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- $5B: Script Current location pointed to in the Script data.
- $72: RandomIndex Index into the random number table.
- $A2: Targets Cast on
- $A3: Targets Cast on
- $A4: Targets Hit (bit 0 to 3 = characters)
- $A5: Targets Hit (bit 0 to 5 = monsters)
- $B1: If bit 2 = 1, can't run, bit 7 = 1, disable preemptive attacks
- $B2: If bit 1 = 1, no critical & ignore true knight
- $B3: If bit 1 = 0, always critical, bit 4 = 1, no damage increment if ignore defense,
- bit 5 = 1, ignore row, bit 6 = 0, gauntlet, bit 7 = 0, ignore vanish
- $B5: Command
- $B6: Spell / Battle Animation
- $B7: Something to do with determining battle animations
- $B8: Targets (2 bytes)
- $BA: if bit 1 = 0, no critical, bit 3 = 1, target only dead allies, bit 6 = 1, randomize target,
- bit 7 = 1, abort on allies
- $BB: Targetting byte
- $BC: Damage incrementer (50% extra damage damage times value of $BC)
- $BE: Index into random number table
- $EB: ScriptParam1 Script parameter 1 for event Scripts.
- $EC: ScriptParam2 Script parameter 2 for event Scripts.
- $ED: ScriptParam3 Script parameter 3 for event Scripts.
- $EE: ScriptParam4 Script parameter 4 for event Scripts.
- $EF: ScriptParam5 Script parameter 5 for event Scripts.
- $F4: Status to clear (4 bytes) (not always used for this)
- $F8: Status (4 bytes) (not always used for this)
- $FC: Status to set (4 bytes) (not always used for this)
- $FE: Bit 6 = Dog Block, Bit 5 = Golem, Bit 3 = Blizzard Orb
- $0565: GameWindowset Window set, as used outside of battle in towns and dungeons. Direct copy of $1D4E.
- $05C4: EventLoopCount Event loop counter.
- $11A0 : Targeting Byte (Bit 0 = Cursor Moveable, 1 = One Side Only,
- 2 = Autoselect both parties, 3 = Autoselect one party
- 4 = Auto Confirm, 5 = Manual Party Select,
- 6 = Cursor Start on Enemy, 7 = Randomize selection)
- $11A1 : Element (Bit 0 = Fire, 1 = Ice, 2 = Bolt, 3 = Poison, 4 = Wind, 5 = Pearl,
- 6 = Earth, 7 = Water)
- $11A2 : Special Byte 1 ( Bit 0 = Physical Damage, 1 = Miss if Death Prot.,
- 2 = Target only dead allies, 3 = Cures undead,
- 4 = Randomize target, 5 = Ignore defense,
- 6 = No Split Damage, 7 = Abort on Allies)
- $11A3 : Damage Type (Bit 0 = Use outside battle, 1 = Not reflectable, 2 = Learn if cast
- 3 = Enable Runic, 4 = ???, 5 = Retarget if target dead,
- 6 = Caster dies, 7 = Concerns MP)
- $11A4 : Special Byte 2 (Bit 0 = Heal, 1 = Redirection, 2 = Lift status, 3 = Toggle status,
- 4 = Stamina can block, 5 = Can't be dodged, 6 = Hits mult. of hit rate,
- 7 = Damage based on HP)
- $11A5 : MP cost of spell
- $11A6 : Battle Power or Spell Power
- $11A7 : Special Byte 3 (Bit 0 = Miss if no status set or clear, 1 = Text if hits)
- $11A8 : Hit Rate
- $11A9 : Special effect of attack
- $11AA : Status set by attack 1 (Bit 0 = Blind, 1 = Zombie, 2 = Poison, 3 = M-Tek,
- 4 = Invisible, 5 = Imp, 6 = Stone, 7 = Death)
- $11AB : Status set by attack 2 (Bit 0 = Count, 1 = Weak, 2 = Image, 3 = Mute,
- 4 = Berserk, 5 = Confuse, 6 = Seizure, 7 = Sleep)
- $11AC : Status set by attack 3 (Bit 0 = Dance, 1 = Regen, 2 = Slow, 3 = Haste,
- 4 = Stop, 5 = Shell, 6 = Safe, 7 = Wall)
- $11AD : Status set by attack 4 (Bit 0 = Rage, 1 = Freeze, 2 = Life 3, 3 = Morph,
- 4 = Spell, 5 = Hide, 6 = Dog Block, 7 = Float)
- $11AE : Vigor * 2 or Magic Power
- $11AF : Level
- $11B0 : Maximum Damage
- $11B4 : Spell randomly cast by weapon
- $11E0: BatFormation Battle formation ID.
