FF3us ROM Map
All offsets are HiROM. Subtract 0xC00000 for raw address. For headered ROM, add 0x200. All pointers are absolute unless relative address is specified. All pointers are 2 bytes each unless specified otherwise.
Start | End | Description |
---|---|---|
C00000 | C0CD39 | Field Program |
C0177A | C0177E | Map BG Clip Data (5 bytes, 4 used) |
C01CF3 | C01D23 | Full Update Top-half DMA to VRAM Code for BG1 in Field |
C01D24 | C01D5E | Full Update Bottom-half DMA to VRAM Code for BG1 in Field |
C01D5F | C01D8F | Full Update Top-half DMA Code to VRAM for BG2 in Field |
C01D90 | C01DCA | Full Update Bottom-half DMA to VRAM Code for BG2 in Field |
C01DCB | C01DFB | Full Update Top-half DMA to VRAM Code for BG3 in Field |
C01DFC | C91E36 | Full Update Bottom-half DMA to VRAM Code for BG3 in Field |
C01E37 | C01EC3 | Full Update DMA check Code for BG1, BG2, BG3 in the Field |
C01EC4 | C01F07 | Full Update Map Data Code for BG1, BG2, BG3 in the Field |
C01F08 | C01F13 | Full Update Check Code for BG1 in Field |
C01F14 | C01FC1 | Full Update Buffering Code for BG1 in Field |
C01FC2 | C01FCD | Full Update Check Code for BG2 in Field |
C01FCE | C02080 | Full Update Buffering Code for BG2 in Field |
C02081 | C0208C | Full Update Check Code for BG3 in Field |
C0208D | C02101 | Full Update Buffering Code for BG3 in Field |
C02102 | C02153 | Row/Column Update Check Code for BG1, BG2, BG3 in Field |
C02154 | C0220F | Row Update Buffering Code for BG1 in Field |
C02210 | C022CE | Column Update Buffering Code for BG1 in Field |
C022CF | C0238A | Row Update Buffering Code for BG2 in Field |
C0238B | C0244D | Column Update Buffering Code for BG2 in Field |
C0244E | C02499 | Row Update Pre-Buffering Code for BG3 in Field |
C0249A | C02558 | Row Update Buffering Code for BG3 in Field |
C02559 | C0265B | Column Update Buffering Code for BG3 in Field |
C0265C | C0268C | Color Palette Load Code in Field |
C0268D | C026D7 | Tile Data DMA Check Code for BG1, BG2 in Field |
C026D8 | C0285E | Tile Data DMA to VRAM Code for BG1, BG2 in Field |
C0275F | C027D9 | Tile Data DMA to VRAM Code for BG3 in Field |
C027DA | C02882 | Tile Formation Code for BG1, BG2 in Field |
C02883 | C0296A | Map Load Code for BG1, BG2 in Field |
C0296B | C0297F | Map Load Code for BG3 in Field |
C02980 | C02A46 | Map Decompression Code in Field |
C02A47 | C02A77 | Row Update DMA to VRAM Code for BG1 in Field |
C02A78 | C02AC9 | Column Update DMA to VRAM Code for BG1 in Field |
C02ACA | C02AFA | Row Update DMA to VRAM Code for BG2 in Field |
C02AFB | C02B4C | Column Update DMA to VRAM Code for BG2 in Field |
C02B4D | C02B7D | Row Update DMA to VRAM Code for BG3 in Field |
C02B7E | C02BCF | Column Update DMA to VRAM Code for BG3 in Field |
C051DA | C051F2 | Character Portrait Tile Layout (25 bytes) |
C05EB6 | C05F35 | Magitek Armor Tile Formation (4 tiles, 4 directions per tile, 4 frames per direction) |
