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FF3us RAM map (FFVI)

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Mar 2nd, 2013
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  1. $5B: Script Current location pointed to in the Script data.
  2. $72: RandomIndex Index into the random number table.
  3. $A2: Targets Cast on
  4. $A3: Targets Cast on
  5. $A4: Targets Hit (bit 0 to 3 = characters)
  6. $A5: Targets Hit (bit 0 to 5 = monsters)
  7. $B1: If bit 2 = 1, can't run, bit 7 = 1, disable preemptive attacks
  8. $B2: If bit 1 = 1, no critical & ignore true knight
  9. $B3: If bit 1 = 0, always critical, bit 4 = 1, no damage increment if ignore defense,
  10. bit 5 = 1, ignore row, bit 6 = 0, gauntlet, bit 7 = 0, ignore vanish
  11. $B5: Command
  12. $B6: Spell / Battle Animation
  13. $B7: Something to do with determining battle animations
  14. $B8: Targets (2 bytes)
  15. $BA: if bit 1 = 0, no critical, bit 3 = 1, target only dead allies, bit 6 = 1, randomize target,
  16. bit 7 = 1, abort on allies
  17. $BB: Targetting byte
  18. $BC: Damage incrementer (50% extra damage damage times value of $BC)
  19. $BE: Index into random number table
  20. $EB: ScriptParam1 Script parameter 1 for event Scripts.
  21. $EC: ScriptParam2 Script parameter 2 for event Scripts.
  22. $ED: ScriptParam3 Script parameter 3 for event Scripts.
  23. $EE: ScriptParam4 Script parameter 4 for event Scripts.
  24. $EF: ScriptParam5 Script parameter 5 for event Scripts.
  25. $F4: Status to clear (4 bytes) (not always used for this)
  26. $F8: Status (4 bytes) (not always used for this)
  27. $FC: Status to set (4 bytes) (not always used for this)
  28. $FE: Bit 6 = Dog Block, Bit 5 = Golem, Bit 3 = Blizzard Orb
  29.  
  30.  
  31.  
  32. $0565: GameWindowset Window set, as used outside of battle in towns and dungeons. Direct copy of $1D4E.
  33. $05C4: EventLoopCount Event loop counter.
  34.  
  35. $11A0 : Targeting Byte (Bit 0 = Cursor Moveable, 1 = One Side Only,
  36. 2 = Autoselect both parties, 3 = Autoselect one party
  37. 4 = Auto Confirm, 5 = Manual Party Select,
  38. 6 = Cursor Start on Enemy, 7 = Randomize selection)
  39. $11A1 : Element (Bit 0 = Fire, 1 = Ice, 2 = Bolt, 3 = Poison, 4 = Wind, 5 = Pearl,
  40. 6 = Earth, 7 = Water)
  41. $11A2 : Special Byte 1 ( Bit 0 = Physical Damage, 1 = Miss if Death Prot.,
  42. 2 = Target only dead allies, 3 = Cures undead,
  43. 4 = Randomize target, 5 = Ignore defense,
  44. 6 = No Split Damage, 7 = Abort on Allies)
  45. $11A3 : Damage Type (Bit 0 = Use outside battle, 1 = Not reflectable, 2 = Learn if cast
  46. 3 = Enable Runic, 4 = ???, 5 = Retarget if target dead,
  47. 6 = Caster dies, 7 = Concerns MP)
  48. $11A4 : Special Byte 2 (Bit 0 = Heal, 1 = Redirection, 2 = Lift status, 3 = Toggle status,
  49. 4 = Stamina can block, 5 = Can't be dodged, 6 = Hits mult. of hit rate,
  50. 7 = Damage based on HP)
  51. $11A5 : MP cost of spell
  52. $11A6 : Battle Power or Spell Power
  53. $11A7 : Special Byte 3 (Bit 0 = Miss if no status set or clear, 1 = Text if hits)
  54. $11A8 : Hit Rate
  55. $11A9 : Special effect of attack
  56. $11AA : Status set by attack 1 (Bit 0 = Blind, 1 = Zombie, 2 = Poison, 3 = M-Tek,
  57. 4 = Invisible, 5 = Imp, 6 = Stone, 7 = Death)
  58. $11AB : Status set by attack 2 (Bit 0 = Count, 1 = Weak, 2 = Image, 3 = Mute,
  59. 4 = Berserk, 5 = Confuse, 6 = Seizure, 7 = Sleep)
  60. $11AC : Status set by attack 3 (Bit 0 = Dance, 1 = Regen, 2 = Slow, 3 = Haste,
  61. 4 = Stop, 5 = Shell, 6 = Safe, 7 = Wall)
  62. $11AD : Status set by attack 4 (Bit 0 = Rage, 1 = Freeze, 2 = Life 3, 3 = Morph,
  63. 4 = Spell, 5 = Hide, 6 = Dog Block, 7 = Float)
  64. $11AE : Vigor * 2 or Magic Power
  65. $11AF : Level
  66. $11B0 : Maximum Damage
  67. $11B4 : Spell randomly cast by weapon
  68. $11E0: BatFormation Battle formation ID.
  69. $11E1: BatFormation! Battle formation ID.
  70. $11E2: BatBackground Battle background.
  71. $1300: MusSoundSet Instrument set for the current song.
  72. $1301: MusSongID The ID of the music to play.
  73. $1302: MusVolume The music's volume. Pretty obvious what this does...
  74. $1600-$1FFF : Data that is stored to Save-RAM
  75. $1600-$184F : Character data (592 bytes, 37 bytes each character)
  76. $1600: Outside battle character Sprite set
  77. $1601: Outside battle character Level adjustment factor (among other things)
  78. $1602: Outside battle character Name (6 bytes)
  79. $1608: Outside battle character unmodified Level
  80. $1609: Outside battle character unmodified Current HP (2 bytes)
  81. $160B: Outside battle character unmodified Max HP (2 bytes)
  82. $160D: Outside battle character unmodified Current MP (2 bytes)
  83. $160F: Outside battle character unmodified Max MP (2 bytes)
  84. $1611: Outside battle character XP (3 bytes)
  85. $1614: Outside battle character Statuses (2 bytes)
  86. $1616: Outside battle character Commands (4 bytes)
  87. $161A: Outside battle character Vigor
  88. $161B: Outside battle character Speed
  89. $161C: Outside battle character Stamina
  90. $161D: Outside battle character Magic Power
  91. $161E: Outside battle character Esper equipped
  92. $161F: Outside battle character Right hand
  93. $1620: Outside battle character Left hand
  94. $1621: Outside battle character Helmet
  95. $1622: Outside battle character Armor
  96. $1623: Outside battle character Relic 1
  97. $1624: Outside battle character Relic 2
  98. (note that the above structure repeats for each character)
  99. $1850-$185F: Setup of current parties (16 bytes)
  100. $1860-$1862: Gold (3 bytes)
  101. $1863-$1865: Game Time (3 bytes)
  102. $1866-$1868: Steps (3 Bytes)
  103. $1869-$1968: Items possessed (256 bytes)
  104. $1969-$1A68: Item quantities (256 bytes)
  105. $1A69-$1A6C: Espers possessed (4 bytes)
  106. $1A6D: Active party
  107. $1A6E-$1CF5: Percentage learned of spells by characters (54 spells X 12 characters = 648 bytes) (#$FF = known)
  108. $1CF6: Time Morph will last
  109. $1CF7: Known sword techs??
