row?
7E04F0 2 ID Enemy Encounter
7E04F2 1 ID Terrain

7E/0500 to 7E/063F - Character stats (World)

Each character has the same structure, so if you are looking for the addresses of the other characters, just use the table for the 1st character and add $50 each time ($50, $A0 and $F0) to the address.

Address Size Type Description Comments
== Character 1: Stats ==
7E0500 1 Custom Character
7E0501 1 ID Job
7E0502 1 Integer Level
7E0503 3 Integer Experience
7E0506 2 Integer Current HP
7E0508 2 Integer Max HP
7E050A 2 Integer Current MP
7E050C 2 Integer Max MP
7E050E 1 ID Head Equipment
7E050F 1 ID Body Equipment
7E0510 1 ID Accessory Equipment
7E0511 1 ID Shield (right hand)
7E0512 1 ID Shield (left hand)
7E0513 1 ID Weapon (right hand)
7E0514 1 ID Weapon (left hand)
7E0515 1 ID Monster Caught Only uses 1 byte (the first 256 values)
7E0516 1 ID Command 1 (Up)
7E0517 1 ID Command 2 (Left)
7E0518 1 ID Command 3 (Right)
7E0519 1 ID Command 4 (Down)
7E051A 1 Bitwise Status 1 Curable
7E051B 1 Bitwise Status 2 Temporary
7E051C 1 Bitwise Status 3 Dispellable
7E051D 1 Bitwise Status 4 Permanent
7E051E 1 Bitwise Action Flags
7E051F 1 Bitwise Damage Modifier
7E0520 2 Bitwise Innate Abilities
7E0522 1 Bitwise Magic Element Up
7E0523 1 Integer Equip Weight
7E0524 1 Integer Base Strength
7E0525 1 Integer Base Agility
7E0526 1 Integer Base Stamina
7E0527 1 Integer Base Magic
7E0528 1 Integer Current Strength with Equipment calculated
7E0529 1 Integer Current Agility with Equipment calculated
7E052A 1 Integer Current Stamina with Equipment calculated
7E052B 1 Integer Current Magic with Equipment calculated
7E052C 1 Integer Evade%
7E052D 1 Integer Defense
7E052E 1 Integer Magic Evade%
7E052F 1 Integer Magic Defense
7E0530 1 Bitwise Elemental Absorb
7E0531 1 Bitwise Elemental Evade
7E0532 1 Bitwise Elemental Immunity
7E0533 1 Bitwise Elemental Half
7E0534 1 Bitwise Elemental Weakness
7E0535 1 Bitwise Resistance Status 1 Curable
7E0536 1 Bitwise Resistance Status 2 Temporary
7E0537 1 Bitwise Resistance Status 3 Dispellable
7E0538 1 Bitwise Weapon Specialty from both hands
7E0539 1 Bitwise Equipment Specialty from both hands
7E053A 1 Integer Job Level
7E053B 2 Integer ABP
7E053D Magic used, List #1 (Sword/White) spell level
7E053E Magic used, List #2 (Black/Jikuu) spell level
7E053F Magic used, List #3 (Summon/Misc) spell level
7E0540 4 Bitwise Equipment category
7E0544 2 Integer Attack
7E0546 1 List Attack ID reaction (used in Counter/Barrier) Not Used
7E0547 1 Integer ???
7E0548 1 Integer ???
7E0549 1 Integer ???
7E054A 1 Integer Freelancer Strength
7E054B 1 Integer Freelancer Agility
7E054C 1 Integer Freelancer Stamina
7E054D 1 Integer Freelancer Magic
7E054E 2 Integer Freelancer Innate Abilities
7E0550 $50 = Character 2: Stats = same as above
7E05A0 $50 = Character 3: Stats = same as above
7E05F0 $50 = Character 4: Stats = same as above

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 24 bits, 22 jobs, not all bits are used.
= Character 1: Job Progression =
7E0843 2 Integer Knight: Lv + ABP Level: 4 bits; ABP: 12 bits
7E0845 2 Integer Monk: Lv + ABP
7E0847 2 Integer Thief: Lv + ABP
7E0849 2 Integer Dragoon: Lv + ABP
7E084B 2 Integer Ninja: Lv + ABP
7E084D 2 Integer Samurai: Lv + ABP
7E084F 2 Integer Berserker: Lv + ABP
7E0851 2 Integer Hunter: Lv + ABP
7E0853 2 Integer Mystic Knight: Lv + ABP
7E0855 2 Integer White Mage: Lv + ABP
7E0857 2 Integer Black Mage: Lv + ABP
7E0859 2 Integer Time Mage: Lv + ABP
7E085B 2 Integer Summoner: Lv + ABP
7E085D 2 Integer Blue Mage: Lv + ABP
7E085F 2 Integer Red Mage: Lv + ABP
7E0861 2 Integer Mediator: Lv + ABP
7E0863 2 Integer Chemist: Lv + ABP
7E0865 2 Integer Geomancer: Lv + ABP
7E0867 2 Integer Bard: Lv + ABP
7E0869 2 Integer Dancer: Lv + ABP
7E086B 2 Integer Mimic: Lv + ABP
7E086D 2 Integer Freelancer: Lv + ABP (useless)
7E086F $2C = Character 2: Job Progression = same as above ($843 - $86E)
7E089B $2C = Character 3: Job Progression = same as above ($843 - $86E)
7E08C7 $2C = Character 4: Job Progression = same as above ($843 - $86E)
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
7E08F7 20 Integer Abilities Inventory Butz
7E090B 20 Integer Abilities Inventory Lenna
7E091F 20 Integer Abilities Inventory Galuf/Krile
7E0933 20 Integer Abilities Inventory Faris
7E0947 3 Integer Money (Gil)
7E094A 4 Integer Time Playing (In Frames)
7E094E 2 Integer Number of Enemy Defeated