- $11E1: BatFormation! Battle formation ID.
- $11E2: BatBackground Battle background.
- $1300: MusSoundSet Instrument set for the current song.
- $1301: MusSongID The ID of the music to play.
- $1302: MusVolume The music's volume. Pretty obvious what this does...
- $1600-$1FFF : Data that is stored to Save-RAM
- $1600-$184F : Character data (592 bytes, 37 bytes each character)
- $1600: Outside battle character Sprite set
- $1601: Outside battle character Level adjustment factor (among other things)
- $1602: Outside battle character Name (6 bytes)
- $1608: Outside battle character unmodified Level
- $1609: Outside battle character unmodified Current HP (2 bytes)
- $160B: Outside battle character unmodified Max HP (2 bytes)
- $160D: Outside battle character unmodified Current MP (2 bytes)
- $160F: Outside battle character unmodified Max MP (2 bytes)
- $1611: Outside battle character XP (3 bytes)
- $1614: Outside battle character Statuses (2 bytes)
- $1616: Outside battle character Commands (4 bytes)
- $161A: Outside battle character Vigor
- $161B: Outside battle character Speed
- $161C: Outside battle character Stamina
- $161D: Outside battle character Magic Power
- $161E: Outside battle character Esper equipped
- $161F: Outside battle character Right hand
- $1620: Outside battle character Left hand
- $1621: Outside battle character Helmet
- $1622: Outside battle character Armor
- $1623: Outside battle character Relic 1
- $1624: Outside battle character Relic 2
- (note that the above structure repeats for each character)
- $1850-$185F: Setup of current parties (16 bytes)
- $1860-$1862: Gold (3 bytes)
- $1863-$1865: Game Time (3 bytes)
- $1866-$1868: Steps (3 Bytes)
- $1869-$1968: Items possessed (256 bytes)
- $1969-$1A68: Item quantities (256 bytes)
- $1A69-$1A6C: Espers possessed (4 bytes)
- $1A6D: Active party
- $1A6E-$1CF5: Percentage learned of spells by characters (54 spells X 12 characters = 648 bytes) (#$FF = known)
- $1CF6: Time Morph will last
- $1CF7: Known sword techs??
- $1CF8-$1D27: Sword tech names (48 bytes) (Seems to be a holdover from FF6j, I dunno)
- $1D28: BlitzList Sabin's blitzes. Each bit is a blitz; 1 is acquired, 0 isn't.
- $1D29-$1D2B: Known lores (3 bytes, 1 bit per lore)
- $1D2C-$1D4B: Known rages (32 bytes, 1 bit per rage)
- $1D4C: Known dances (1 bit for each dance)
- $1D4D: (Bit 7 = 1: Short command set, 6-4: Battle speed, 3 = 1: Wait battle mode, 2-0: Message speed)
- $1D4E: (Bit 7 = 1: Reequip empty, 6 = 1: Cursor memory, 5 = 1: Sound mono, 4 = 1: Gauge off, 3-0: Wallpaper)
- $1D4F-$1D53 : Not sure...