  110. $1CF8-$1D27: Sword tech names (48 bytes) (Seems to be a holdover from FF6j, I dunno)
  111. $1D28: BlitzList Sabin's blitzes. Each bit is a blitz; 1 is acquired, 0 isn't.
  112. $1D29-$1D2B: Known lores (3 bytes, 1 bit per lore)
  113. $1D2C-$1D4B: Known rages (32 bytes, 1 bit per rage)
  114. $1D4C: Known dances (1 bit for each dance)
  115. $1D4D: (Bit 7 = 1: Short command set, 6-4: Battle speed, 3 = 1: Wait battle mode, 2-0: Message speed)
  116. $1D4E: (Bit 7 = 1: Reequip empty, 6 = 1: Cursor memory, 5 = 1: Sound mono, 4 = 1: Gauge off, 3-0: Wallpaper)
  117. $1D4F-$1D53 : Not sure...
  118. $1D54: Config (Magic order, among other things)
  119. $1D55-$1D56: Font color
  120. $1D57-$1DC6: Colors for each wallpaper component (7 components X 8 wallpapers X 2 bytes each = 112 bytes)
  121. $1DC7: Number of saves (likely to be two bytes)
  122. $1DC9-$1DDC: List of 20 permanently-stored battle variables
  123. $1DD0: Bit 0 = Fanatics’ Tower
  124. $1DD1: Bit 2 = Morph Available
  125. $1DD3-$1DD4: Doom Gaze’s HP
  126. $1DD5: Battles fought with the cursed shield
  127. $1DDD-$1E1C: Monster formations beaten (to fight on veldt) (64 bytes)
  128. $1E1D-1E3F: (35 bytes which appear to be unused, at least in my save files)
  129. $1E40-$1E6F: Treasure chests opened (Only the first 33 bytes are known to be used)
  130. $1E70-$1E7F: Unused (at least all my save files have this filled with 55h, indicating that it is never disturbed [and I have a lot a save files])
  131. $1E80-$1F5F: Event bits
  132. $1F60: Map XY position (2 bytes)
  133. $1F62: Airship’s XY position (2 bytes)
  134. $1F6D: RndCounter Acts just like $72.
  135. $1F80: Song? (Needs verification)
  136. $1FC2-$1FD1: Event words
  137. $1FF9 : Which monster is it
  138. $1FFE: SRAM Checksum (2 bytes)
  139.  
  140.  
  141.  
  142.  
  143. $2001: EnemySprite1 Enemy's sprite ID. The actual monster sprite in slot 1. Stats aren't affected.
  144. $2002: EnemySprite1! Enemy's sprite ID. The actual monster sprite in slot 1. Stats aren't affected.
  145. $2003: EnemySprite2 Enemy's sprite ID. The actual monster sprite in slot 2. Stats aren't affected.
  146. $2004: EnemySprite2! Enemy's sprite ID. The actual monster sprite in slot 2. Stats aren't affected.
  147. $2005: EnemySprite3 Enemy's sprite ID. The actual monster sprite in slot 3. Stats aren't affected.
  148. $2006: EnemySprite3! Enemy's sprite ID. The actual monster sprite in slot 3. Stats aren't affected.
  149. $2007: EnemySprite4 Enemy's sprite ID. The actual monster sprite in slot 4. Stats aren't affected.
  150. $2008: EnemySprite4! Enemy's sprite ID. The actual monster sprite in slot 4. Stats aren't affected.
  151. $2009: EnemySprite5 Enemy's sprite ID. The actual monster sprite in slot 5. Stats aren't affected.
  152. $200A: EnemySprite5! Enemy's sprite ID. The actual monster sprite in slot 5. Stats aren't affected.
  153. $200B: EnemySprite6 Enemy's sprite ID. The actual monster sprite in slot 6. Stats aren't affected.
  154. $200C: EnemySprite6! Enemy's sprite ID. The actual monster sprite in slot 6. Stats aren't affected.
  155. $200D: EnemyName1 Enemy's name, as refered to by ID.
  156. $200E: EnemyName1! Enemy's name, as refered to by ID.
  157. $200F: EnemyName2 Enemy's name, as refered to by ID.
  158. $2010: EnemyName2! Enemy's name, as refered to by ID.
  159. $2011: EnemyName3 Enemy's name, as refered to by ID.
  160. $2012: EnemyName3! Enemy's name, as refered to by ID.
  161. $2013: EnemyName4 Enemy's name, as refered to by ID.
  162. $2014: EnemyName4! Enemy's name, as refered to by ID.
  163. $2015: EnemyName5 Enemy's name, as refered to by ID.
  164. $2016: EnemyName5! Enemy's name, as refered to by ID.
  165. $2017: EnemyName6 Enemy's name, as refered to by ID.
  166. $2018: EnemyName6! Enemy's name, as refered to by ID.
  167. $201D: DrawnCharacters Drawn characters on the field. If their ID bit is set to 1, they're Shown. "00001101" would Show targets 1, 2, and 4.
  168. $201E: DrawEnemies Drawn enemies on the field. If their ID bit is set to 1, they're Shown. "00001101" would Show targets 1, 2, and 4.
  169. $201F: EncounterType Sets the encounter type. 0x00 Front, 0x01 Back, 0x02 Pincer, 0x03 Side.
  170. $2020: How many SwdTechs are known
  171. $2022 : ATB Counter (for displaying gauge)
  172. $2100: ScreenBright x000yyyy: X On|Off. Y Brightness.
  173. $2102: OAMAddress Sprite bank address.
  174. $2103: OAMProperty Sprite bank x000000y: X Priority rotation. Y Address MSB.
  175. $2116: VideoAddress Video address.
  176. $2117: VideoAddress! Video address.
  177. $2118: VideoData Video data. Address is auto-incremented by 2 every write.