7E/0950 to 7E/09xx - Misc

Address Size Type Description Comments
7E0950 20 List Magic Inventory 16 bytes are used. There is a 4 byte "whole"
7E0970 1 Integer Config Settings 1 1b Command Set; 3b: Message Speed; 1b: Battle Mode; 3b: Battle Speed;
7E0971 2 Integer Config Settings 4 Color in 555 RGB
7E0973 1 List Config Settings 2 01: Re-Equip (Optimum/Empty); 02: Sound (Stereo/Mono); 04: Cursor (Reset/Memory); 80: Gauge (On/Off)
7E0974 1 List Config Settings 3 40: Controller (Normal/Custom); 80: Controller (Single/Multi)
7E0975 1 Integer Button Configure - A
7E0976 1 Integer Button Configure - B
7E0977 1 Integer Button Configure - X
7E0978 1 Integer Button Configure - Y
7E0979 1 Integer Button Configure - L
7E097A 1 Integer Button Configure - R
7E097B 1 Integer Button Configure - Select
7E097C 1 Integer Character 1 (1P/2P) Two Player Configure
7E097D 1 Integer Character 2 (1P/2P) Two Player Configure
7E097E 1 Integer Character 3 (1P/2P) Two Player Configure
7E097F 1 Integer Character 4 (1P/2P) Two Player Configure
7E0980 4 Integer Character 1 Short Command settings
7E0984 4 Integer Character 2 Short Command settings
7E0988 4 Integer Character 3 Short Command settings
7E098C 4 Integer Character 4 Short Command settings
7E0990 6 Integer Butz name
7E0996 6 Integer Lenna name
7E099C 6 Integer Galuf name
7E09A2 6 Integer Faris name
7E09A8 6 Integer Krile name
7E09B4 1 Integer Magic Lamp next Magic (summon), 7E7C74
7E09B5 1 Integer Number of escapes 7E7C75
7E09B6 1 Integer Wonder Rod Magic 7E7C76
7E09C0 2 Integer Number of Total Battles 7E7C80
7E09C2 2 Integer Number of Times Saved 7E7C82
7E09C4 1 Integer Battle Results 7E7C84 - 00: Victory; 01: Game Over; 02 - Escaped
7E09C5 15 Bitwise Battle Events flags 7E7C85 - 7E7C93
7E09D4 32 Bitwise Treasures Opened flags till 7E09F3
7E0A14 32 Bitwise Events (Pt. 1) till 7E0A33
7E0A34 32 Bitwise Events (Pt. 2) till 7E0A53
7E0A54 32 Bitwise Events (Pt. 3) till 7E0AD3 (from $D8E000)
7E0AD4 2 ID Map (Village/Dungeon)
7E0AD6 2 ID Map (World)
7E0AD8 1 Intenger Character X
7E0AD9 1 Intenger Character Y
7E0ADA 1 Intenger Character's Sprite
7E0ADB 1 Intenger Character's Orientation
7E0ADC 1 ID Vehicle
7E0ADD 1 ID Chocobo Settings b0-b1 = Mode Switching, b2-b4 = Movement type, b5-b7 = Map no.
7E0ADE 1 Integer Chocobo Height b7: 1 Hide, 0 Show
7E0ADF 1 Integer Chocobo X
7E0AE0 1 Integer Chocobo Y
7E0AE1 1 ID Black Chocobo Settings b0-b1 = Mode Switching, b2-b4 = Movement type, b5-b7 = Map no.
7E0AE2 1 Integer Black Chocobo Height b7: 1 Hide, 0 Show
7E0AE3 1 Integer Black Chocobo X
7E0AE4 1 Integer Black Chocobo Y
7E0AE5 1 ID Dragon Settings b0-b1 = Mode Switching, b2-b4 = Movement type, b5-b7 = Map no.
7E0AE6 1 Integer Dragon Height b7: 1 Hide, 0 Show
7E0AE7 1 Integer Dragon X
7E0AE8 1 Integer Dragon Y
7E0AE9 1 ID Submarine Settings b0-b1 = Mode Switching, b2-b4 = Movement type, b5-b7 = Map no.
7E0AEA 1 Integer Submarine Height b7: 1 Hide, 0 Show
7E0AEB 1 Integer Submarine X
7E0AEC 1 Integer Submarine Y
7E0AED 1 ID Steamship Settings b0-b1 = Mode Switching, b2-b4 = Movement type, b5-b7 = Map no.
7E0AEE 1 Integer Steamship Height b7: 1 Hide, 0 Show
7E0AEF 1 Integer Steamship X
7E0AF0 1 Integer Steamship Y
7E0AF1 1 ID Airship Settings b0-b1 = Mode Switching, b2-b4 = Movement type, b5-b7 = Map no.
7E0AF2 1 Integer Airship Height b7: 1 Hide, 0 Show
7E0AF3 1 Integer Airship X
7E0AF4 1 Integer Airship Y
7E0AF5 2 ID Teleport Map
7E0AF7 1 Intenger Teleport Map X
7E0AF8 1 Intenger Teleport Map Y
7E0AF9 1 Intenger Initial Seeder
7E0AFA 1 Intenger Walking Speed 00: Normal; 01: Double (Fast); 80: Half (Slow)
7E0AFB 1 Intenger Run timer below flag
7E0AFC 2 Intenger Timed events timer
7E0AFE 2 Intenger Timed events end
7E0B00 2 Intenger Game State? Pointed by D-Register
7E0B06 2 Intenger Dungeon battle RNG stuff
7E0B3E 1 Intenger World Map RNG???
7E0B3F 1 Intenger World Map RNG???
7E0B4F 1 Intenger World Map Steps
7E0B50 1 Intenger Random Battle position
7E0B51 1 Intenger Incremented each Game VBlank cleared in WaitVBlank
7E0B52 1 Intenger Can't walk???
7E0B53 1 Intenger (not in) World Map flag
7E0B54 1 Intenger ?
7E0B55 1 Intenger Flag 01: Start random battle flag
7E0B56 1 Intenger Step counter Immediately resets on world map
7E0B57 1 Intenger message dialog opened flag
7E0B58 1 Intenger event flag? opening treasure, riding
7E0B59 1 Intenger Loaded map flag?
7E0B5A 1 Intenger Avoid random battle flag? global
7E0B5B 1 Intenger ?
7E0B5C 1 Intenger ?
7E0B5D 1 Intenger Avoid random battle flag?
7E0B5E 1 Intenger ?
7E0B5F 1 Intenger Random Battle Seed 7E0AF9 >> 1
7E0B60 1 Intenger Danger RNG Seed =7E0AF9
7E0B61 2 Intenger Camera X world/dungeon
7E0B63 2 Intenger Camera Y world/dungeon
7E0B65 2 Intenger Camera X dungeon
7E0B67 2 Intenger Camera Y dungeon
7E0BB4 1 Intenger Textbox Position 01: Top; 08: Bottom
7E0BBA 1 Intenger Scrolls through the map repeatedly???
7E0BBC 1 Intenger Animation???
7E0BC0 1 Intenger Floor Speed?
7E0BCE 2 Intenger Scene number for GameScript Engine
7E0C00 $200 Intenger Palette CGRAM DMA Buffer NMI Handler
7E0DFF
7E1088 1 Intenger Character X local copy, mainly from 7E0AD8
7E1089 1 Intenger Character Y local copy, mainly from 7E0AD9

7E/110C to 7E/1125 - Map Entry data

Address Size Type Description Comments
7E110C 2 Integer Map ID
7E110E 1 ID Map Name E70000-E70673
7E110F 1 Integer Map ? b7: Animation
7E1110 1 Integer Map Math b7: Animation; b5-0: Color Math
7E1111 1 Integer Map Tile Property CFC56E-CFD7CB
7E1112 1 Integer Map Tile Damage (down) b7: Encounters; b6: Poison; b5-3:Sfx; b2-0: Damage
7E1113 1 Integer Map Tile Damage (Up) b7: Encounters; b6: Poison; b5-3:Sfx; b2-0: Damage
7E1114 1 ID Map Tileset CF0038-CFC540
7E1115 3 Integer Map Graphics 4 6b index
7E1118 3 Integer Map TileMap 3 10b index
7E111C 1 Integer Map Layer3 V-Offset
7E111D 1 Integer Map Layer3 H-Offset
7E111E 1 Integer Map Layer2 V-Offset
7E111F 1 Integer Map Layer2 H-Offset
7E1120 1 Integer Map Layer2/3 Parallax b7-6: VParaL3; b5-4: HParaL3; b3-2: VParaL2; b1-0: HParaL2
7E1121 1 Integer Map Auto-Scroll b7: Tiled L3; b6: Tiled L2; b5-3: SpeedH; b2-0: SpeedV
7E1122 1 Integer Map Palette
7E1123 1 Integer Map Animation
7E1124 1 Integer Map Background for random battles
7E1125 1 Integer Map Music

7E/1126 to 7E/1FFF - ?