- $1D54: Config (Magic order, among other things)
- $1D55-$1D56: Font color
- $1D57-$1DC6: Colors for each wallpaper component (7 components X 8 wallpapers X 2 bytes each = 112 bytes)
- $1DC7: Number of saves (likely to be two bytes)
- $1DC9-$1DDC: List of 20 permanently-stored battle variables
- $1DD0: Bit 0 = Fanatics’ Tower
- $1DD1: Bit 2 = Morph Available
- $1DD3-$1DD4: Doom Gaze’s HP
- $1DD5: Battles fought with the cursed shield
- $1DDD-$1E1C: Monster formations beaten (to fight on veldt) (64 bytes)
- $1E1D-1E3F: (35 bytes which appear to be unused, at least in my save files)
- $1E40-$1E6F: Treasure chests opened (Only the first 33 bytes are known to be used)
- $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])
- $1E80-$1F5F: Event bits
- $1F60: Map XY position (2 bytes)
- $1F62: Airship’s XY position (2 bytes)
- $1F6D: RndCounter Acts just like $72.
- $1F80: Song? (Needs verification)
- $1FC2-$1FD1: Event words
- $1FF9 : Which monster is it
- $1FFE: SRAM Checksum (2 bytes)
- $2001: EnemySprite1 Enemy's sprite ID. The actual monster sprite in slot 1. Stats aren't affected.
- $2002: EnemySprite1! Enemy's sprite ID. The actual monster sprite in slot 1. Stats aren't affected.
- $2003: EnemySprite2 Enemy's sprite ID. The actual monster sprite in slot 2. Stats aren't affected.
- $2004: EnemySprite2! Enemy's sprite ID. The actual monster sprite in slot 2. Stats aren't affected.
- $2005: EnemySprite3 Enemy's sprite ID. The actual monster sprite in slot 3. Stats aren't affected.
- $2006: EnemySprite3! Enemy's sprite ID. The actual monster sprite in slot 3. Stats aren't affected.
- $2007: EnemySprite4 Enemy's sprite ID. The actual monster sprite in slot 4. Stats aren't affected.
- $2008: EnemySprite4! Enemy's sprite ID. The actual monster sprite in slot 4. Stats aren't affected.
- $2009: EnemySprite5 Enemy's sprite ID. The actual monster sprite in slot 5. Stats aren't affected.
- $200A: EnemySprite5! Enemy's sprite ID. The actual monster sprite in slot 5. Stats aren't affected.
- $200B: EnemySprite6 Enemy's sprite ID. The actual monster sprite in slot 6. Stats aren't affected.
- $200C: EnemySprite6! Enemy's sprite ID. The actual monster sprite in slot 6. Stats aren't affected.
- $200D: EnemyName1 Enemy's name, as refered to by ID.
- $200E: EnemyName1! Enemy's name, as refered to by ID.
- $200F: EnemyName2 Enemy's name, as refered to by ID.
- $2010: EnemyName2! Enemy's name, as refered to by ID.
- $2011: EnemyName3 Enemy's name, as refered to by ID.
- $2012: EnemyName3! Enemy's name, as refered to by ID.
- $2013: EnemyName4 Enemy's name, as refered to by ID.
- $2014: EnemyName4! Enemy's name, as refered to by ID.
- $2015: EnemyName5 Enemy's name, as refered to by ID.
- $2016: EnemyName5! Enemy's name, as refered to by ID.
- $2017: EnemyName6 Enemy's name, as refered to by ID.
- $2018: EnemyName6! Enemy's name, as refered to by ID.
- $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.
- $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.
- $201F: EncounterType Sets the encounter type. 0x00 Front, 0x01 Back, 0x02 Pincer, 0x03 Side.
- $2020: How many SwdTechs are known
- $2022 : ATB Counter (for displaying gauge)
- $2100: ScreenBright x000yyyy: X On|Off. Y Brightness.
- $2102: OAMAddress Sprite bank address.
- $2103: OAMProperty Sprite bank x000000y: X Priority rotation. Y Address MSB.