  178. $2119: VideoData! Video data. Address is auto-incremented by 2 every write.
  179. $257E: Known Rages (256 bytes, $FF = not known)
  180. $2E98: StatusSprite1 Status effect-affected sprite for character 1. Ie, which status to display. Flags!
  181. $2E99: StatusSprite1! Status effect-affected sprite for character 1. Ie, which status to display. Flags!
  182. $2E9A: StatusSprite2 Status effect-affected sprite for character 2. Ie, which status to display. Flags!
  183. $2E9B: StatusSprite2! Status effect-affected sprite for character 2. Ie, which status to display. Flags!
  184. $2E9C: StatusSprite3 Status effect-affected sprite for character 3. Ie, which status to display. Flags!
  185. $2E9D: StatusSprite3! Status effect-affected sprite for character 3. Ie, which status to display. Flags!
  186. $2E9E: StatusSprite4 Status effect-affected sprite for character 4. Ie, which status to display. Flags!
  187. $2E9F: StatusSprite4! Status effect-affected sprite for character 4. Ie, which status to display. Flags!
  188. $2EA0: EffectSprite1 Status effect-affected sprite for character 1. Mostly Palette effects. Flags!
  189. $2EA1: EffectSprite1! Status effect-affected sprite for character 1. Mostly Palette effects. Flags!
  190. $2EA2: EffectSprite2 Status effect-affected sprite for character 2. Mostly Palette effects. Flags!
  191. $2EA3: EffectSprite2! Status effect-affected sprite for character 2. Mostly Palette effects. Flags!
  192. $2EA4: EffectSprite3 Status effect-affected sprite for character 3. Mostly Palette effects. Flags!
  193. $2EA5: EffectSprite3! Status effect-affected sprite for character 3. Mostly Palette effects. Flags!
  194. $2EA6: EffectSprite4 Status effect-affected sprite for character 4. Mostly Palette effects. Flags!
  195. $2EA7: EffectSprite4! Status effect-affected sprite for character 4. Mostly Palette effects. Flags!
  196. $2EAE: BatSpriteID1 Battle sprite ID for character 1.
  197. $2EBD: BatStatusIDA1 Copy of the status-effect from $2E98.
  198. $2EBE: BatStatusIDA1! Copy of the status-effect from $2E99.
  199. $2EBF: BatStatusIDB1 Copy of the status-effect from $2EA0.
  200. $2EC0: BatStatusIDB1! Copy of the status-effect from $2EA1.
  201. $2EC1: TmpStatusIDA1 Copy of $2EBD.
  202. $2EC2: TmpStatusIDA1! Copy of $2EBE.
  203. $2EC3: TmpStatusIDB1 Copy of $2EBF.
  204. $2EC4: TmpStatusIDB1! Copy of $2EC0.
  205. $2ECE: BatSpriteID2 Battle sprite ID for character 2.
  206. $2EDD: BatStatusIDA2 Copy of the status-effect from $2E9A.
  207. $2EDE: BatStatusIDA2! Copy of the status-effect from $2E9B.
  208. $2EDF: BatStatusIDB2 Copy of the status-effect from $2EA2.
  209. $2EE0: BatStatusIDB2! Copy of the status-effect from $2EA3.
  210. $2EE1: TmpStatusIDA2 Copy of $2EDD.
  211. $2EE2: TmpStatusIDA2! Copy of $2EDE.
  212. $2EE3: TmpStatusIDB2 Copy of $2EDF.
  213. $2EE4: TmpStatusIDB2! Copy of $2EE0.
  214. $2EEE: BatSpriteID3 Battle sprite ID for character 3.
  215. $2EFD: BatStatusIDA3 Copy of the status-effect from $2E9C.
  216. $2EFE: BatStatusIDA3! Copy of the status-effect from $2E9D.
  217. $2EFF: BatStatusIDB3 Copy of the status-effect from $2EA4.
  218. $2F00: BatStatusIDB3! Copy of the status-effect from $2EA5.
  219. $2F01: TmpStatusIDA3 Copy of $2EFD.
  220. $2F02: TmpStatusIDA3! Copy of $2EFE.
  221. $2F03: TmpStatusIDB3 Copy of $2EFF.
  222. $2F04: TmpStatusIDB3! Copy of $2F00.
  223. $2F0E: BatSpriteID4 Battle sprite ID for character 4.
  224. $2F1D: BatStatusIDA4 Copy of the status-effect from $2E9E.
  225. $2F1E: BatStatusIDA4! Copy of the status-effect from $2E9F.
  226. $2F1F: BatStatusIDB4 Copy of the status-effect from $2EA6.
  227. $2F20: BatStatusIDB4! Copy of the status-effect from $2EA7.
  228. $2F21: TmpStatusIDA4 Copy of $2F1D.
  229. $2F22: TmpStatusIDA4! Copy of $2F1E.
  230. $2F23: TmpStatusIDB4 Copy of $2F1F.
  231. $2F24: TmpStatusIDB4! Copy of $2F20.
  232. $2F34: BatWindowset Window set used in battle. Direct copy of $1D4E.
  233. $2F45 : If > 0 then characters are trying to run
  234. $2F46: TargetList List of available targets among enemies. Every bit is an enemy that can be selected.
  235. $2F4B : Bit 1 = formation not added to veldt list if set, Bit 2 = no preemptive attack if set
  236. $2F50 : Monster Facing (1 bit for each monster, 1 = right, 0 = left)
  237. $2F51 : Character Facing (as above)
  238.  
  239. $3000 : Which character is Terra (#$FF if not in party)
  240. $3001 : Which character is Locke (#$FF if not in party)
  241. $3002 : Which character is Cyan (#$FF if not in party)
  242. $3003 : Which character is Shadow (#$FF if not in party)
  243. $3004 : Which character is Edgar (#$FF if not in party)
  244. $3005 : Which character is Sabin (#$FF if not in party)
  245. $3006 : Which character is Celes (#$FF if not in party)
  246. $3007 : Which character is Strago (#$FF if not in party)
  247. $3008 : Which character is Relm (#$FF if not in party)
  248. $3009 : Which character is Setzer (#$FF if not in party)
  249. $300A : Which character is Mog (#$FF if not in party)
  250. $300B : Which character is Gau (#$FF if not in party)
  251. $300C : Which character is Gogo (#$FF if not in party)
  252. $300D : Which character is Umaro (#$FF if not in party)
  253. $3018 : Holds $01 for character 1, $02 for character 2, $04 for character 3,
  254. $08 for character 4
  255. $3019 : Holds $01 for monster 1, $02 for monster 2, etc.