Address Size Type Description Comments
7E1478 1 Integer Vehicle Flag
7E1479 1 Integer Vehicle Height
7E147A 1 Integer Vehicle X
7E147B 1 Integer Vehicle Y
7E16A4 1 Integer Random Battles fought in a screen
7E16A5 1 Integer Dungeon steps
7E16A7 1 Integer NPC steps
7E16A8 2 Integer Step battle "Danger" meter in World Map
7E16AA 1 Integer Screen goes fuzzy when walking
7E1BF0 1 Integer Flag 80: reserved; 01: new text
7E1BFA 1 Integer stores what the game thinks is current text offset, for checking if its changed
7E1BFE 1 Integer stores which index of text we're at for line reading purposes
7E1D00 $DE Integer SPC Data music handler
7E1F00 1 Integer NMI Handler value
7E1F01 3 Integer NMI Handler ROM location C0/02D1
7E1F04 1 Integer IRQ Handler value
7E1F05 3 Integer IRQ Handler ROM location C0/0446

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/25FF - Battlers Data

Address Size Type Description Comments
7E2000 1 Custom Character
7E2001 1 List Job
7E2002 1 Integer Level
7E2003 3 Integer Experience
7E2006 2 Integer Current HP
7E2008 2 Integer Max HP
7E200A 2 Integer Current MP
7E200C 2 Integer Max MP
7E200E 1 ID Head Equipment
7E200F 1 ID Body Equipment
7E2010 1 ID Accessory Equipment
7E2011 1 ID Shield (right hand)
7E2012 1 ID Shield (left hand)
7E2013 1 ID Weapon (right hand)
7E2014 1 ID Weapon (left hand)
7E2015 1 ID Monster Caught Only uses 1 byte (the first 256 values)
7E2016 1 ID Command 1 (Up)
7E2017 1 ID Command 2 (Left)
7E2018 1 ID Command 3 (Right)
7E2019 1 ID Command 4 (Down)
7E201A 1 Bitwise Status 1 Curable
7E201B 1 Bitwise Status 2 Temporary
7E201C 1 Bitwise Status 3 Dispellable
7E201D 1 Bitwise Status 4 Permanent
7E201E 1 Bitwise Action Flags
7E201F 1 Bitwise Damage Modifier
7E2020 2 Bitwise Innate Abilities
7E2022 1 Bitwise Magic Element Up
7E2023 1 Integer Equip Weight
7E2024 1 Integer Base Strength
7E2025 1 Integer Base Agility
7E2026 1 Integer Base Stamina
7E2027 1 Integer Base Magic
7E2028 1 Integer Current Strength with Equipment calculated
7E2029 1 Integer Current Agility with Equipment calculated
7E202A 1 Integer Current Stamina with Equipment calculated
7E202B 1 Integer Current Magic Power with Equipment calculated
7E202C 1 Integer Evade%
7E202D 1 Integer Defense
7E202E 1 Integer Magic Evade%
7E202F 1 Integer Magic Defense
7E2030 1 List Elemental Absorb
7E2031 1 List Elemental Evade
7E2032 1 List Elemental Immunity
7E2033 1 List Elemental Half
7E2034 1 List Elemental Weakness
7E2035 1 Bitwise Status 1 Immunity Curable
7E2036 1 Bitwise Status 2 Immunity Temporary
7E2037 1 Bitwise Status 3 Immunity Dispellable
7E2038 1 Bitwise Weapon Specialty from both hands
7E2039 1 Bitwise Equipment Specialty from both hands
7E203A 1 Integer Job Level
7E203B 2 Integer ABP
7E203D 2 Integer Magic Enabler #1 (Sword/White)
7E203E 2 Integer Magic Enabler #2 (Black/Time)
7E203F 2 Integer Magic Enabler #3 (Summon/Misc)
7E2040 4 Bitwise Equipment category
7E2044 1 Integer Attack right hand/Goblin Punch
7E2045 1 Integer Attack left hand/Goblin Punch
7E2046 1 ID Command Counter Attack 1st time
7E2047 1 ID Magic Counter Attack 1st time
7E2048 1 ID Item Counter Attack 1st time
7E2049 1 ID Attack Attribute Counter Attack 1st time
7E204A 1 ID Attack Category Counter Attack 1st time
7E204B 1 ID Attack Target Counter Attack 1st time
7E204C 1 ID Damaged Counter Attack 1st time
7E204D 1 ID Command Counter Attack 2nd time
7E204E 1 ID Magic Counter Attack 2nd time
7E204F 1 ID Item Counter Attack 2nd time
7E2050 1 Bitwise Magic Sword Lv1: Element only Fire, Ice, Bolt, Poison
7E2051 1 Bitwise Magic Sword Lv2: Element only Fire, Ice, Bolt
7E2052 1 Bitwise Magic Sword Lv3: Element only Fire, Ice, Bolt, Poison, Holy
7E2053 1 Bitwise Magic Sword Lv1: Status 1 only Poison
7E2054 1 Bitwise Magic Sword Lv2: Status 2 only Silence, Sleep
7E2055 1 Bitwise Magic Sword Lv3: Status 3 20: MP Drain; 40: HP Drain; 80: PowerUp (Flare)
7E2056 1 Bitwise Action Flag (1st time)
7E2057 1 List Command used (1st time)
7E2058 1 Integer Action Target: Enemies
7E2059 1 Integer Action Target: Chars
7E205A 1 Integer Cursor Select 3 (1st time) ID of items/magic used?
7E205B 1 Bitwise Action Flag (2nd time)
7E205C 1 List Command used (2nd time)
7E205D 1 Integer Cursor Select 1 (2nd time) Enemy?
7E205E 1 Integer Cursor Select 2 (2nd time) Team?
7E205F 1 Integer Cursor Select 3 (2nd time) ID of items/magic used?
7E2060 1 Integer <NOT USED>
7E2061 1 Integer Acted/Confused?
7E2062 1 Integer Damage Modifier
7E2063 1 Integer <NOT USED>
7E2064 1 Bitwise Can't Evade used for Enemies only
7E2065 1 Bitwise Creature Type used for Enemies only
7E2066 1 Bitwise Command Immunity used for Enemies only
7E2067 2 Integer Enemy Experience used for Enemies only
7E2069 2 Integer Enemy Gil used for Enemies only
7E206B 1 Boolean Enemy stolen item flag
7E206C 1 Bitwise Attack Type Right Hand
7E206D 1 Bitwise Attack Type Left Hand
7E206E 1 Bitwise Enemy Specialty
7E206F 1 Bitwise Song being sung
7E2070 1 Bitwise Initial Status 1 Curable
7E2071 1 Bitwise Initial Status 2 Temporary
7E2072 1 Bitwise Initial Status 3 Dispellable
7E2073 1 Bitwise Initial Status 4 Permanent
7E2074 1 Bitwise Song bonus: Strength
7E2075 1 Bitwise Song bonus: Agility
7E2076 1 Bitwise Song bonus: Stamina
7E2077 1 Bitwise Song bonus: Magic
7E2078 1 Bitwise Song bonus: Level Hero
7E2079 1 Bitwise ? C2/91DC
7E207A 1 Integer Magic Sword: Spell Action: Param 1, used for FX. b7: Hand (0:R, 1:L)
7E207B 1 Integer Attack Attribute Counter Attack (2nd time)
7E207C 1 Integer Attack Category Counter Attack (2nd time)
7E207D 1 Integer Attack Target Counter Attack (2nd time)
7E207E 1 Integer Damaged Counter Attack (1st time)
7E207F 1 Integer Specialty Name
7E2080 $80 Integer = Character 2 Data = in battle (see above)
7E2100 $80 Integer = Character 3 Data = in battle (see above)
7E2180 $80 Integer = Character 4 Data = in battle (see above)
7E2200 $80 Integer = Enemy 1 Data = in battle (see above)
7E2280 $80 Integer = Enemy 2 Data = in battle (see above)
7E2300 $80 Integer = Enemy 3 Data = in battle (see above)
7E2380 $80 Integer = Enemy 4 Data = in battle (see above)
7E2400 $80 Integer = Enemy 5 Data = in battle (see above)
7E2480 $80 Integer = Enemy 6 Data = in battle (see above)
7E2500 $80 Integer = Enemy 7 Data = in battle (see above)
7E2580 $80 Integer = Enemy 8 Data = in battle (see above)