C091D5 | C091FE | Pointers to Map Animation Data (+$C091FF) |
C091FF | C0979E | Map Animation Data (20 items, 16 or less tiles each, the last 8 aren't animated, 10 bytes per tile) |
C0979F | C097AC | Pointers to BG3 Animation Data (+$C097AD) |
C097AD | C09824 | BG3 Animation Data (6 items, 20 bytes each) |
C09825 | C0989C | Palette Animation Data Data (10 items, 12 bytes each) |
C0CD3A | C0CE39 | Horizontal Flip Data for Field Sprites |
C0CE3A | C0D0F1 | Sprite Tile Formation (12 bytes per position) |
C0D0F2 | C0D23B | Pointers to Sprite Graphics (lower word) |
C0D23C | C0D385 | Pointers to Sprite Graphics (upper word) |
C0D386 | C0D612 | Unused Code (debug mode) |
C0D613 | C0DF9F | Unused Space (2445 bytes) |
C0DFA0 | C0E09F | DTE Table |
C0E0A0 | C0E11F | Initial NPC Event Bits ($1EE0-$1F5F) |
C0E120 | C0E29F | Fixed-Width Font Graphics (for debug mode) |
C0E2A0 | C0EC1F | Sprite Overlay Graphics |
C0EC20 | C0EE9F | Unused Space (640 bytes) |
C0EEA0 | C0F49F | Sprite Overlay Tile Formation (192 items, 8 bytes each) |
C0F4A0 | C0F4FF | Pointers to Sprite Overlay Data (+$C0F500) |
C0F500 | C0FCFF | Sprite Overlay Data (45 items, compressed, 16 + 256 bytes each) |
C0FD00 | C0FDFF | Random Number Table |
C0FE00 | C0FE38 | BG Addition/Subtraction Data (19 items, 3 bytes each) |
C0FE39 | C0FE3F | Unused Space (7 bytes) |
C0FE40 | C0FEE7 | BG2/BG3 Scrolling Data (21 items, 8 bytes each) |
C0FEE8 | C0FEFF | Unused Space (24 bytes) |
C0FF00 | C0FF17 | Interrupt Code |
C0FF18 | C0FFAF | Unused Space (152 bytes) |
C0FFB0 | C0FFFF | SNES Header |
C10000 | C1FFE4 | Battle Graphics Program |
C1FFE5 | C1FFFF | Unused Space (27 bytes) |
C20000 | C26468 | Battle Program |
C26469 | C267FF | Unused Space (919 bytes) |
C26800 | C2686B | Cinematic Loader |
C2686C | C28A6F | Title, Intro, Floating Island, & World Cinematic Program (compressed) |
C28A70 | C2953B | Ending Cinematic Data |
C2953C | C29853 | Ending Cinematic Color Palettes |
C29854 | C2A659 | Ending Cinematic Sprite Data |
C2A65A | C2A7FF | Unused Space (422 bytes) |
C2A800 | C2FAA3 | Battle Graphics Program (continued) |
C2ADE1 | C2AF20 | Battle Status Names (32 items, 10 bytes each) |
C2FAA4 | C2FC6C | Unused Space (457 bytes) |
C2FC6D | C2FE6C | Sine/Cosine Table (16-bit, signed) |
C2FE6D | C2FF6C | Sine/Cosine Table (8-bit, signed) |
C30000 | C3C405 | Menu Program |
C3C406 | C3F090 | Ending Cinematic Program |
C3F091 | C3FFFF | Unused Space (3951 bytes) |
C40000 | C40341 | Pointers to Event Triggers (+$C40000) |
C40342 | C41A0F | Event Triggers (5 bytes each) |
C41A10 | C41D51 | Pointers to NPC Data (+$C41A10) |
C41D52 | C46ABF | NPC Data (9 bytes each) |
C46AC0 | C478BF | Spell Data (256 items, 14 bytes each) |
C478C0 | C47A3F | Character Names (64 items, 6 bytes each) |
C47A40 | C47A9F | Blitz Codes (8 items, 11+1 bytes each) |
C47AA0 | C47ABF | Initial Rages (1 bit per rage) |