  256. $3205 : 0 = bit set, Bit 2 = Air Anchor effect
  257. $3219 : ATB Counter
  258. $322D : Monster's special attack
  259. $3254 : Index to find command script for regular attacks
  260. $3268 : Index to find command script for special (counter) attacks
  261. $32B8 : Which target you control (-1 for none)
  262. $32B9 : Which target controls you (-1 for none)
  263. $32E0 : Attacker for this attack
  264. $32E1 : Dance being used
  265. $32F5 : Which target is targetted by targetting attack
  266. $3308 : Common item to steal
  267. $3309 : Rare item to steal
  268. $331C : Blocked status byte 1 (Bit = 0 = set)
  269. $331D : Blocked status byte 2
  270. $3330 : Blocked status byte 3
  271. $3331 : Blocked status byte 4
  272. $3344 : Esper equipped
  273. $3358 : Which target you have seized (Seize) (Bit 7 = ??)
  274. $3359 : Which target has seized you (Seize)
  275. $336C : Which target you take damage for (Love Token)
  276. $336D : Which target takes damage for you (Love Token)
  277. $3394 : Which target you charmed (Charm)
  278. $3395 : Which target charmed you (Charm)
  279. $33D0 : Damage taken
  280. $33E4 : Damage Healed
  281. $33A8 : Which Rage is being used
  282. $33F8 : Which target has used Zinger
  283. $33F9 : Which target has been possessed by Zinger
  284. $33FA : Which monster is Doom Gaze (FF if Doom Gaze not in battle)
  285. $3400 : Spell number
  286. $3401 : Text to display
  287. $3402 : # of extra turns from Quick
  288. $3404 : Target who gets extra turns from Quick
  289. $3405 : # of attacks?
  290. $3414 : ? (if 0 then damage modification is skipped)
  291. $3A2A : Final Damage
  292. $3A2C : Command read from command script (4 bytes)
  293. $3A36 : HP Golem will block (2 bytes)
  294. $3A39 : Which characters have escaped
  295. $3A3C : Which targets are invincible (like Guardian) (2 bytes)
  296. $3A3E : Time counter in battle (2 bytes)
  297. $3A44 : Time counter in battle (2 bytes) (Goes up 1 for every 16 $3A3E goes up)
  298. $3A48 : Miss target if not 0
  299. $3A54 : Characters hit in back by attack
  300. $3A55 : Monsters hit in back by attack
  301. $3A56 : Which targets have died this combat (2 bytes, if bit = 1 then died)
  302. $3A5A : Which targets are missed by attack
  303. $3A6D : Bit 0 = 2x preemptive attack rate if set, bit 1 = no back or pincer if set
  304. $3A6E : Method used to end combat?
  305. $3A73 : Which monsters are in template
  306. $3A76 : Number of live character in party (while in combat)
  307. $3A77 : Number of monsters left
  308. $3A80 : How many Blitzes are known
  309. $3A82 : Target protected by Golem
  310. $3A83 : Target protected by Dog Block
  311. $3A84 : Lores to be learned at end of combat (3 bytes)
  312. $3A87 : Number of known lores)
  313. $3A89 : Spell randomly cast by weapon
  314. $3A8A : Which characters are engulfed
  315. $3A8F : Bit 0 = 0 if active battle
  316. $3A91 : Lower byte of time counter (in $3A3E)
  317. $3A9B : Which tools are owned
  318. $3DAC : Unique monster variables (1 for each monster)
  319. $3EB0 : Variables (36 bytes)
  320. $3EBE : Doom Gaze's HP (2 bytes)
  321. $3EC8 : Which elements have been nullified by Forcefield
  322. $3EC9 : # of targets
  323. $3A36 : HP Golem will block (2 bytes)
  324. $3A39 : Which characters have escaped
  325. $3A3C : Which targets are invincible (like Guardian) (2 bytes)
  326. $3A3E : Time counter in battle (2 bytes)
  327. $3A44 : Time counter in battle (2 bytes) (Goes up 1 for every 16 $3A3E goes up)
  328. $3A56 : Which targets have died this combat (2 bytes, if bit = 1 then died)
  329. $3A6D : Bit 0 = 2x preemptive attack rate if set, bit 1 = no back or pincer if set
  330. $3A6E : Method used to end combat?
  331. $3A70 : # of attacks?
  332. $3A73 : Which monsters are in template
  333. $3A74 : Which characters are alive and present in battle (bit 0 = character 1, 1 = character 2, etc.)
  334. $3A76 : Number of live character in party (while in combat)
  335. $3A77 : Number of monsters left
  336. $3A7A : Command
  337. $3A7B : Attack
  338. $3A80 : How many Blitzes are known
  339. $3A84 : Lores to be learned at end of combat (3 bytes)
  340. $3A87 : Number of known lores)
  341. $3A8A : Which characters are engulfed
  342. $3A8F : Bit 0 = 0 if active battle
  343. $3A91 : Lower byte of time counter (in $3A3E)
  344. $3A9B : Which tools are owned
  345. $3AA1 : Special Properties (bit 1 = Defend, 2 = prot. from death, 4 = seized?
  346. 5 = Row [0 = back row], 6 = controlled?, 7 = ran away?)
  347. $3AF1 : Time until Stop wears off
  348. $3B05 : Countdown counter
  349. $3B18 : Level
  350. $3B19 : Speed
  351. $3B2C : Vigor
  352. $3B40 : Stamina
  353. $3B41 : Magic Power (* 1.5 for monsters?)
  354. $3B54 : Evade (255 - Evade * 2) + 1
  355. $3B55 : MBlock (255 - Mblock * 2) + 1
  356. $3B68 : Battle Power
  357. $3B7C : Hit Rate
  358. $3BA4 : Right hand weapon (bit 1 = Can use Swdtech, 5 = Full damage from back row,
  359. 6 = Can use 2-handed, 7 = Can use Runic)
  360. $3BA5 : Left hand Weapon (as $3BA4)
  361. $3BB8 : Defense
  362. $3BB9 : Magic Defense
  363. $3BCC : Absorbed elements
  364. $3BCD : Nullified elements
  365. $3BE0 : Weak elements
  366. $3BE1 : Resisted elements
  367. $3BF4 : HP
  368. $3C08 : MP
  369. $3C1C : Max HP
  370. $3C30 : Max MP
  371. $3C44 : Relic effects 1 (Bit 0 = Atlas Armlet, 1 = Double Earrings,
  372. 2 = Fight => Jump, 3 = Magic> X-Magic,
  373. 4 = Sketch => Control, 5 = Slot => GP Rain,
  374. 6 = Steal => Capture, 7 = Jump Continuously)
  375. $3C45 : Relic effects 2 (Bit 0 = Sneak Ring, 1 = Earring, 2 = Increase sketch chance,
  376. 3 = Increase Control chance, 4 = Sniper Sight,
  377. 5 = Gold Hairpin, 6 = Economizer, 7 = Hyper Wrist)
  378. $3C58 : Bit 0 = Offering, 1 = Black Belt, 2 = Beads, 3 = Gauntlet, 4 = Genji Glove
  379. 5 = Merit Award, 6 = True Knight
  380. $3C59 : Bit 0 = Shell when low HP, 1 = Safe when low HP, 2 = Reflect when low HP,
  381. 3 = Exp. Egg, 4 = x2 Gold, 7 = Relic Ring
  382. $3C80 : Special Byte 2 (Bit 0 = Wait atk., 1 = Atk First, 2 = Make Suplex miss,
  383. 3 = Can't run, 4 = No scan, 5 = No Sketch,
  384. 6 = Special event, 7 = Can't Control)
  385. $3C94 : Morph Chance & Morph Package
  386. $3C95 : Special Byte 3 (Bit 0 = Dies at 0 MP, 1 = ???, 2 = No name, 3 = ???