- $2116: VideoAddress Video address.
- $2117: VideoAddress! Video address.
- $2118: VideoData Video data. Address is auto-incremented by 2 every write.
- $2119: VideoData! Video data. Address is auto-incremented by 2 every write.
- $257E: Known Rages (256 bytes, $FF = not known)
- $2E98: StatusSprite1 Status effect-affected sprite for character 1. Ie, which status to display. Flags!
- $2E99: StatusSprite1! Status effect-affected sprite for character 1. Ie, which status to display. Flags!
- $2E9A: StatusSprite2 Status effect-affected sprite for character 2. Ie, which status to display. Flags!
- $2E9B: StatusSprite2! Status effect-affected sprite for character 2. Ie, which status to display. Flags!
- $2E9C: StatusSprite3 Status effect-affected sprite for character 3. Ie, which status to display. Flags!
- $2E9D: StatusSprite3! Status effect-affected sprite for character 3. Ie, which status to display. Flags!
- $2E9E: StatusSprite4 Status effect-affected sprite for character 4. Ie, which status to display. Flags!
- $2E9F: StatusSprite4! Status effect-affected sprite for character 4. Ie, which status to display. Flags!
- $2EA0: EffectSprite1 Status effect-affected sprite for character 1. Mostly Palette effects. Flags!
- $2EA1: EffectSprite1! Status effect-affected sprite for character 1. Mostly Palette effects. Flags!
- $2EA2: EffectSprite2 Status effect-affected sprite for character 2. Mostly Palette effects. Flags!
- $2EA3: EffectSprite2! Status effect-affected sprite for character 2. Mostly Palette effects. Flags!
- $2EA4: EffectSprite3 Status effect-affected sprite for character 3. Mostly Palette effects. Flags!
- $2EA5: EffectSprite3! Status effect-affected sprite for character 3. Mostly Palette effects. Flags!
- $2EA6: EffectSprite4 Status effect-affected sprite for character 4. Mostly Palette effects. Flags!
- $2EA7: EffectSprite4! Status effect-affected sprite for character 4. Mostly Palette effects. Flags!
- $2EAE: BatSpriteID1 Battle sprite ID for character 1.
- $2EBD: BatStatusIDA1 Copy of the status-effect from $2E98.
- $2EBE: BatStatusIDA1! Copy of the status-effect from $2E99.
- $2EBF: BatStatusIDB1 Copy of the status-effect from $2EA0.
- $2EC0: BatStatusIDB1! Copy of the status-effect from $2EA1.
- $2EC1: TmpStatusIDA1 Copy of $2EBD.
- $2EC2: TmpStatusIDA1! Copy of $2EBE.
- $2EC3: TmpStatusIDB1 Copy of $2EBF.
- $2EC4: TmpStatusIDB1! Copy of $2EC0.
- $2ECE: BatSpriteID2 Battle sprite ID for character 2.
- $2EDD: BatStatusIDA2 Copy of the status-effect from $2E9A.
- $2EDE: BatStatusIDA2! Copy of the status-effect from $2E9B.
- $2EDF: BatStatusIDB2 Copy of the status-effect from $2EA2.
- $2EE0: BatStatusIDB2! Copy of the status-effect from $2EA3.
- $2EE1: TmpStatusIDA2 Copy of $2EDD.
- $2EE2: TmpStatusIDA2! Copy of $2EDE.
- $2EE3: TmpStatusIDB2 Copy of $2EDF.
- $2EE4: TmpStatusIDB2! Copy of $2EE0.
- $2EEE: BatSpriteID3 Battle sprite ID for character 3.
- $2EFD: BatStatusIDA3 Copy of the status-effect from $2E9C.
- $2EFE: BatStatusIDA3! Copy of the status-effect from $2E9D.
- $2EFF: BatStatusIDB3 Copy of the status-effect from $2EA4.
- $2F00: BatStatusIDB3! Copy of the status-effect from $2EA5.