C47AC0 | C47F3F | Shop Data (128 items, 9 bytes each) |
C47F40 | C47FA7 | Metamorphosis Data (26 items, 4 bytes each) |
C47FA8 | C487BF | Unused Space (2072 bytes) |
C487C0 | C48FBF | Fixed-Width Font Graphics |
C48FC0 | C490BF | Variable-Width Font Character Widths |
C490C0 | C4A4BF | Variable-Width Font Graphics (16×11 tiles, max width is 12) |
C4A4C0 | C4B9FF | Unused Space (5440 bytes) |
C4BA00 | C4C007 | Ending Font (compressed) |
C4C008 | C4F476 | Ending Cinematic Graphics and Tile Formation (compressed) |
C4F477 | C4F6FA | Ending Cinematic Graphics (compressed) |
C4F6FB | C4FFFF | Ending Cinematic Graphics (compressed) |
C50000 | C506B8 | Sound/Music Program |
C506B9 | C506F8 | Quick Play Interrupt Data (16 items, 4 bytes each, unused by FF3) |
C506F9 | C506FD | Songs that Pause the Current Song (5 items, 1 byte each) |
C506FE | C5070D | Pointers to Interrupt Code (+$C50000) |
C5070E | C51EC6 | SPC Code |
C51EC7 | C52015 | Sound Effect BRR Data |
C52016 | C52037 | Pointers to Sound Effect BRR Data (start, loop) |
C52038 | C52049 | Sound Effect ADSR Data |
C5204A | C5205B | Sound Effect Pitch Multiplication Data |
C5205C | C5245B | Pointers to Game Sound Effect Scripts |
C5245C | C53C5D | Game Sound Effect Scripts |
C53C5E | C53C5E | Number of Songs (1 byte) |
C53C5F | C53D1B | Pointers to Instrument BRR Data (3 bytes each, absolute) |
C53D1C | C53D99 | Instrument Loop Start Positions (63 items, 2 bytes each) |
C53D9A | C53E17 | Instrument Pitch Multipliers (63 items, 2 bytes each) |
C53E18 | C53E95 | Instrument ADSR Data (63 items, 2 bytes each) |
C53E96 | C53F94 | Pointers to Song Data (3 bytes each, absolute) |
C53F95 | C54A34 | Instruments for Each Song (85 items, 32 bytes each) |
C54A35 | C85C79 | Instrument BRR Data (63 items, variable size) |
C85C7A | C9FDFF | Song Data (85 items, variable size) |
C9FE00 | C9FEFF | Last $100 bytes of “THE END” graphics |
C9FF00 | C9FFFF | “THE END” color palettes |
CA0000 | CCE5FF | Event Script |
CCE600 | CCE601 | Index of last dialog message in bank $CD |
CCE602 | CCFFFF | Pointers to Dialog (+$CD0000) |
CD0000 | CEF0FF | Dialog (variable length) |
CEF100 | CEF5FF | Map Names (73 items, variable length) |
CEF600 | CEF647 | World Map Modification Data (4 bytes each, event bit index, then pointer to chunk [+$CEF600]) |
CEF648 | CEFAFF | World Map Modification Chunks (variable size, 2 bytes xy position, 1 byte wh size, then tiles) |
CEFB00 | CEFB5F | Unused 24-bit Data (30 items, 3 bytes each) |
CEFB60 | CEFB9F | Pointers to Rare Item Descriptions (+$CEFCB0) |
CEFBA0 | CEFCA3 | Rare Item Names (20 items, 13 bytes each) |
CEFCA4 | CEFCAF | Unused Space (12 bytes) |
CEFCB0 | CEFFFF | Rare Item Descriptions (20 items, variable length) |
CF0000 | CF2FFF | Monster Data (384 items, 32 bytes each) |
CF3000 | CF35FF | Monster Items Stolen and Dropped (384 items, 4 bytes each) |