  387. 4 = Human, 5 = ???, 6 = Auto critical if Imp, 7 = Undead)
  388. $3CA8 : Weapon in right hand
  389. $3CA9 : Weapon in left hand
  390. $3CD0 : Relic Slot 1
  391. $3CD1 : Relic Slot 2
  392. $3CE4 : Shield/Weapon miss animations
  393. $3CF9 : Time until Sleep wears off
  394. $3D34 : Spell randomly cast by weapon
  395. $3D48 : Which command you were attacked with this attack
  396. $3D49 : Which spell (or attack) you were attacked with this attack
  397. $3D5C : Which item was used on you for this attack
  398. $3D5D : Which element(s) you were attacked with this attack
  399. $3D84 : XP
  400. $3D98 : Gold monster gives
  401. $3DAC : Unique monster variables (1 for each monster)
  402. $3DC0 : Counter for how long monster has been alive (2 bytes)
  403. $3DD4 : Status to set byte 1
  404. $3DD5 : Status to set byte 2
  405. $3DE8 : Status to set byte 3
  406. $3DE9 : Status to set byte 4
  407. $3DFC : Status to clear byte 1
  408. $3DFD : Status to clear byte 2
  409. $3E10 : Status to clear byte 3
  410. $3E11 : Status to clear byte 4
  411. $3E24 : Damage increment for poison
  412. $3E4C : bit 0 = retort, 1 = enemy runic (speck), 2 = runic
  413. $3E60 : Status after attack byte 1
  414. $3E61 : Status after attack byte 2
  415. $3E74 : Status after attack byte 3
  416. $3E75 : Status after attack byte 4
  417. $3EB0 : Variables (36 bytes)
  418. $3EBE : Doom Gaze's HP (2 bytes)
  419. $3EC8 : Which elements have been nullified by Forcefield
  420. $3ECA : # of types of monsters active in combat
  421. $3ED4 : Battle formation (2 bytes)
  422. $3ED8 : Which character it is
  423. $3EE4 : Status byte 1
  424. $3EE5 : Status byte 2
  425. $3EF8 : Status byte 3
  426. $3EF9 : Status byte 4
  427. $3F20 : Last attack (for use by Mimic)
  428. $3F22 : Last targets (for use by Mimic)
  429. $3F24 : Last attack (second attack w/ Gem Box) (for use by Mimic)
  430. $3F26 : Last targets (second attack w/ Gem Box) (for use by Mimic)
  431. $3F30 : Morph time counter (2 bytes)
  432. $3F32 : Amount Morph time counter is reduced each frame
  433. $3F44 : Monster formation data (15 bytes)
  434. $3F0C : Time until Wall wears off
  435. $3F0D : Time until Freeze wears off
  436.  
  437.  
  438.  
  439.  
  440.  
  441. $4202: MathMultA Math coprocessor's Value to multiply A.
  442. $4203: MathMultB Math coprocessor's Value to multiply B.
  443. $4204: MathDiviA Math coprocessor's Value to Divide A.
  444. $4205: MathDiviB Math coprocessor's Value to Divide B.
  445. $420B: DMAEnable Enables the specified DMA channel(s).
  446. $420C: HDMAEnable Enables the specified HDMA channel(s).
  447. $4214: MathQuoti Math coprocessor's Quotient for Divisions.
  448. $4215: MathQuoti! Math coprocessor's Quotient for Divisions.
  449. $4216: MathValue Math coprocessor's result. Remainder for Divisions.
  450. $4217: MathValue! Math coprocessor's result. Remainder for Divisions.
  451. $43x0: DMAxControl How DMA is acheived. IE, DMA mode.
  452. $43x1: DMAxDest Destination of the DMA transfer + $2100.
  453. $43x2: DMAxSrcOffset Source offset of the Xth DMA channel.
  454. $43x3: DMAxSrcOffset! Source offset of the Xth DMA channel.
  455. $43x4: DMAxSrcBank Source bank of the Xth DMA channel.
  456. $43x5: DMAxByteSize Size of the transfer in bytes.
  457. $43x6: DMAxByteSize! Size of the transfer in bytes.
  458. $4AF5: InfoTextShiftX Offsets the X position of the info window text (the top window in battle.)
  459. $4AF6: InfoTextShiftX! Offsets the X position of the info window text (the top window in battle.) Unused?
  460. $4AF7: InfoTextShiftY Offsets the Y position of the info window text (the top window in battle.)
  461. $4AF8: InfoTextShiftY! Offsets the Y position of the info window text (the top window in battle.) Unused?
  462.  
  463. $6154: Mode7X X position of the spell animation in Mode 7.
  464. $6155: Mode7Y Y position of the spell animation in Mode 7.
  465. $6156: Mode7Scale Scale of the spell animation in Mode 7.
  466. $6157: Mode7Rot Rotation of the spell animation in Mode 7.
  467. $6191: VisibleEnemies Visible enemies on the field. If their ID bit is set to 1, they're Shown. "00001101" would Show targets 1, 2, and 4.
  468. $619C: CharYMirror Any bit set in this corresponds to a character. Gives a reflection-like Y mirror effect to marked characters.
  469. $619D: EnemyYMirror Any bit set in this corresponds to an enemy. Gives a reflection-like Y mirror effect to marked enemies.
  470. $61AB: ShownEnemies Shown enemies. If not shown, an enemy can't be selected or displayed. Bit array.
  471. $61AE: CharStepAhead1 Character 1 steps forward if this is set to one. IE, "are we ready to move."