- $2F01: TmpStatusIDA3 Copy of $2EFD.
- $2F02: TmpStatusIDA3! Copy of $2EFE.
- $2F03: TmpStatusIDB3 Copy of $2EFF.
- $2F04: TmpStatusIDB3! Copy of $2F00.
- $2F0E: BatSpriteID4 Battle sprite ID for character 4.
- $2F1D: BatStatusIDA4 Copy of the status-effect from $2E9E.
- $2F1E: BatStatusIDA4! Copy of the status-effect from $2E9F.
- $2F1F: BatStatusIDB4 Copy of the status-effect from $2EA6.
- $2F20: BatStatusIDB4! Copy of the status-effect from $2EA7.
- $2F21: TmpStatusIDA4 Copy of $2F1D.
- $2F22: TmpStatusIDA4! Copy of $2F1E.
- $2F23: TmpStatusIDB4 Copy of $2F1F.
- $2F24: TmpStatusIDB4! Copy of $2F20.
- $2F34: BatWindowset Window set used in battle. Direct copy of $1D4E.
- $2F45 : If > 0 then characters are trying to run
- $2F46: TargetList List of available targets among enemies. Every bit is an enemy that can be selected.
- $2F4B : Bit 1 = formation not added to veldt list if set, Bit 2 = no preemptive attack if set
- $2F50 : Monster Facing (1 bit for each monster, 1 = right, 0 = left)
- $2F51 : Character Facing (as above)
- $3000 : Which character is Terra (#$FF if not in party)
- $3001 : Which character is Locke (#$FF if not in party)
- $3002 : Which character is Cyan (#$FF if not in party)
- $3003 : Which character is Shadow (#$FF if not in party)
- $3004 : Which character is Edgar (#$FF if not in party)
- $3005 : Which character is Sabin (#$FF if not in party)
- $3006 : Which character is Celes (#$FF if not in party)
- $3007 : Which character is Strago (#$FF if not in party)
- $3008 : Which character is Relm (#$FF if not in party)
- $3009 : Which character is Setzer (#$FF if not in party)
- $300A : Which character is Mog (#$FF if not in party)
- $300B : Which character is Gau (#$FF if not in party)
- $300C : Which character is Gogo (#$FF if not in party)
- $300D : Which character is Umaro (#$FF if not in party)
- $3018 : Holds $01 for character 1, $02 for character 2, $04 for character 3,
- $08 for character 4
- $3019 : Holds $01 for monster 1, $02 for monster 2, etc.
- $3205 : 0 = bit set, Bit 2 = Air Anchor effect
- $3219 : ATB Counter
- $322D : Monster's special attack
- $3254 : Index to find command script for regular attacks
- $3268 : Index to find command script for special (counter) attacks
- $32B8 : Which target you control (-1 for none)
- $32B9 : Which target controls you (-1 for none)
- $32E0 : Attacker for this attack
- $32E1 : Dance being used
- $32F5 : Which target is targetted by targetting attack
- $3308 : Common item to steal
- $3309 : Rare item to steal
- $331C : Blocked status byte 1 (Bit = 0 = set)
- $331D : Blocked status byte 2
- $3330 : Blocked status byte 3
- $3331 : Blocked status byte 4
- $3344 : Esper equipped
- $3358 : Which target you have seized (Seize) (Bit 7 = ??)
- $3359 : Which target has seized you (Seize)
- $336C : Which target you take damage for (Love Token)
- $336D : Which target takes damage for you (Love Token)
- $3394 : Which target you charmed (Charm)
- $3395 : Which target charmed you (Charm)
- $33D0 : Damage taken
- $33E4 : Damage Healed
- $33A8 : Which Rage is being used
- $33F8 : Which target has used Zinger
- $33F9 : Which target has been possessed by Zinger
- $33FA : Which monster is Doom Gaze (FF if Doom Gaze not in battle)
- $3400 : Spell number
- $3401 : Text to display
- $3402 : # of extra turns from Quick
- $3404 : Target who gets extra turns from Quick
- $3405 : # of attacks?