7E/2600 to 7E/26FF - ?

Address Size Type Description Comments
7E2620 $100 Integer Equipment Type b7: No item; b6: Consumable; b5-b0: Type;
7E2723 1 Integer Equipment Weight (Menu)
7E2724 1 Integer Base Strength (Menu)
7E2725 1 Integer Base Agility (Menu)
7E2726 1 Integer Base Vitality (Menu)
7E2727 1 Integer Base Magic Power (Menu)
7E2728 1 Integer Current Strength (Menu)
7E2729 1 Integer Current Agility (Menu)
7E272A 1 Integer Current Vitality (Menu)
7E272B 1 Integer Current Magic Power (Menu)
7E272C 1 Integer Current Evade% (Menu)
7E272D 1 Integer Current Defense (Menu)
7E272E 1 Integer Magic Evade% (Menu)
7E272F 1 Integer Magic Defense (Menu)
7E2730 1 Bitwise Elemental Absorb (Menu)
7E2731 1 Bitwise Elemental Evade (Menu)
7E2732 1 Bitwise Elemental Immunity (Menu)
7E2733 1 Bitwise Elemental Half (Menu)
7E2734 1 Bitwise Elemental Weakness (Menu)
7E2738 1 Bitwise Weapon Specialty (Menu)
7E2739 1 Bitwise Equipment Specialty (Menu)?
7E273A 1 Integer Job Level (Menu)?
7E273B 2 Integer ABP (Menu)?
7E2744 1 Integer Attack (Menu)
7E2815 3 Integer Money (Shops)
7E2826 1 ID Item 1 (Shops)
7E2827 1 ID Item 2 (Shops)
7E2828 1 ID Item 3 (Shops)
7E2829 1 ID Item 4 (Shops)
7E282A 1 ID Item 5 (Shops)
7E282B 1 ID Item 6 (Shops)
7E282C 1 ID Item 7 (Shops)
7E282D 1 ID Item 8 (Shops)
7E282E 3 Integer Item 1 price (Shops)
7E2832 3 Integer Item 2 price (Shops)
7E2836 3 Integer Item 3 price (Shops)
7E283A 3 Integer Item 4 price (Shops)
7E283E 3 Integer Item 5 price (Shops)
7E2842 3 Integer Item 6 price (Shops)
7E2846 3 Integer Item 7 price (Shops)
7E284A 3 Integer Item 8 price (Shops)

7E/2700 to 7E/3CF0

Address Size Type Description Comments
7E2720 1 Integer AI Attack chosen
7E2721 1 Integer AI Attack stuff
7E2722 1 Integer Enemy AI use
7E2723 1 Integer AI temp Dance: 0-3
7E2734 1 ID Battle Item (menu) 1st slot, left
7E2735 1 ID Battle Item (menu) 1st slot, right
7E2736 1 ID Battle Item (menu) 2nd slot, left
7E2737 1 ID Battle Item (menu) 2nd slot, right
7E2832 1 ID Battle Item (menu) 128th slot, left
7E2833 1 ID Battle Item (menu) 128th slot, right
7E2834 1 Integer Battle Item (menu) Quantity 1st slot, left
7E2835 1 Integer Battle Item (menu) Quantity 1st slot, right
7E2836 1 Integer Battle Item (menu) Quantity 2nd slot, left
7E2837 1 Integer Battle Item (menu) Quantity 2nd slot, right
7E2932 1 Integer Battle Item (menu) Quantity 128th slot, left
7E2933 1 Integer Battle Item (menu) Quantity 128th slot, right
7E29A6 1 Integer X button Block Transfer Instruction
7E29A8 1 Integer Y button Block Transfer Instruction
7E29AA 1 Integer A button Block Transfer Instruction
7E29E2 1 Integer Magic Menu - Magic Selected 00: Sword; 01: White; 02: Black; 03: Time; 04: Summon; 05: Blue; 06: Song
7E29E8 1 Integer Menu Screen MP consumption
7E2B9A 1 ID Dropped Item 1
7E2B9B 1 ID Dropped Item 2
7E2B9C 1 ID Dropped Item 3
7E2B9D 1 ID Dropped Item 4
7E2B9E 1 ID Dropped Item 5
7E2B9F 1 ID Dropped Item 6
7E2BA0 1 ID Dropped Item 7
7E2BA1 1 ID Dropped Item 8
7E2BA2 1 Integer Dropped Item 1 Quantity
7E2BA3 1 Integer Dropped Item 2 Quantity
7E2BA4 1 Integer Dropped Item 3 Quantity
7E2BA5 1 Integer Dropped Item 4 Quantity
7E2BA6 1 Integer Dropped Item 5 Quantity
7E2BA7 1 Integer Dropped Item 6 Quantity
7E2BA8 1 Integer Dropped Item 7 Quantity
7E2BA9 1 Integer Dropped Item 8 Quantity
7E2C9C 1 Integer Battle Mode (Active/Wait)
7E2C9D 1 Integer Battle Speed (0 to 5)
7E2C9E 1 Integer Message Speed (0 to 5)
7E2C9F 1 Integer Command Set (Window/Short)
7E2CA0 1 Integer Gauge (On/Off)
7E2CA1 1 Integer Sound (Stereo/Mono)
7E2CA2 1 Integer Cursor (Reset/Memory)
7E2CA3 1 Integer Reequip (Optimum/Empty)
7E2CA4 1 Integer Controller (Normal/Custom)
7E2CA5 1 Integer Controller (Single/Multi)
7E2CA6 1 Integer Color - Red (0 to 31)
7E2CA7 1 Integer Color - Green (0 to 31)
7E2CA8 1 Integer Color - Blue (0 to 31)
7E2D34 130 Integer Character 1: Learned Spell: Index FF: not learned
7E2DB6 130 Integer Character 1: Learned Spell: Level 1..7
7E2E38 130 Integer Character 1: Learned Spell: MP Cost $D10B83
7E2EBA 130 Integer Character 1: Learned Spell: Targeting $D10B80
7E2F3C 130 Integer Character 1: Learned Spell: Flags b7, b1: init to 1
7E2FBE 130 Integer Character 2: Learned Spell: Index FF: not learned
7E3040 130 Integer Character 2: Learned Spell: Level 1..7
7E30C2 130 Integer Character 2: Learned Spell: MP Cost $D10B83
7E3144 130 Integer Character 2: Learned Spell: Targeting $D10B80
7E31C6 130 Integer Character 2: Learned Spell: Flags b7, b1: init to 1
7E3248 130 Integer Character 3: Learned Spell: Index FF: not learned
7E32CA 130 Integer Character 3: Learned Spell: Level 1..7
7E334C 130 Integer Character 3: Learned Spell: MP Cost $D10B83
7E33CE 130 Integer Character 3: Learned Spell: Targeting $D10B80
7E3450 130 Integer Character 3: Learned Spell: Flags b7, b1: init to 1
7E34D2 130 Integer Character 4: Learned Spell: Index FF: not learned
7E3554 130 Integer Character 4: Learned Spell: Level 1..7
7E35D6 130 Integer Character 4: Learned Spell: MP Cost $D10B83
7E3658 130 Integer Character 4: Learned Spell: Targeting $D10B80
7E36DA 130 Integer Character 4: Learned Spell: Flags b7, b1: init to 1
7E375C 4 Integer Character 1: Attack Commands
7E382C 2 Integer Character 1: Current HP
7E382E 2 Integer Character 1: Max HP
7E3830 2 Integer Character 1: Current MP
7E3832 2 Integer Character 1: Max MP
7E3834 2 Integer Character 2: Current HP
7E3836 2 Integer Character 2: Max HP
7E3838 2 Integer Character 2: Current MP
7E383A 2 Integer Character 2: Max MP
7E383C 2 Integer Character 3: Current HP
7E383E 2 Integer Character 3: Max HP
7E3840 2 Integer Character 3: Current MP
7E3842 2 Integer Character 3: Max MP
7E3844 2 Integer Character 4: Current HP
7E3846 2 Integer Character 4: Current HP
7E3848 2 Integer Character 4: Current MP
7E384A 2 Integer Character 4: Current MP
7E384C $37F Integer List with Graphic commands 5B per commands, max 179 commands
7E3A4C ?? Integer Damage Values used by Graphic commands
7E3BCC $90 Integer Attack parameters used by Graphic commands
7E3C3C $20 Integer Block type used by Graphic commands
7E3C5F $5F Integer Battle Message IDs used by Graphic commands
7E3CBF $2F Integer Battle Message Variable used by Graphic commands. 3B per variable. Like Gil, Exp, Level, ...