CF3600 | CF377F | Monster Y-Shift for Sprite Priority, see C1/0659 (384 items, 1 byte each) |
CF3780 | CF37AF | Conditional Battle Indexes (12 items, 4 bytes each) |
CF37C0 | CF393F | Monster Special Attack Animation Index (384 items, 1 byte each) |
CF3940 | CF3C3F | Esper Attack Descriptions (27 items, variable length) |
CF3C40 | CF3C9F | SwdTech Names (8 items, 12 bytes each) |
CF3CA0 | CF3CFF | Unused Space (96 bytes) |
CF3D00 | CF42FF | Monster Control/Muddled Attacks (384 items, 4 bytes each) |
CF4300 | CF45FF | Monster Sketch Attacks (384 items, 2 bytes each) |
CF4600 | CF47FF | Monster Rage Attacks (256 items, 2 bytes each) |
CF4800 | CF4FFF | Random Battle Groups (256 items, 8 bytes each) |
CF5000 | CF53FF | Event Battle Groups (256 items, 4 bytes each) |
CF5400 | CF54FF | World of Balance Battle Groups (64 map sectors, 4 bytes per sector) |
CF5500 | CF55FF | World of Ruin Battle Groups (64 map sectors, 4 bytes per sector) |
CF5600 | CF57FF | Map Battle Groups (512 items, 1 byte each) |
CF5800 | CF587F | World Map Random Battle Probability Data (64 map sectors, 8 items per sector, 2 bits each) |
CF5880 | CF58FF | Map Random Battle Probability Data (512 items, 2 bits each) |
CF5900 | CF61FF | Auxiliary Battle Data (576 items, 4 bytes each) |
CF6200 | CF83BF | Battle Data (576 items, 15 bytes each) |
CF83C0 | CF83FF | Unused Space (64 bytes) |
CF8400 | CF86FF | Pointers to Monster Scripts (+$CF8700) |
CF8700 | CFC04F | Monster Scripts (384 items, variable size) |
CFC050 | CFCF4F | Monster Names (384 items, 10 bytes each) |
CFCF50 | CFD0CF | Unused Space (384 bytes) |
CFD0D0 | CFDFCF | Monster Special Attack Names (384 items, 10 bytes each) |
CFDFD0 | CFDFDF | Unused Space (16 bytes) |
CFDFE0 | CFE1DF | Pointers to Short Battle Dialog (+$CF0000) |
CFE1E0 | CFF44F | Short Battle Dialog (256 items, variable length) |
CFF450 | CFF968 | Menu/Ending Cinematic Animation Thread Data |
CFF969 | CFF9E0 | Ending Credits Background Palette Assignments (land/sea) |
CFF9E1 | CFFAA8 | Ending Credits Background Palette Assignments (clouds/airship) |
CFFAA9 | CFFB28 | Ending Credits Background Screen Data (4 items, 32 bytes each) |
CFFB29 | CFFBFF | Unused Space (247 bytes) |
CFFC00 | CFFCFF | Blitz Descriptions (8 items, variable length) |
CFFD00 | CFFDFF | SwdTech Descriptions (8 items, variable length) |
CFFE00 | CFFE3F | Battle Command Data (32 items, 2 bytes each) |
CFFE40 | CFFE7F | Pointers to Esper Attack Descriptions (+$CF3940) |
CFFE80 | CFFE9F | Dance Data (8 items, 4 bytes per dance) |
CFFEA0 | CFFEAD | Desperation Attacks for each Character (14 items, 1 byte each, unused, see C2/15C8) |
CFFEAE | CFFF46 | Esper Bonus Names (17 items, 9 bytes each) |
CFFF47 | CFFF9D | Unused Space (87 bytes) |
CFFF9E | CFFFAD | Pointers to Blitz Descriptions (+$CFFC00) |
CFFFAE | CFFFBD | Pointers to SwdTech Descriptions (+$CFFD00) |
CFFFBE | CFFFFF | Unused Space (66 bytes) |