  472. $61AF: CharStepAhead2 Character 2 steps forward if this is set to one. IE, "are we ready to move."
  473. $61B0: CharStepAhead3 Character 3 steps forward if this is set to one. IE, "are we ready to move."
  474. $61B1: CharStepAhead4 Character 4 steps forward if this is set to one. IE, "are we ready to move."
  475.  
  476. $61B6:
  477. $61B7: * X?
  478. $61B8: !
  479. $61B9: * Y?
  480. $61BA: !
  481. $61BB: * Animation?
  482. $61BC: CharRamPal1 Palette ID, as represented in Ram. Usually 0x08.
  483. $61BD: CharDrawFlip1 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  484. $61BE: CharSprFlip1 Flips X or Y. $40: Flip X. $80 Flip Y. As opposed to DrawFlip, $20 is never off.
  485. $61BF: CharTmpAnim1 Character's animation ID. Not the definit one. I think? The next one takes prevailance over this address.
  486. $61C0: CharAnimID1 Character's animation ID. Frames higher than the characters' results in someone else's sprite.
  487. $61C1: CharSpriteID1 Character's sprite ID. Frames higher than the characters' results in someone else's sprite.
  488. $61C2: * animation Frame?
  489. $61C3: * flags?
  490. $61C4: * ...somehow related to C3?
  491. $61C5: CharXOffset1 Offsets the character sprite by this many pixels on the X plane.
  492. $61C6: CharXOffset1! Offsets the character sprite by this many pixels on the X plane.
  493. $61C7: CharYOffset1 Offsets the character sprite by this many pixels on the Y plane.
  494. $61C8: CharYOffset1! Offsets the character sprite by this many pixels on the Y plane.
  495. $61C9: CharXPos1 Character sprite X position in pixels on the battle map.
  496. $61CA: CharXPos1! Character sprite X position in pixels on the battle map.
  497. $61CB: *has to do with x pos (C9)
  498. $61CC:
  499. $61CD: *redraw flag...?
  500. $61CE:
  501. $61CF: CharHeadAnim1 Animation played over the character's head (ex: sunglasses, poison bubbles, or green crescent.)
  502. $61D0:
  503. $61D1:
  504. $61D2: CharYPos1 Character sprite Y position in pixels on the battle map.
  505. $61D3: CharYPos1! Character sprite Y position in pixels on the battle map.
  506. $61D4: *has to do with x pos
  507.  
  508. $61DC: CharRamPal2 Palette ID, as represented in Ram. Usually 0x0A.
  509. $61DD: CharDrawFlip2 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  510. $61DE: CharSprFlip2 Flips X or Y. $40: Flip X. $80 Flip Y. As opposed to DrawFlip, $20 is never off.
  511. $61DF: CharTmpAnim2 Character's animation ID. Not the definit one. I think? The next one takes prevailance over this address.
  512. $61E0: CharAnimID2 Character's animation ID. Frames higher than the characters' results in someone else's sprite.
  513. $61E1: CharSpriteID2 Character's sprite ID. Frames higher than the characters' results in someone else's sprite.
  514. $61E5: CharXOffset2 Offsets the character sprite by this many pixels on the X plane.
  515. $61E7: CharYOffset2 Offsets the character sprite by this many pixels on the Y plane.
  516. $61E9: CharXPos2 Character sprite X position in pixels on the battle map.
  517. $61EA: CharXPos2! Character sprite X position in pixels on the battle map.
  518. $61EF: CharHeadAnim2 Animation played over the character's head (ex: sunglasses, poison bubbles, or green crescent.)
  519. $61F2: CharYPos2 Character sprite Y position in pixels on the battle map.
  520. $61F3: CharYPos2! Character sprite Y position in pixels on the battle map.
  521.  
  522. $61FC: CharRamPal3 Palette ID, as represented in Ram. Usually 0x0C.
  523. $61FD: CharDrawFlip3 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  524. $61FE: CharSprFlip3 Flips X or Y. $40: Flip X. $80 Flip Y. As opposed to DrawFlip, $20 is never off.
  525. $61FF: CharTmpAnim3 Character's animation ID. Not the definit one. I think? The next one takes prevailance over this address.
  526. $6200: CharAnimID3 Character's animation ID. Frames higher than the characters' results in someone else's sprite.
  527. $6201: CharSpriteID3 Character's sprite ID. Frames higher than the characters' results in someone else's sprite.
  528. $6205: CharXOffset3 Offsets the character sprite by this many pixels on the X plane.
  529. $6207: CharYOffset3 Offsets the character sprite by this many pixels on the Y plane.
  530. $6209: CharXPos3 Character sprite X position in pixels on the battle map.
  531. $620A: CharXPos3! Character sprite X position in pixels on the battle map.
  532. $620F: CharHeadAnim3 Animation played over the character's head (ex: sunglasses, poison bubbles, or green crescent.)
  533. $6212: CharYPos3 Character sprite Y position in pixels on the battle map.
  534. $6213: CharYPos3! Character sprite Y position in pixels on the battle map.
  535.  
  536. $621C: CharRamPal4 Palette ID, as represented in Ram. Usually 0x0E.
  537. $621D: CharDrawFlip4 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  538. $621E: CharSprFlip4 Flips X or Y. $40: Flip X. $80 Flip Y. As opposed to DrawFlip, $20 is never off.
  539. $621F: CharTmpAnim4 Character's animation ID. Not the definit one. I think? The next one takes prevailance over this address.
  540. $6220: CharAnimID4 Character's animation ID. Frames higher than the characters' results in someone else's sprite.
  541. $6221: CharSpriteID4 Character's sprite ID. Frames higher than the characters' results in someone else's sprite.
  542. $6225: CharXOffset4 Offsets the character sprite by this many pixels on the X plane.
  543. $6227: CharYOffset4 Offsets the character sprite by this many pixels on the Y plane.
  544. $6229: CharXPos4 Character sprite X position in pixels on the battle map.
  545. $622A: CharXPos4! Character sprite X position in pixels on the battle map.
  546. $622F: CharHeadAnim4 Animation played over the character's head (ex: sunglasses, poison bubbles, or green crescent.)
  547. $6232: CharYPos4 Character sprite Y position in pixels on the battle map.
  548. $6233: CharYPos4! Character sprite Y position in pixels on the battle map.
  549.  
  550. $6273: AnimDataID1 Animation Script ID 1.
  551. $6274: AnimDataID1! Animation Script ID 1.
  552. $6275: AnimDataID2 Animation Script ID 2.
  553. $6276: AnimDataID2! Animation Script ID 2.
  554. $6277: AnimDataID3 Animation Script ID 3.