7E/3CF1 to 7E/3CFB - Timers

Address Size Type Description Comments
== Character 1 Timer Flags ==
7E3CF1 1 Integer Timer Stop: Flag 01: On; 40: No Display; 80: End
7E3CF2 1 Integer Timer Poison: Flag 01: On; 40: No Display; 80: End
7E3CF3 1 Integer Timer Reflect: Flag 01: On; 40: No Display; 80: End
7E3CF4 1 Integer Timer Doom: Flag 01: On; 40: No Display; 80: End
7E3CF5 1 Integer Timer Mute: Flag 01: On; 40: No Display; 80: End
7E3CF6 1 Integer Timer HP Leak: Flag 01: On; 40: No Display; 80: End
7E3CF7 1 Integer Timer Old: Flag 01: On; 40: No Display; 80: End
7E3CF8 1 Integer Timer Regen: Flag 01: On; 40: No Display; 80: End
7E3CF9 1 Integer Timer Singing: Flag 01: On; 40: No Display; 80: End
7E3CFA 1 Integer Timer Paralyze: Flag 01: On; 40: No Display; 80: End
7E3CFB 1 Integer Timer ATB Gauge: Flag 01: On; 40: No Display; 80: End
7E3CFC 11 == Character 2 Timer Flags == see above
7E3D07 11 == Character 3 Timer Flags == see above
7E3D12 11 == Character 4 Timer Flags == see above
7E3D1D 11 == Enemy 1 Timer Flags == see above
7E3D28 11 == Enemy 2 Timer Flags == see above
7E3D33 11 == Enemy 3 Timer Flags == see above
7E3D3E 11 == Enemy 4 Timer Flags == see above
7E3D49 11 == Enemy 5 Timer Flags == see above
7E3D54 11 == Enemy 6 Timer Flags == see above
7E3D5F 11 == Enemy 7 Timer Flags == see above
7E3D6A 11 == Enemy 8 Timer Flags == see above
== Character 1 Timer Current Values ==
7E3D75 1 Integer Timer Stop: Current Value
7E3D76 1 Integer Timer Poison: Current Value
7E3D77 1 Integer Timer Reflect: Current Value
7E3D78 1 Integer Timer Doom: Current Value
7E3D79 1 Integer Timer Mute: Current Value
7E3D7A 1 Integer Timer HP Leak: Current Value
7E3D7B 1 Integer Timer Old: Current Value
7E3D7C 1 Integer Timer Regen: Current Value
7E3D7D 1 Integer Timer Singing: Current Value
7E3D7E 1 Integer Timer Paralyze: Current Value
7E3D7F 1 Integer Timer ATB Gauge: Current Value
7E3D80 11 == Character 2 Timer Current Values == see above
7E3D8B 11 == Character 3 Timer Current Values == see above
7E3D96 11 == Character 4 Timer Current Values == see above
7E3DA1 11 == Enemy 1 Timer Current Values == see above
7E3DAC 11 == Enemy 2 Timer Current Values == see above
7E3DB7 11 == Enemy 3 Timer Current Values == see above
7E3DC2 11 == Enemy 4 Timer Current Values == see above
7E3DCD 11 == Enemy 5 Timer Current Values == see above
7E3DD8 11 == Enemy 6 Timer Current Values == see above
7E3DE3 11 == Enemy 7 Timer Current Values == see above
7E3DEE 11 == Enemy 8 Timer Current Values == see above
== Character 1 Timer Initial Values ==
7E3DF9 1 Integer Timer Stop: Initial Value
7E3DFA 1 Integer Timer Poison: Initial Value
7E3DFB 1 Integer Timer Reflect: Initial Value
7E3DFC 1 Integer Timer Doom: Initial Value
7E3DFD 1 Integer Timer Mute: Initial Value
7E3DFE 1 Integer Timer HP Leak: Initial Value
7E3DFF 1 Integer Timer Old: Initial Value
7E3E00 1 Integer Timer Regen: Initial Value
7E3E01 1 Integer Timer Singing: Initial Value
7E3E02 1 Integer Timer Paralyze: Initial Value
7E3E03 1 Integer Timer ATB Gauge: Initial Value
7E3E04 11 == Character 2 Timer Initial Values == see above
7E3E0F 11 == Character 3 Timer Initial Values == see above
7E3E1A 11 == Character 4 Timer Initial Values == see above
7E3E25 11 == Enemy 1 Timer Initial Values == see above
7E3E30 11 == Enemy 2 Timer Initial Values == see above
7E3E3B 11 == Enemy 3 Timer Initial Values == see above
7E3E46 11 == Enemy 4 Timer Initial Values == see above
7E3E51 11 == Enemy 5 Timer Initial Values == see above
7E3E5C 11 == Enemy 6 Timer Initial Values == see above
7E3E67 11 == Enemy 7 Timer Initial Values == see above
7E3E72 11 == Enemy 8 Timer Initial Values == see above
7E3E7D 1 Integer Creature List Counter - Stop
7E3E7E 1 Integer Creature List Counter - Poison
7E3E7F 1 Integer Creature List Counter - Reflect
7E3E80 1 Integer Creature List Counter - Charm
7E3E81 1 Integer Creature List Counter - Mute
7E3E82 1 Integer Creature List Counter - Hp Leak
7E3E83 1 Integer Creature List Counter - Old