D00000 | D07FB1 | Battle Animation Scripts |
D07FB2 | D095E5 | Attack Animation Data (406 items, 14 bytes each) |
D095E6 | D097FF | Unused Space for extra Attack Animation Data (538 bytes) |
D09800 | D09841 | Pointers to Battle Event Scripts (+$D00000) |
D09842 | D0CF49 | Battle Event Scripts (33 items, variable length) |
D0CF4A | D0CFFF | Unused Space (182 bytes) |
D0D000 | D0D1FF | Pointers to Long Battle Dialog (+$D00000) |
D0D200 | D0FCFF | Long Battle Dialog (256 items, variable length) |
D0FD00 | D0FFFF | Character AI Data (32 items, 24 bytes each) |
D10000 | D1003F | Pointers to Battle Animation Data for Items $E0-$FF (+$D07FB2) |
D10040 | D10140 | Item Jump and Throw Animation Data (257 items, 1 byte each, see C1/B9C5 and C1/B9F7) |
D10141 | D1EAD7 | Battle Animation Frame Data (variable size frames, 2 bytes per tile) |
D1EAD8 | D1EFFF | Pointers to Battle Animation Scripts (+$D00000) |
D1F000 | D1F79F | Battle Messages (256 items, variable length) |
D1F7A0 | D1F99F | Pointers to Battle Messages (+$D10000) |
D1F9A0 | D1F9AA | Unused Space (11 bytes) |
D1F9AB | D1F9B2 | Battle Background Index to change to for each Dance |
D1F9B3 | D1F9B4 | 01 01 |
D1F9B5 | D1F9CF | Esper Order for Menu |
D1F9D0 | D1F9FF | Unused Space (48 bytes) |
D1FA00 | D1FFFF | Map Startup Event Pointers (3 bytes each, +$CA0000) |
D20000 | D25FFF | 3bpp Battle Animation Tile Formation (64 bytes each, 2 bytes per 8×8 tile, 0x8000: vflip, 0x4000: hflip, [$D30000 + 0x3FFF * $18]: address of tile graphics) |
D26000 | D26EFF | Battle Animation Palettes (8 colors each) |
D26F00 | D26F6F | Item Symbol Names (16 items, 7 bytes each) |
D26F70 | D26FFF | Unused Space (144 bytes) |
D27000 | D2777F | Monster Graphics Data (384 items, 5 bytes each) |
D27780 | D2781F | Esper Graphics Data (32 items, 5 bytes each) |
D27820 | D2A81F | Monster Palettes (768 items, 16 bytes each) |
D2A820 | D2A821 | Pointer to Small Monster Graphic Maps (+$D20000) |
D2A822 | D2A823 | Pointer to Large Monster Graphic Maps (+$D20000) |
D2A824 | D2AC23 | Small Monster Graphic Maps (128 items, 8 bytes each) |
D2AC24 | D2B223 | Large Monster Graphic Maps (48 items, 32 bytes each) |
D2B224 | D2B2FF | Unused Space (220 bytes) |
D2B300 | D2BFFF | Item Names (256 items, 1 byte symbol, 12 bytes name) |
D2C000 | D2DFFF | 2bpp Battle Animation Tile Formation (64 bytes each, 2 bytes per 8×8 tile, 0x8000: vflip, 0x4000: hflip, [$D87000 + 0x3FFF * $10]: address of tile graphics) |
D2E000 | D2EBFF | Battle Status Graphics, etc. (compressed) |
D2EC00 | D2ECFF | World of Balance Palettes (8 palettes, 16 colors each) |
D2ED00 | D2EDFF | World of Ruin Palettes (8 palettes, 16 colors each) |
D2EE00 | D2EE1F | Setzer's Airship Palette (16 colors) |
D2EE20 | D2EE3F | Chocobo Palette (for world of balance map, 16 colors) |
D2EE40 | D2EEFF | Other WoB Palettes (16 colors each) |
D2EF00 | D2EF1F | Falcon Palette (16 colors) |