- $3414 : ? (if 0 then damage modification is skipped)
- $3A2A : Final Damage
- $3A2C : Command read from command script (4 bytes)
- $3A36 : HP Golem will block (2 bytes)
- $3A39 : Which characters have escaped
- $3A3C : Which targets are invincible (like Guardian) (2 bytes)
- $3A3E : Time counter in battle (2 bytes)
- $3A44 : Time counter in battle (2 bytes) (Goes up 1 for every 16 $3A3E goes up)
- $3A48 : Miss target if not 0
- $3A54 : Characters hit in back by attack
- $3A55 : Monsters hit in back by attack
- $3A56 : Which targets have died this combat (2 bytes, if bit = 1 then died)
- $3A5A : Which targets are missed by attack
- $3A6D : Bit 0 = 2x preemptive attack rate if set, bit 1 = no back or pincer if set
- $3A6E : Method used to end combat?
- $3A73 : Which monsters are in template
- $3A76 : Number of live character in party (while in combat)
- $3A77 : Number of monsters left
- $3A80 : How many Blitzes are known
- $3A82 : Target protected by Golem
- $3A83 : Target protected by Dog Block
- $3A84 : Lores to be learned at end of combat (3 bytes)
- $3A87 : Number of known lores)
- $3A89 : Spell randomly cast by weapon
- $3A8A : Which characters are engulfed
- $3A8F : Bit 0 = 0 if active battle
- $3A91 : Lower byte of time counter (in $3A3E)
- $3A9B : Which tools are owned
- $3DAC : Unique monster variables (1 for each monster)
- $3EB0 : Variables (36 bytes)
- $3EBE : Doom Gaze's HP (2 bytes)
- $3EC8 : Which elements have been nullified by Forcefield
- $3EC9 : # of targets
- $3A36 : HP Golem will block (2 bytes)
- $3A39 : Which characters have escaped
- $3A3C : Which targets are invincible (like Guardian) (2 bytes)
- $3A3E : Time counter in battle (2 bytes)
- $3A44 : Time counter in battle (2 bytes) (Goes up 1 for every 16 $3A3E goes up)
- $3A56 : Which targets have died this combat (2 bytes, if bit = 1 then died)
- $3A6D : Bit 0 = 2x preemptive attack rate if set, bit 1 = no back or pincer if set
- $3A6E : Method used to end combat?
- $3A70 : # of attacks?
- $3A73 : Which monsters are in template
- $3A74 : Which characters are alive and present in battle (bit 0 = character 1, 1 = character 2, etc.)
- $3A76 : Number of live character in party (while in combat)
- $3A77 : Number of monsters left
- $3A7A : Command
- $3A7B : Attack
- $3A80 : How many Blitzes are known
- $3A84 : Lores to be learned at end of combat (3 bytes)
- $3A87 : Number of known lores)
- $3A8A : Which characters are engulfed
- $3A8F : Bit 0 = 0 if active battle
- $3A91 : Lower byte of time counter (in $3A3E)
- $3A9B : Which tools are owned
- $3AA1 : Special Properties (bit 1 = Defend, 2 = prot. from death, 4 = seized?
- 5 = Row [0 = back row], 6 = controlled?, 7 = ran away?)
- $3AF1 : Time until Stop wears off
- $3B05 : Countdown counter
- $3B18 : Level
- $3B19 : Speed
- $3B2C : Vigor
- $3B40 : Stamina
- $3B41 : Magic Power (* 1.5 for monsters?)