  555. $6278: AnimDataID3! Animation Script ID 3.
  556. $6279: AnimDataPal1 Animation Palette ID 1.
  557. $627A: AnimDataPal2 Animation Palette ID 2.
  558. $627B: AnimDataPal3 Animation Palette ID 3.
  559. $627C: AnimDataSound Animation Sound.
  560. $6281: QueueShieldSnd If set to a non-zero value, plays the "ting" shield sound ASAP then resets to 0x00.
  561. $6283: ScreenIsWavy Makes the screen wavy in battle à-la heatwave when set to 1.
  562. $6285: ScreenShakes Makes the screen shake in battle à-la earthquake when set to 1. 0x80: shake left/right
  563. $628A: InFlashback Is the game in flashback mode; ie, yellow tint?
  564. $62AB: GamePaused Set to 0x01 if the game is paused and 0x00 if it isn't.
  565. $62D3: EchoSpriteID Determines which sprite(s) get an echo effect.
  566. $62D4: EchoActive Determines wether the echo effect is on or off.
  567. $62D5: EchoSpeed Determines how fast the echos are updated. 0x00 is fastest. 0x7F is slowest.
  568. $62D6: EchoBuffer The echo buffer. XPos, YPos; this is 0x40 bytes long.
  569. $64B0: BGShiftX Shifts the X position of the BG. Higher Values means the BG is drawn higher. BG wraps around.
  570. $64B1: BGShiftX! Shifts the X position of the BG. Higher Values means the BG is drawn higher. BG wraps around. Unused?
  571. $64B2: BGShiftY Shifts the Y position of the BG. Higher Values means the BG is drawn higher.
  572. $64B3: BGShiftY! Shifts the Y position of the BG. Higher Values means the BG is drawn higher. Unused?
  573. $64B4: InfoWinShiftX Offsets the battle information window X (at the top of the screen). Signed.
  574. $64B5: InfoWinShiftX! Offsets the battle information window X (at the top of the screen). Signed and unused?
  575. $64B6: InfoWinShiftY Offsets the battle information window Y (at the top of the screen). Signed.
  576. $64B7: InfoWinShiftY! Offsets the battle information window Y (at the top of the screen). Signed and unused?
  577. $64DE: AnimFinalShow Toggles wether the animation is being Shown (1) or not (0).
  578. $64DF: AnimFinalX The final X position of the animation after the offset has been added.
  579. $64E0: AnimFinalX! The final X position of the animation after the offset has been added.
  580. $64E1: AnimFinalY The final Y position of the animation after the offset has been added.
  581. $64E2: AnimFinalY! The final Y position of the animation after the offset has been added.
  582. $64E3: AnimFrameID The current Frame being displayed. Incremented.
  583. $64E6: AnimFinalPal The final Palette, after transformation. Must be over 128 and even.
  584. $64E9: AnimYSine The "position" along the sine wave. This is an Index into the sine table.
  585. $64EC: GosubAddress The address an animation jumps from when it calls a subprogRam.
  586. $6A31: AnimScriptPos Position in the Script. No messing with this. ;)
  587. $6A32: AnimScriptPos! Position in the Script. No messing with this. ;)
  588. $6A34: AnimSpeed The spell sprite's animation Speed.
  589. $6A38: CasterID The caster's ID in the battle sprite listing.
  590. $6A39: TargetID The target's ID in the battle sprite listing.
  591. $6A3A: AnimationX X position of the spell animation.
  592. $6A3B: AnimationX! X position of the spell animation.
  593. $6A3C: AnimationY Y position of the spell animation.
  594. $6A3D: AnimationY! Y position of the spell animation.
  595. $6F82: AnimRealX Original X position of the spell animation.
  596. $6F83: AnimRealX! Original X position of the spell animation.
  597. $6F84: AnimRealY Original Y position of the spell animation.
  598. $6F85: AnimRealY! Original Y position of the spell animation.
  599. $6F87: AnimationDIR Direction of the animation. 0x01: Right.
  600. $6F89: LoopStart Address where loop instructions are started; ie where it goes every iteration.
  601. $6F8A: LoopStart! Address where loop instructions are started; ie where it goes every iteration.
  602. $6F8B: LoopCount How often to iterate through a loop instruction.
  603. $6F8C: FrameCounte A counter used to determine the Frame ID to display. This is added to the real Frame counter. Usually 0x00.
  604.  
  605. $74CE: AnimOffsetX Offsets the X position. Adds this to it, apparently.
  606. $74D0: AnimOffsetY Offsets the Y position. Adds this to it, apparently.
  607. $74D5: SpellPalID The spell animation's Palette, referenced by ID in Ram.
  608. $7AF6: BaseIndex Base Index of the animation data in memory.
  609. $7AF8: CasterIndex Caster Index, multipled by 0x20 to point into the structure right.
  610. $7B10: FacedDir Direction faced by the character. $01: Right. Read from $C2E4EF.
  611. $7B7E: PointedEnemies Enemies with a finger pointer in front of them. Each bit is a target. 0x00 turns it off.
  612. $7C00: TmpPalette00 Temporary Palette Data! Applies to Palette 0 (color 0). 2 bytes per color, 16 colors.
  613. $7C20: TmpPalette10 Temporary Palette Data! Applies to Palette 1 (color 0). 2 bytes per color, 16 colors.
  614. $7C40: TmpPalette20 Temporary Palette Data! Applies to Palette 2 (color 0). 2 bytes per color, 16 colors.
  615. $7C60: TmpPalette30 Temporary Palette Data! Applies to Palette 3 (color 0). 2 bytes per color, 16 colors.
  616. $7C80: TmpPalette40 Temporary Palette Data! Applies to Palette 4 (color 0). 2 bytes per color, 16 colors.
  617. $7CA0: TmpPalette50 Temporary Palette Data! Applies to Palette 5 (color 0). 2 bytes per color, 16 colors.
  618. $7CC0: TmpPalette60 Temporary Palette Data! Applies to Palette 6 (color 0). 2 bytes per color, 16 colors.
  619. $7CE0: TmpPalette70 Temporary Palette Data! Applies to Palette 7 (color 0). 2 bytes per color, 16 colors.
  620. $7D00: TmpPalette80 Temporary Palette Data! Applies to Palette 8 (color 0). 2 bytes per color, 16 colors.
  621. $7D20: TmpPalette90 Temporary Palette Data! Applies to Palette 9 (color 0). 2 bytes per color, 16 colors.
  622. $7D40: TmpPaletteA0 Temporary Palette Data! Applies to Palette A (color 0). 2 bytes per color, 16 colors.