D2EF20 | D2EF3F | Chocobo Palette (for world of ruin map, 16 colors) |
D2EF40 | D2EFFF | Other WoR Palettes (16 colors each) |
D2F000 | D2F7FF | Slot Window Graphics |
D2F800 | D2FFFF | Unknown Graphics (probably unused) |
D30000 | D4C997 | Battle Animation Graphics (3bpp) |
D4C998 | D4C9FF | Unused Space (104 bytes) |
D4CA00 | D4CA1C | Menu Party Initialization |
D4CA1D | D4CFFF | Additional Menu Program Code |
D4D000 | D4DF3B | Attack Graphics Data (650 items, 6 bytes each) |
D4DF3C | D4FFFF | Pointers to Battle Animation Frame Data (+$D10000) |
D50000 | D82FFF | Field Sprite Graphics |
D83000 | D84FFF | Vehicle Graphics |
D85000 | D86DFF | Item Data (256 items, 30 bytes each) |
D86E00 | D86F28 | Esper Data (27 items, 11 bytes each) |
D86F29 | D86FFF | Unused Space (215 bytes) |
D87000 | D8C99F | Battle Animation Graphics (2bpp) |
D8C9A0 | D8CE9F | Spell Descriptions (54 items, variable length) |
D8CEA0 | D8CF7F | Battle Command Names (32 items, 7 bytes each) |
D8CF80 | D8CFFF | Pointers to Spell Descriptions (+$D8C9A0) |
D8D000 | D8DAF1 | Setzer's Airship on Fire Graphics (compressed) |
D8DAF2 | D8DCFF | Setzer's Airship on Fire Tile Formation (compressed) |
D8DD00 | D8DFB7 | Pointers to Magitek Train Ride Tile Graphics (29 items, 12×2 bytes each, +$7E0000) |
D8DFB8 | D8E5BE | Vector Panorama Graphics (compressed) |
D8E5BF | D8E6B9 | Vector Panorama Tile Formation (compressed) |
D8E6BA | D8E7FF | Serpent Trench Palettes (compressed) |
D8E800 | D8E89F | Menu Text Palettes (40 palettes, 4 colors each) |
D8E8A0 | D8E8B7 | Grayscale Character Sprite Palette (12 colors) |
D8E8B8 | D8E8BF | Menu Cursor Palettes (4 colors) |
D8E8C0 | D8E8C7 | Menu Icon Palettes (4 colors) |
D8E8C8 | D8E90D | Letters for Name Change Menu (7 rows, 5+5 characters each) |
D8E90E | D8E916 | Letters for Element Symbol Display (8+1 bytes, null-terminated) |
D8E917 | D8EE46 | Menu Sprite Data |
D8EE47 | D8EFFF | Unused Space (441 bytes) |
D8F000 | D94E95 | Title/Intro Graphics (compressed) |
D94E96 | D9568E | Floating Island Cinematic Graphics (compressed) |
D9568F | D99D4A | Ending Cinematic Graphics (compressed) |
D99D4B | D9A4E4 | Ending Cinematic Graphics (compressed) |
D9A4E5 | D9A7FF | Ending Cinematic Graphics (compressed) |
D9A800 | D9CD0F | Map Tile Properties (42 items, compressed) |
D9CD10 | D9CD8F | Pointers to Map Tile Properties (+$D9A800) |
D9CD90 | D9D1AF | Pointers to Map Formations (3 bytes each, +$D9D1B0) |
D9D1B0 | DDFFFF | Map Formations (350 items, compressed) |
DE0000 | DFB3FF | Map Tile Formations (75 items, compressed) |
DFB400 | DFB5FF | Number of Magic Points For Each Battle (512 items, 1 byte each) |
DFB600 | DFB9FF | Colosseum Data (256 items, 4 bytes each) |
DFBA00 | DFBAFF | Pointers to Map Tile Formations (3 bytes each, +$DE0000) |
DFBB00 | DFBF01 | Pointers to Short Entrance Triggers (+$DFBB00) |
DFBF02 | DFD9FF | Short Entrance Triggers (6 bytes each) |