7E3E84 1 Integer Creature List Counter - Regen
7E3E85 1 Integer Creature List Counter - Singing
7E3E86 1 Integer Creature List Counter - Paralyze
7E3E87 1 Integer Creature List Counter - ATB Gauge
7E3E88 1 Integer Process Ending Timer Flag - Stop
7E3E89 1 Integer Process Ending Timer Flag - Poison
7E3E8A 1 Integer Process Ending Timer Flag - Reflect
7E3E8B 1 Integer Process Ending Timer Flag - Charm
7E3E8C 1 Integer Process Ending Timer Flag - Mute
7E3E8D 1 Integer Process Ending Timer Flag - Hp Leak
7E3E8E 1 Integer Process Ending Timer Flag - Old
7E3E8F 1 Integer Process Ending Timer Flag - Regen
7E3E90 1 Integer Process Ending Timer Flag - Sing
7E3E91 1 Integer Process Ending Timer Flag - Paralysis
7E3E92 1 Integer Process Ending Timer Flag - ATB Gauge
7E3E93 1 Integer Random Creature List - 1st Player?
7E3E94 1 Integer Random Creature List - 2nd Player?
7E3E95 1 Integer Random Creature List - 3rd Player?
7E3E96 1 Integer Random Creature List - 4th Player?
7E3E97 1 Integer Random Creature List - 1st Enemy?
7E3E98 1 Integer Random Creature List - 2nd Enemy?
7E3E99 1 Integer Random Creature List - 3rd Enemy?
7E3E9A 1 Integer Random Creature List - 4th Enemy?
7E3E9B 1 Integer Random Creature List - 5th Enemy?
7E3E9C 1 Integer Random Creature List - 6th Enemy?
7E3E9D 1 Integer Random Creature List - 7th Enemy?
7E3E9E 1 Integer Random Creature List - 8th Enemy?
7E3EB7 1 Integer Creature Timer Ending - Stop
7E3EB8 1 Integer Creature Timer Ending - Poison
7E3EB9 1 Integer Creature Timer Ending - Reflect
7E3EBA 1 Integer Creature Timer Ending - Charm
7E3EBB 1 Integer Creature Timer Ending - Mute
7E3EBC 1 Integer Creature Timer Ending - Hp Leak
7E3EBD 1 Integer Creature Timer Ending - Old
7E3EBE 1 Integer Creature Timer Ending - Regen
7E3EBF 1 Integer Creature Timer Ending - Singing
7E3EC0 1 Integer Creature Timer Ending - Paralyze
7E3EC1 1 Integer Creature Timer Ending - ATB Gauge
7E3EC2 1 Integer non-0 if 1st player is alive/active
7E3EC3 1 Integer non-0 if 2nd player is alive/active...
7E3EC4 1 Integer non-0 if 3rd player is alive/active...
7E3EC5 1 Integer non-0 if 4th player is alive/active...
7E3EC6 1 Integer non-0 if 1st enemy is alive/active...
7E3EC7 1 Integer non-0 if 2nd enemy is alive/active...
7E3EC8 1 Integer non-0 if 3rd enemy is alive/active...
7E3EC9 1 Integer non-0 if 4th enemy is alive/active...
7E3ECA 1 Integer non-0 if 5th enemy is alive/active...
7E3ECB 1 Integer non-0 if 6th enemy is alive/active...
7E3ECC 1 Integer non-0 if 7th enemy is alive/active...
7E3ECD 1 Integer non-0 if 8th enemy is alive/active...
7E3ECE 1 Integer Type of timer flag?
7E3ED0 7 Integer Timer: ATB Current Value enemy only, copy from $3D7F
7E3ED6 1 Integer Battle Mode wait delay for ATC 00 15 30 60 120 240 (from battle speed)
7E3ED7 1 Integer Group/Enemy Timer flag? 0: for ally, 1: enemy
7E3ED8 1 Integer Status Duration
7E3ED9 1 Integer Timer Decrement Duration - Stop 0
7E3EDA 1 Integer Timer Decrement Duration - Poison 2
7E3EDB 1 Integer Timer Decrement Duration - Reflect 4
7E3EDC 1 Integer Timer Decrement Duration - Charm 14
7E3EDD 1 Integer Timer Decrement Duration - Mute 1
7E3EDE 1 Integer Timer Decrement Duration - Hp Leak 0
7E3EDF 1 Integer Timer Decrement Duration - Old 0
7E3EE0 1 Integer Timer Decrement Duration - Regen 1
7E3EE1 1 Integer Timer Decrement Duration - Singing 0
7E3EE2 1 Integer Timer Decrement Duration - Paralyze 0
7E3EE3 1 Integer Timer Decrement Duration - ATB Gauge 0
7E3EE4 1 Integer Process Timer Flag - Stop
7E3EE5 1 Integer Process Timer Flag - Poison
7E3EE6 1 Integer Process Timer Flag - Reflect
7E3EE7 1 Integer Process Timer Flag - Charm
7E3EE8 1 Integer Process Timer Flag - Mute
7E3EE9 1 Integer Process Timer Flag - Hp Leak
7E3EEA 1 Integer Process Timer Flag - Old
7E3EEB 1 Integer Process Timer Flag - Regen
7E3EEC 1 Integer Process Timer Flag - Singing
7E3EED 1 Integer Process Timer Flag - Paralyze
7E3EEE 1 Integer Process Timer Flag - ATB Gauge

7E/3EEF to 7E/3EFE - Monster Encounter data (Copy of D0/3000)