  623. $7D60: TmpPaletteB0 Temporary Palette Data! Applies to Palette B (color 0). 2 bytes per color, 16 colors.
  624. $7D80: TmpPaletteC0 Temporary Palette Data! Applies to Palette C (color 0). 2 bytes per color, 16 colors.
  625. $7DA0: TmpPaletteD0 Temporary Palette Data! Applies to Palette D (color 0). 2 bytes per color, 16 colors.
  626. $7DC0: TmpPaletteE0 Temporary Palette Data! Applies to Palette E (color 0). 2 bytes per color, 16 colors.
  627. $7DE0: TmpPaletteF0 Temporary Palette Data! Applies to Palette F (color 0). 2 bytes per color, 16 colors.
  628. $7E00: RamPalette00 Palette Data, as stored in Ram! Applies to Palette 0 (color 0). 2 bytes per color, 16 colors.
  629. $7E20: RamPalette10 Palette Data, as stored in Ram! Applies to Palette 1 (color 0). 2 bytes per color, 16 colors.
  630. $7E40: RamPalette20 Palette Data, as stored in Ram! Applies to Palette 2 (color 0). 2 bytes per color, 16 colors.
  631. $7E60: RamPalette30 Palette Data, as stored in Ram! Applies to Palette 3 (color 0). 2 bytes per color, 16 colors.
  632. $7E80: RamPalette40 Palette Data, as stored in Ram! Applies to Palette 4 (color 0). 2 bytes per color, 16 colors.
  633. $7EA0: RamPalette50 Palette Data, as stored in Ram! Applies to Palette 5 (color 0). 2 bytes per color, 16 colors.
  634. $7EC0: RamPalette60 Palette Data, as stored in Ram! Applies to Palette 6 (color 0). 2 bytes per color, 16 colors.
  635. $7EE0: RamPalette70 Palette Data, as stored in Ram! Applies to Palette 7 (color 0). 2 bytes per color, 16 colors.
  636. $7F00: RamPalette80 Palette Data, as stored in Ram! Applies to Palette 8 (color 0). 2 bytes per color, 16 colors.
  637. $7F20: RamPalette90 Palette Data, as stored in Ram! Applies to Palette 9 (color 0). 2 bytes per color, 16 colors.
  638. $7F40: RamPaletteA0 Palette Data, as stored in Ram! Applies to Palette A (color 0). 2 bytes per color, 16 colors.
  639. $7F60: RamPaletteB0 Palette Data, as stored in Ram! Applies to Palette B (color 0). 2 bytes per color, 16 colors.
  640. $7F80: RamPaletteC0 Palette Data, as stored in Ram! Applies to Palette C (color 0). 2 bytes per color, 16 colors.
  641. $7FA0: RamPaletteD0 Palette Data, as stored in Ram! Applies to Palette D (color 0). 2 bytes per color, 16 colors.
  642. $7FC0: RamPaletteE0 Palette Data, as stored in Ram! Applies to Palette E (color 0). 2 bytes per color, 16 colors.
  643. $7FE0: RamPaletteF0 Palette Data, as stored in Ram! Applies to Palette F (color 0). 2 bytes per color, 16 colors.
  644.  
  645. $807B: EnemyWidth1 Enemy width in pixels.
  646. $80C3: EnemyX1 X position of the enemy.
  647. $80C4: EnemyX1! X position of the enemy.
  648. $80CF: EnemyY1 Y position of the enemy.
  649. $80D0: EnemyY1! Y position of the enemy.
  650. $80DB: EnemyRamPal1 Palette ID, as represented in Ram. Usually 0x0?.
  651. $80DC: EnemyDrawFlip1 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  652. $80DE: EnemyDrawFlip2 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  653. $80E0: EnemyDrawFlip3 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  654. $80E2: EnemyDrawFlip4 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  655. $80E4: EnemyDrawFlip5 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  656. $80E6: EnemyDrawFlip6 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
  657. $812F: Enemy8Width1 One-eight of the enemy's width.
  658. $8130: Enemy8Height1 One-eight of the enemy's height.
  659. $8970: BGPixelate Pixelation level of the background.
  660. $898D: ShownLayers Toggles which Layers to Show: enemies, background, etc...
  661. $8991: ShownWindows Toggles which window Layers to Show: window, text, etc...
  662.  
  663. $9613: AnimClipWNow Current Width of the clip plane.
  664. $9614: AnimClipXNow X position of the clip plane. Sort of...
  665. $9615: AnimClipYNow Y position of the clip plane.
  666. $9616: AnimClipWEnd Final Width of the clip plane.
  667. $9617: AnimClipXEnd Final X position of the clip plane. Sort of...
  668. $9618: AnimClipYEnd Final Y position of the clip plane.
  669. $961B: AnimClipShape Shape of the clip plane. 0x01[Circle] 0x02[Wavy] 0x03[Pillar] 0x04[OvalY] 0x05[WavyIn] 0x06[OvalX] 0x07[Dome] 0x08[WavyOut]
  670.  
  671. $E9E7: AnimSoundA Sound played by the animation, as specified in the high-level structure.
  672. $E9E9: AnimSoundB Sound played by the animation, as specified in the high-level structure. This is an other one.
  673. $E9EA: AnimSoundPos Pans the animation Sound. 0x00 = left, 0x80 = center, 0xFF = right.
  674. $E9EC: AnimSoundPlay If set to 0x01, starts playing the Sound. Must be set back to 0x00 after.
  675. $E9ED: SoundMute If set to 0x00, the Sound doesn't play.
  676. $E9F9: BattleBright How Bright the screen is during battle. This is a carbon copy of the $21000 screen Bright bank.
  677. $EBFF: EnemyTmpName1 Backs up enemy Names in this.
  678. $EBC0: EnemyTmpName1! Backs up enemy Names in this.
  679. $EBC1: EnemyTmpName2 Backs up enemy Names in this.
  680. $EBC2: EnemyTmpName2! Backs up enemy Names in this.
  681. $EBC3: EnemyTmpName3 Backs up enemy Names in this.
  682. $EBC4: EnemyTmpName3! Backs up enemy Names in this.
  683. $EBC5: EnemyTmpName4 Backs up enemy Names in this.
  684. $EBC6: EnemyTmpName4! Backs up enemy Names in this.
  685. $EBC7: EnemyTmpName5 Backs up enemy Names in this.
  686. $EBC8: EnemyTmpName5! Backs up enemy Names in this.
  687. $EBC9: EnemyTmpName6 Backs up enemy Names in this.
  688. $EBCA: EnemyTmpName6! Backs up enemy Names in this.
  689. $ECB8: CurBattleBG Current battle BG, after it's been loaded.
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