DFDA00 | DFDAFF | Pointers to Map Graphics (3 bytes each, +$DFDB00) |
DFDB00 | E5F3FF | Map Graphics (82 items, variable size) |
E5F400 | E5FEC5 | “THE END” Program |
E5FEC6 | E5FFFF | Unused Space (314 bytes) |
E60000 | E67FFF | Map Animation Graphics |
E68000 | E683FF | Character Color Palettes (32 items, 32 bytes each, first 8 are loaded by default) |
E68400 | E6877F | Pointers to Map Names (+$CEF100) |
E68780 | E6CD5F | BG3 Graphics (19 items, compressed) |
E6CD60 | E6CD9F | Pointers to BG3 Graphics (3 bytes each, +$E68780) |
E6CDA0 | E6CDBF | Pointers to BG3 Animation Graphics (3 bytes each, +$E6CDC0) |
E6CDC0 | E6F1FF | BG3 Animation Graphics (6 items, compressed) |
E6F200 | E6F48F | Palette Animation Color Palettes (16 colors each) |
E6F490 | E6F497 | Levels when CYAN learns SwdTechs |
E6F498 | E6F49F | Levels when SABIN learns Blitzes |
E6F4A0 | E6F501 | Character HP Progression Data |
E6F502 | E6F563 | Character MP Progression Data |
E6F564 | E6F566 | Initial Lores (24 items, 1 bit per lore) |
E6F567 | E6F6E0 | Magic Spell Names (54 items, 7 bytes each) |
E6F6E1 | E6F7B8 | Esper Names (27 items, 8 bytes each) |
E6F7B9 | E6FE8E | Attack Names (175 items items, 10 bytes each) |
E6FE8F | E6FF9C | Esper Attack Names (27 items, 10 bytes each) |
E6FF9D | E6FFFC | Dance Names (8 items, 12 bytes each) |
E6FFFD | E6FFFF | Unused Space (3 bytes) |
E70000 | E7014F | Battle BG Data (56 items, 6 bytes each) |
E70150 | E7164F | Battle BG Palettes (56 items, 48 colors each) |
E71650 | E71847 | Pointers to Battle BG Graphics (3 bytes each, absolute) |
E71848 | E71927 | Pointers to Battle BG Tile Formations (+$E70000) |
E71928 | E7A9E6 | Battle BG Tile Formation (49 items, 1140 bytes each (max), compressed) |
E7A9E7 | E962FF | Battle BG Graphics (75 items, compressed) |
E96300 | E96FFF | “THE END” Graphics |
E97000 | EC336F | Monster Graphics |
EC3370 | ECE3BF | Esper Graphics |
ECE3C0 | ECE3DF | TERRA natural magic data (16 items, 2 bytes each, spell index then level) |
ECE3E0 | ECE3FF | CELES natural magic data (16 items, 2 bytes each, spell index then level) |
ECE400 | ECE6E7 | Weapon Animation Data (93 items, 8 bytes each) |
ECE6E8 | ECE7FF | Monster Attack Animation Data (35 items, 8 bytes each) |
ECE800 | ECE8FF | Colosseum Monster Vertical Alignment Type (256 items, 1 byte each) |
ECE900 | ECFFFF | World Getting Torn Apart Cinematic Graphics (compressed) |
ED0000 | ED1BFF | Menu Window Graphics (8 items, 896 bytes each) |
ED1C00 | ED1CFF | Menu Window Palettes (8 items, 32 bytes each) |
ED1D00 | ED585F | Character Portrait Graphics (19 items, 25 tiles each, 32 bytes per tile, 800 bytes per portrait) |
ED5860 | ED5ABF | Character Portrait Color Palettes (19 items, 32 bytes each) |
ED5AC0 | ED62BF | Standard Menu Cursor/Icon Graphics |
ED62C0 | ED62FF | Save Menu Palettes (8 items, 4 colors each) |
ED6300 | ED63FF | Character Palettes for Battle/Menu (8 items, 16 colors each) |