Address Size Type Description Comments
7E3EEF 1 Flag Visual FX Flags from D0:3000
7E3EF0 1 Integer Escape % MSB=Cannot escape
7E3EF1 1 Integer ABP won after battle
7E3EF2 1 Flag Visible Enemies flag 1b per Enemy
7E3EF3 1 ID Enemy 1
7E3EF4 1 ID Enemy 2
7E3EF5 1 ID Enemy 3
7E3EF6 1 ID Enemy 4
7E3EF7 1 ID Enemy 5
7E3EF8 1 ID Enemy 6
7E3EF9 1 ID Enemy 7
7E3EFA 1 ID Enemy 8 can't be used.
7E3EFB 1 Integer Palette part 1 (Enemy 1-4) 2b per Enemy
7E3EFC 1 Integer Palette part 2 (Enemy 5-8) 2b per Enemy
7E3EFD 1 Bitwise Music Control + Boss Battle
7E3EFE 1 Bitwise Encounter Parameters
== Enemy 1: Data ==
7E3EFF 1 Integer Speed
7E3F00 1 Integer Attack power
7E3F01 1 Integer Attack Mult
7E3F02 1 Integer Evade %
7E3F03 1 Integer Defense
7E3F04 1 Integer Magic Power
7E3F05 1 Integer Magic Defense
7E3F06 1 Integer Magic Evade
7E3F07 2 Integer HP
7E3F09 2 Integer MP
7E3F0B 2 Integer Experience
7E3F0D 2 Integer Gil
7E3F0F 1 Integer Attack FX + Sound Effect
7E3F10 1 Integer Element Immunity
7E3F11 1 Integer Status 1 Immunity
7E3F12 1 Integer Status 2 Immunity
7E3F13 1 Integer Status 3 Immunity
7E3F14 1 Integer Element Absorb
7E3F15 1 Integer Can't Evade
7E3F16 1 Integer Element Weakness
7E3F17 1 Integer Creature Type
7E3F18 1 Integer Command Immunity
7E3F19 1 Integer Initial Status 1
7E3F1A 1 Integer Initial Status 2
7E3F1B 1 Integer Initial Status 3
7E3F1C 1 Integer Initial Status 4
7E3F1D 1 Integer Enemy: Name Index
7E3F1E 1 Integer Level
7E3F1F $20 == Enemy 2: Data == see above
7E3F3F $20 == Enemy 3: Data == see above
7E3F5F $20 == Enemy 4: Data == see above
7E3F7F $20 == Enemy 5: Data == see above
7E3F9F $20 == Enemy 6: Data == see above
7E3FBF $20 == Enemy 7: Data == see above
7E3FDF $20 == Enemy 8: Data == see above
7E3FFF 1 Integer Visible Enemies flag
7E4000 1 Integer Enemy 1: Coordinates 4b X; 4b: Y
7E4001 1 Integer Enemy 2: Coordinates 4b X; 4b: Y
7E4002 1 Integer Enemy 3: Coordinates 4b X; 4b: Y
7E4003 1 Integer Enemy 4: Coordinates 4b X; 4b: Y
7E4004 1 Integer Enemy 5:Coordinates 4b X; 4b: Y
7E4005 1 Integer Enemy 6: Coordinates 4b X; 4b: Y
7E4006 1 Integer Enemy 7: Coordinates 4b X; 4b: Y
7E4007 1 Integer Enemy 8: Coordinates 4b X; 4b: Y
7E4008 2 Integer Enemy 1: Name ID
7E400A 2 Integer Enemy 2: Name ID
7E400C 2 Integer Enemy 3: Name ID
7E400E 2 Integer Enemy 4: Name ID
7E4010 2 Integer Enemy 5: Name ID
7E4012 2 Integer Enemy 6: Name ID
7E4014 2 Integer Enemy 7: Name ID
7E4016 2 Integer Enemy 8: Name ID
7E4018 1 Integer Enemy 1: visible?
7E4019 1 Integer Enemy 2: visible?
7E401A 1 Integer Enemy 3: visible?
7E401B 1 Integer Enemy 4: visible?
7E401C 1 Integer Enemy 5: visible?
7E401D 1 Integer Enemy 6: visible?
7E401E 1 Integer Enemy 7: visible?
7E401F 1 Integer Enemy 8: visible?
7E4020 2 ID Enemy 1: ID (real) The real ID. Boss has 1xx. FFFF - empty slot
7E4022 2 ID Enemy 2: ID (real) The real ID. Boss has 1xx. FFFF - empty slot
7E4024 2 ID Enemy 3: ID (real) The real ID. Boss has 1xx. FFFF - empty slot
7E4026 2 ID Enemy 4: ID (real) The real ID. Boss has 1xx. FFFF - empty slot
7E4028 2 ID Enemy 5: ID (real) The real ID. Boss has 1xx. FFFF - empty slot
7E402A 2 ID Enemy 6: ID (real) The real ID. Boss has 1xx. FFFF - empty slot
7E402C 2 ID Enemy 7: ID (real) The real ID. Boss has 1xx. FFFF - empty slot
7E402E 2 ID Enemy 8: ID (real) The real ID. Boss has 1xx. FFFF - empty slot
7E4038 2 ID Enemy slot 1: ID Different enemies during a battle (max 4 slots)
7E403A 2 Integer Enemy slot 1: Count max 8
7E403C 2 ID Enemy slot 2: ID Different enemies during a battle (max 4 slots)
7E403E 2 Integer Enemy slot 2: Count max 8
7E4040 2 ID Enemy slot 3: ID Different enemies during a battle (max 4 slots)
7E4042 2 Integer Enemy slot 3: Count max 8
7E4044 2 ID Enemy slot 4: ID Different enemies during a battle (max 4 slots)
7E4046 2 Integer Enemy slot 4: Count max 8
7E4048 1 Flag Visible Enemies flag 1b per Enemy (from 3EF2)

7E/4049 to 7E/XXXX - ?