- $3B54 : Evade (255 - Evade * 2) + 1
- $3B55 : MBlock (255 - Mblock * 2) + 1
- $3B68 : Battle Power
- $3B7C : Hit Rate
- $3BA4 : Right hand weapon (bit 1 = Can use Swdtech, 5 = Full damage from back row,
- 6 = Can use 2-handed, 7 = Can use Runic)
- $3BA5 : Left hand Weapon (as $3BA4)
- $3BB8 : Defense
- $3BB9 : Magic Defense
- $3BCC : Absorbed elements
- $3BCD : Nullified elements
- $3BE0 : Weak elements
- $3BE1 : Resisted elements
- $3BF4 : HP
- $3C08 : MP
- $3C1C : Max HP
- $3C30 : Max MP
- $3C44 : Relic effects 1 (Bit 0 = Atlas Armlet, 1 = Double Earrings,
- 2 = Fight => Jump, 3 = Magic> X-Magic,
- 4 = Sketch => Control, 5 = Slot => GP Rain,
- 6 = Steal => Capture, 7 = Jump Continuously)
- $3C45 : Relic effects 2 (Bit 0 = Sneak Ring, 1 = Earring, 2 = Increase sketch chance,
- 3 = Increase Control chance, 4 = Sniper Sight,
- 5 = Gold Hairpin, 6 = Economizer, 7 = Hyper Wrist)
- $3C58 : Bit 0 = Offering, 1 = Black Belt, 2 = Beads, 3 = Gauntlet, 4 = Genji Glove
- 5 = Merit Award, 6 = True Knight
- $3C59 : Bit 0 = Shell when low HP, 1 = Safe when low HP, 2 = Reflect when low HP,
- 3 = Exp. Egg, 4 = x2 Gold, 7 = Relic Ring
- $3C80 : Special Byte 2 (Bit 0 = Wait atk., 1 = Atk First, 2 = Make Suplex miss,
- 3 = Can't run, 4 = No scan, 5 = No Sketch,
- 6 = Special event, 7 = Can't Control)
- $3C94 : Morph Chance & Morph Package
- $3C95 : Special Byte 3 (Bit 0 = Dies at 0 MP, 1 = ???, 2 = No name, 3 = ???
- 4 = Human, 5 = ???, 6 = Auto critical if Imp, 7 = Undead)
- $3CA8 : Weapon in right hand
- $3CA9 : Weapon in left hand
- $3CD0 : Relic Slot 1
- $3CD1 : Relic Slot 2
- $3CE4 : Shield/Weapon miss animations
- $3CF9 : Time until Sleep wears off
- $3D34 : Spell randomly cast by weapon
- $3D48 : Which command you were attacked with this attack
- $3D49 : Which spell (or attack) you were attacked with this attack
- $3D5C : Which item was used on you for this attack
- $3D5D : Which element(s) you were attacked with this attack
- $3D84 : XP
- $3D98 : Gold monster gives
- $3DAC : Unique monster variables (1 for each monster)
- $3DC0 : Counter for how long monster has been alive (2 bytes)
- $3DD4 : Status to set byte 1
- $3DD5 : Status to set byte 2
- $3DE8 : Status to set byte 3
- $3DE9 : Status to set byte 4
- $3DFC : Status to clear byte 1
- $3DFD : Status to clear byte 2
- $3E10 : Status to clear byte 3
- $3E11 : Status to clear byte 4
- $3E24 : Damage increment for poison
- $3E4C : bit 0 = retort, 1 = enemy runic (speck), 2 = runic
- $3E60 : Status after attack byte 1
- $3E61 : Status after attack byte 2
- $3E74 : Status after attack byte 3
- $3E75 : Status after attack byte 4
- $3EB0 : Variables (36 bytes)
- $3EBE : Doom Gaze's HP (2 bytes)
- $3EC8 : Which elements have been nullified by Forcefield
- $3ECA : # of types of monsters active in combat
- $3ED4 : Battle formation (2 bytes)
- $3ED8 : Which character it is
- $3EE4 : Status byte 1
- $3EE5 : Status byte 2
- $3EF8 : Status byte 3
- $3EF9 : Status byte 4
- $3F20 : Last attack (for use by Mimic)
- $3F22 : Last targets (for use by Mimic)
- $3F24 : Last attack (second attack w/ Gem Box) (for use by Mimic)
- $3F26 : Last targets (second attack w/ Gem Box) (for use by Mimic)
- $3F30 : Morph time counter (2 bytes)
- $3F32 : Amount Morph time counter is reduced each frame
- $3F44 : Monster formation data (15 bytes)
- $3F0C : Time until Wall wears off
- $3F0D : Time until Freeze wears off
- $4202: MathMultA Math coprocessor's Value to multiply A.