ED6400 | ED779F | Item Descriptions (256 items, variable length) |
ED77A0 | ED7A6F | Lore Descriptions (24 items, variable length) |
ED7A70 | ED7A9F | Pointers to Lore Descriptions (+$ED77A0) |
ED7AA0 | ED7C9F | Pointers to Item Descriptions (+$ED6400) |
ED7CA0 | ED821F | Character Initial Properties (64 items, 22 bytes each) |
ED8220 | ED82E3 | Character Experience Progression Data (98 items, 2 bytes each) |
ED82E4 | ED82F3 | Imp Item Indexes (16 items, 1 byte each) |
ED82F4 | ED8633 | Pointers to Treasure Data (+$ED8634) |
ED8634 | ED8E5A | Treasure Data (5 bytes each) |
ED8E5B | ED8E9A | Dance Index for each Battle Background |
ED8F00 | EDC47F | Map Properties (415 items, 33 bytes each) |
EDC480 | EDF47F | Map Palettes (48 items, 256 bytes each) |
EDF480 | EDF881 | Pointers to Long Entrance Triggers (+$EDF480) |
EDF882 | EDFDFF | Long Entrance Triggers Triggers (7 bytes each) |
EDFE00 | EDFFCF | Esper Bonus Descriptions (17 items, variable length) |
EDFFD0 | EDFFFF | Pointers to Esper Bonus Descriptions (+$EDFE00) |
EE0000 | EEAF00 | World Map Program |
EE9B14 | EE9D13 | World of Balance Tile Properties |
EE9D14 | EE9F13 | World of Ruin Tile Properties |
EEAF01 | EEB1FF | Unused Space (767 bytes) |
EEB200 | EEB25F | Pointers to Compressed World Data (3 bytes each, absolute, points to data at $EEB290-$EFFBC8) |
EEB260 | EEB268 | Pointers to World Map Modification Data (3 bytes each, absolute) |
EEB269 | EEB28F | Pointers to World Map Events (3 bytes each, +$CA0000) |
EEB290 | EEC294 | World Map Clouds Graphics (compressed) |
EEC295 | EEC701 | World Map Clouds Tile Formation (compressed) |
EEC702 | EED433 | Setzer's Airship Graphics (compressed) |
EED434 | EF114E | World of Balance Map Formation (compressed) |
EF114F | EF324F | World of Balance Graphics (compressed) |
EF3250 | EF4845 | Magitek Train Ride Graphics (variable size tiles, compressed) |
EF4846 | EF4A45 | Magitek Train Ride Palettes |
EF4A46 | EF6A55 | World of Ruin Graphics (compressed) |
EF6A56 | EF9D16 | World of Ruin Map Formation (compressed) |
EF9D17 | EFB630 | Serpent Trench Map Formation (compressed) |
EFB631 | EFC623 | Serpent Trench Graphics (compressed) |
EFC624 | EFCE76 | Some Chocobo Graphics (compressed) |
EFCE77 | EFCE96 | Vector Approach Data |
EFCE97 | EFCEB6 | Data for Esper Terra |
EFCEB7 | EFCFB8 | Airship Shadow and Perspective Graphics (compressed) |
EFCFB9 | EFDC4B | Various Sprites (ship, esper terra, figaro, etc., compressed) |
EFDC4C | EFE49A | More Chocobo Graphics (world map, compressed) |
EFE49B | EFE8B2 | World of Balance Minimap Graphics (compressed) |
EFE8B3 | EFED25 | World of Ruin Minimap Graphics (compressed) |
EFED26 | EFFAC7 | Daryl's Airship Graphics (compressed) |
EFFAC8 | EFFBC7 | Palettes for Ending Airship Scene |
EFFBC8 | EFFEEF | Unused Space (808 bytes) |
EFFEF0 | EFFFFF | Sine/Cosine Table (unsigned) |