Address Size Type Description Comments
7E4049 12 Integer Character 1: Head
7E4055 12 Integer Character 1: Body
7E4061 12 Integer Character 1: Accessory
7E406D 12 Integer Character 1: Shield right hand
7E4079 12 Integer Character 1: Shield left hand
7E4085 12 Integer Character 1: Weapon right hand
7E4091 12 Integer Character 1: Weapon left hand
7E409D 84 == Character 2: Gear Data== see above
7E40F1 84 == Character 3: Gear Data== see above
7E4145 84 == Character 4: Gear Data== see above
7E4199 4 Integer Character 1: Equipment category see $2040
7E419D 4 Integer Character 2: Equipment category see $2040
7E41A1 4 Integer Character 3: Equipment category see $2040
7E41A5 4 Integer Character 4: Equipment category see $2040
7E41C0 1 Integer Command queued?
7E41D5 1 Integer Command entered (1st character)
7E4363 1 Integer Enemy AI: Var 1
7E4364 1 Integer Enemy AI: Var 2
7E4365 1 Integer Enemy AI: Var 3
7E4367 xx Integer Enemy AI: Script
7E4694 1 Flag Enemy AI: Condition 0: false; 1: true
7E4759 170 Integer Enemy 1 AI: Conditions (act) 10 slots x 17 bytes, Max 4 arguments x 4bytes + FE
7E4803 640 Integer Enemy 1 AI: Actions (act) 10 slots x 64 bytes
7E4A83 170 Integer Enemy 1 AI: Conditions (react) 10 slots x 17 bytes, Max 4 arguments x 4bytes + FE
7E4B2D 640 Integer Enemy 1 AI: Actions (react) 10 slots x 64 bytes
7E4DAD 1620 == Enemy 2 AI == see 7E4759
7E5401 1620 == Enemy 3 AI == see 7E4759
7E5A55 1620 == Enemy 4 AI == see 7E4759
7E60A9 1620 == Enemy 5 AI == see 7E4759
7E66FD 1620 == Enemy 6 AI == see 7E4759
7E6D51 1620 == Enemy 7 AI == see 7E4759
7E73A5 1620 == Enemy 8 AI == see 7E4759
7E79F9 1 Integer Number of pending graphics commands
7E79FA 1 Integer Number of attacks (for current action)
7E79FB 1 Integer ?
7E79FC 1 Integer Weapon: Target Action: Target
7E79FD 1 Integer Weapon: Action type Action: Action type
7E79FE 1 Integer Weapon: Equipment Type Action: Specialty
7E79FF 1 Integer Weapon: Boost Action: MP Cost
7E7A00 1 Integer Weapon: Description Action: Damage Formula
7E7A01 1 Integer Weapon: Specialty
7E7A02 1 Integer Weapon: As Item
7E7A03 1 Integer Weapon: Power
7E7A04 1 Integer Weapon: Damage Formula
7E7A05 1 Integer Weapon: Parameter 1 Action: Parameter 1
7E7A06 1 Integer Weapon: Parameter 2 Action: Parameter 2
7E7A07 1 Integer Weapon: Parameter 3 Action: Parameter 3
7E7A0C 1 Integer Wonder Rod Attack Type?
7E7AFC 2 Bitwise Target Selected
7E7B2D 1 Integer Damage Formula
7E7B2E 1 Integer Wonder Rod Attack Type?
7E7B45 1 Integer Target Index
7E7B49 $F Integer ??? used by Graphic commands
7E7B69 2 Integer Final Damage b15: not used value; b14: show damage, but dont apply
7E7B6B 2 Integer Final Damage attacker, HP-
7E7B6D 2 Integer Final Damage target, HP-
7E7B6F 2 Integer Final Damage attacker, HP+
7E7B71 2 Integer Final Damage target, HP+
7E7B73 2 Integer Final Damage attacker, MP+
7E7B75 2 Integer Final Damage target, MP+
7E7B77 2 Integer Final Damage attacker, MP-
7E7B79 2 Integer Final Damage target, MP-
7E7B7E 1 Integer Character 1: Status 1 current + Initial
7E7B7F 1 Integer Character 1: Status 2 current + Initial
7E7B80 1 Integer Character 1: Status 3 current + Initial
7E7B81 1 Integer Character 1: Status 4 current + Initial
7E7B82 4 == Character 2: Status == current + Initial
7E7B86 4 == Character 3: Status == current + Initial
7E7B8A 4 == Character 4: Status == current + Initial
7E7B9E 1 Integer Enemy 1: Status 1 current + Initial
7E7B9F 1 Integer Enemy 1: Status 2 current + Initial
7E7BA0 1 Integer Enemy 1: Status 3 current + Initial
7E7BA1 1 Integer Enemy 1: Status 4 current + Initial
7E7BA2 4 == Enemy 2: Status == current + Initial
7E7BA6 4 == Enemy 3: Status == current + Initial
7E7BAA 4 == Enemy 4: Status == current + Initial
7E7BAE 4 == Enemy 5: Status == current + Initial
7E7BB2 4 == Enemy 6: Status == current + Initial
7E7BA6 4 == Enemy 7: Status == current + Initial
7E7BBA 4 == Enemy 8: Status == current + Initial
7E7BDE 1 Flag Battle Over flag 0: not over; 1: Escape; 20: Timed event end; 40: Allies dead; 80 Enemies dead
7E7BE1 1 Integer Attacker's Strength current + song bonus
7E7BE2 1 Integer Attacker's Agility current + song bonus
7E7BE3 1 Integer Attacker's Vitality current + song bonus
7E7BE4 1 Integer Attacker's Magic current + song bonus
7E7BE5 1 Integer Attacker's Level current + song bonus
7E7BE6 1 Integer Encounter Parameters
7E7BE8 1 Flag Escape Flag $80/01: Spell/joypad was used to escape; 00: no escape attempt
7E7C03 1 Integer Enemy Index (normalized) normalized = Index - 4 (0..7)
7E7C04 1 Integer countdown AI used (mod 3)??
7E7C09 1 Integer Monsters alive? (flag)
7E7C0A 1 Integer Monsters visible (flag) inverted (xor)
7E7C0B 3 Integer Monster Gil?
7E7C0E 3 Integer Monster Experience?
7E7C11 2 Integer Player 1: Max HP (saved) before drinking Giant Drink
7E7C13 2 Integer Player 2: Max HP (saved) before drinking Giant Drink
7E7C15 2 Integer Player 3: Max HP (saved) before drinking Giant Drink
7E7C17 2 Integer Player 4: Max HP (saved) before drinking Giant Drink
7E7C19 1 Flag Encounter: Back Attack 1: Yes, 0: No
7E7C1A 1 Custom Char 1: Character
7E7C1B 1 Custom Char 2: Character
7E7C1C 1 Custom Char 3: Character
7E7C1D 1 Custom Char 4: Character
7E7C1E 2 Integer Earth Wall HP Golem Summon
7E7C20 1 Integer Number of learned Blue Spells in one battle (max 8)
7E7C21 8 ID IDs of learned Blue Spells in one battle
7E7C4B 1 ID Enemy Captured
7E7C4C 1 Flag Sandworm Battle 1: No alt, 0: Yes
7E7C50 1 Flag Dead?
7E7C51 1 Integer Quick magic: Turns for ATB
7E7C52 1 Integer Pause flag in Battle menu 1: pause, 2: unpause; (wait mode)
7E7C53 1 Integer HP Leak: frame counter
7E7C54 1 Integer HP Leak: frame 1: yes, 0:No (once per 4 frames)
7E7C55 1 Integer Battle RNG pointer B or A
7E7C56 1 Integer AI Target related stuff
7E7C59 1 Integer Character 1: Giant Drink used 1: Yes, 0: No
7E7C5A 1 Integer Character 2: Giant Drink used 1: Yes, 0: No
7E7C5B 1 Integer Character 3: Giant Drink used 1: Yes, 0: No
7E7C5C 1 Integer Character 4: Giant Drink used 1: Yes, 0: No
7E7C5D 1 Integer Spirit Spell Flag 0: Zombie is inflicted; 1: no-Zombie (revive only)
7E7C5F 1 Integer Escape Wait counter in frames (max 20)
7E7C64 2 Integer Current HP of attacker
7E7C66 8 ID Drop Item IDs (max 8 drops)
7E7C74 1 Integer Magic Lamp Spell
7E7C75 1 Integer # of time Escaped Battle
7E7C76 1 Integer Wonder Rod Magic (Battle)
7E7C85 1 Integer Records whether you've fought certain battles Encounter Event Flag 1
7E7C86 1 Integer Records whether you've fought certain battles
7E7C94 1 Integer Run timer for timed events flag Copy of 7E0AFB
7E7C95 2 Integer Timed events (frames) Copy of 7E0AFC
7E7C97 1 Integer Element Evade Flag 1: Evade the element (miss); 0: no-Evade
7E7CB6 1 Integer Quick magic: Target who is performing it
7E7CB7 2 Integer Division's dividend routine stuff?
7E7CB9 2 Integer Division's divisor routine stuff?
7E7CBB 2 Integer Division's result routine stuff?
7E7CBD 2 Integer Division's reminder result routine stuff?
7E7CD8 1 Integer Battle Reset Flag 1: Reset was used; 0 No
7E7F89 32 Integer Character 1: Palette
7E7FA9 32 Integer Character 2: Palette
7E7FC9 32 Integer Character 3: Palette
7E7FE9 32 Integer Character 4: Palette

7E/8000 to 7E/FFFF - ?

Address Size Type Description Comments
7ECFC6 1 Integer Character Index
7ECFCA 1 Integer Character Job