===== Song Header ===== ^ Byte ^ Description ^ | 2 bytes preceding data in the ROM are the length of the song || | $00-$01 | Song Start Address | | $02-$03 | Song End Address | | $04-$13 | Voice Start Addresses (8 tracks, 2 bytes each) | | $14-$23 | Voice Start Addresses (alternate start position, 8 tracks, 2 bytes each) | | $24-EOF | Song Data ([[ff3:ff3us:doc:asm:codes:music_codes |Music Commands]]) | The addresses will point relative to the start of the song header (byte $00 in the table). ===== List of Music Tracks ===== The song names with '()' brackets are ambient sounds not present in the official soundtrack cd. ^ Song Index ^ ROM Offset ^ Song Name ^ | $00 | ''$C85C7A'' | (Silence) | | $01 | ''$C85CA0'' | The Prelude | | $05 | ''$C8641E'' | Awakening | | $06 | ''$C86733'' | Terra | | $07 | ''$C86D69'' | Shadow | | $08 | ''$C870C5'' | Strago | | $09 | ''$C874BF'' | Gau | | $0A | ''$C878F8'' | Edgar & Sabin | | $0B | ''$C87CAF'' | Coin Song | | $0C | ''$C88028'' | Cyan | | $0D | ''$C88438'' | Locke | | $0E | ''$C8889A'' | Forever Rachel | | $0F | ''$C88BED'' | Relm | | $10 | ''$C88F56'' | Setzer | | $11 | ''$C8956F'' | Epitaph | | $12 | ''$C89829'' | Celes | | $13 | ''$C89B62'' | Techno de Chocobo | | $14 | ''$C8A5D4'' | The Decisive Battle | | $15 | ''$C8AD36'' | Johnny C Bad | | $03 | ''$C8B49D'' | Opening Theme #2 | | $16 | ''$C8B7B8'' | Kefka | | $17 | ''$C8BFE8'' | The Mines of Narshe | | $18 | ''$C8C24C'' | The Phantom Forest | | $04 | ''$C8C882'' | Opening Theme #3 | | $19 | ''$C8CEC1'' | Wild West | | $1A | ''$C8D330'' | Save Them! | | $1B | ''$C8DA56'' | The Empire 'Gestahl' | | $1C | ''$C8DDBF'' | Troops March On | | $1D | ''$C8E16B'' | Under Martial Law | | $1E | ''$C8E357'' | (Water Flowing) | | $1F | ''$C8E3E2'' | Metamorphosis | | $20 | ''$C8EA48'' | Phantom Train | | $21 | ''$C8EFA6'' | Another World of Beasts | | $22 | ''$C8F472'' | Grand Finale #2 | | $23 | ''$C8FA15'' | Mt. Koltz | | $24 | ''$C8FE43'' | Battle Theme | | $25 | ''$C9054B'' | (Fanfare, slow) | | $26 | ''$C905E9'' | The Wedding #1 | | $27 | ''$C90A66'' | Aria de Mezzo Carattere | | $2A | ''$C9149C'' | Kids Run Through the City Corner | | $2D | ''$C91A4C'' | Gogo | | $2E | ''$C91EDD'' | Returners | | $2F | ''$C9268F'' | Fanfare | | $30 | ''$C92997'' | Umaro | | $31 | ''$C92E0B'' | Mog | | $32 | ''$C93258'' | The Unforgiven | | $33 | ''$C937FF'' | The Fierce Battle | | $34 | ''$C93FAE'' | The Day After | | $35 | ''$C94465'' | Blackjack | | $36 | ''$C94AB3'' | Catastrophe | | $37 | ''$C94D6F'' | The Magic House | | $38 | ''$C95316'' | (Nighty Night) | | $39 | ''$C953DB'' | (Wind) | | $3A | ''$C954C5'' | (Waves) | | $3B | ''$C95557'' | Dancing Mad #1 | | $3C | ''$C962C9'' | (Phantom Train Stopping) | | $3D | ''$C963CD'' | Spinach Rag | | $3E | ''$C96903'' | Rest in Peace | | $3F | ''$C96A6E'' | (Chocobos Running) | | $40 | ''$C96B19'' | (Walking out of Zozo) | | $41 | ''$C96BC2'' | Overture #1 | | $42 | ''$C970DA'' | Overture #2 | | $43 | ''$C971C9'' | Overture #3 | | $44 | ''$C97A06'' | The Wedding #2 | | $45 | ''$C97CEB'' | The Wedding #3 | | $46 | ''$C97F7C'' | The Wedding #4 | | $02 | ''$C983DB'' | Opening Theme #1 | | $47 | ''$C98842'' | Devil's Lab | | $48 | ''$C98C99'' | (Esper Attack) | | $49 | ''$C98CE8'' | (Cranes) | | $4A | ''$C98D85'' | (Burning House) | | $2B | ''$C98E14'' | ?? [Crazy Old Man's House] | | $28 | ''$C990B6'' | The Serpent Trench | | $29 | ''$C993A2'' | Slam Shuffle | | $2C | ''$C9975F'' | Grand Finale #1 | | $4B | ''$C997DF'' | New Continent | | $4C | ''$C99DBF'' | Searching for Friends | | $4D | ''$C9A24F'' | Fanatics | | $4E | ''$C9A3D8'' | Last Dungeon | | $4F | ''$C9AC51'' | Dark World | | $50 | ''$C9AE9F'' | Dancing Mad #3 | | $52 | ''$C9B9B9'' | Dancing Mad #2 | | $53 | ''$C9BAF9'' | Ending Theme #1 | | $54 | ''$C9DF3F'' | Ending Theme #2 | Indexes $51, $55-$FF are empty. ===== RAM addresses ===== Currently loaded song index is (in most cases) stored to [[ff3:ff3us:doc:asm:ram:field_ram#fffsave_ram|Save RAM]] address $1F80. The game loads a new song index from [[ff3:ff3us:doc:asm:ram:field_ram#ffield_ram|Field RAM]] address $053C. This can be utilized by finding an exit where a song changes (eg. Classroom entrance) and poking the memory address $053C; this causes the game to load the poked song index when the exit is used.