- $4203: MathMultB Math coprocessor's Value to multiply B.
- $4204: MathDiviA Math coprocessor's Value to Divide A.
- $4205: MathDiviB Math coprocessor's Value to Divide B.
- $420B: DMAEnable Enables the specified DMA channel(s).
- $420C: HDMAEnable Enables the specified HDMA channel(s).
- $4214: MathQuoti Math coprocessor's Quotient for Divisions.
- $4215: MathQuoti! Math coprocessor's Quotient for Divisions.
- $4216: MathValue Math coprocessor's result. Remainder for Divisions.
- $4217: MathValue! Math coprocessor's result. Remainder for Divisions.
- $43x0: DMAxControl How DMA is acheived. IE, DMA mode.
- $43x1: DMAxDest Destination of the DMA transfer + $2100.
- $43x2: DMAxSrcOffset Source offset of the Xth DMA channel.
- $43x3: DMAxSrcOffset! Source offset of the Xth DMA channel.
- $43x4: DMAxSrcBank Source bank of the Xth DMA channel.
- $43x5: DMAxByteSize Size of the transfer in bytes.
- $43x6: DMAxByteSize! Size of the transfer in bytes.
- $4AF5: InfoTextShiftX Offsets the X position of the info window text (the top window in battle.)
- $4AF6: InfoTextShiftX! Offsets the X position of the info window text (the top window in battle.) Unused?
- $4AF7: InfoTextShiftY Offsets the Y position of the info window text (the top window in battle.)
- $4AF8: InfoTextShiftY! Offsets the Y position of the info window text (the top window in battle.) Unused?
- $6154: Mode7X X position of the spell animation in Mode 7.
- $6155: Mode7Y Y position of the spell animation in Mode 7.
- $6156: Mode7Scale Scale of the spell animation in Mode 7.
- $6157: Mode7Rot Rotation of the spell animation in Mode 7.
- $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.
- $619C: CharYMirror Any bit set in this corresponds to a character. Gives a reflection-like Y mirror effect to marked characters.
- $619D: EnemyYMirror Any bit set in this corresponds to an enemy. Gives a reflection-like Y mirror effect to marked enemies.
- $61AB: ShownEnemies Shown enemies. If not shown, an enemy can't be selected or displayed. Bit array.
- $61AE: CharStepAhead1 Character 1 steps forward if this is set to one. IE, "are we ready to move."
- $61AF: CharStepAhead2 Character 2 steps forward if this is set to one. IE, "are we ready to move."
- $61B0: CharStepAhead3 Character 3 steps forward if this is set to one. IE, "are we ready to move."
- $61B1: CharStepAhead4 Character 4 steps forward if this is set to one. IE, "are we ready to move."
- $61B6:
- $61B7: * X?
- $61B8: !
- $61B9: * Y?
- $61BA: !
- $61BB: * Animation?
- $61BC: CharRamPal1 Palette ID, as represented in Ram. Usually 0x08.
- $61BD: CharDrawFlip1 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $61BE: CharSprFlip1 Flips X or Y. $40: Flip X. $80 Flip Y. As opposed to DrawFlip, $20 is never off.
- $61BF: CharTmpAnim1 Character's animation ID. Not the definit one. I think? The next one takes prevailance over this address.
- $61C0: CharAnimID1 Character's animation ID. Frames higher than the characters' results in someone else's sprite.
- $61C1: CharSpriteID1 Character's sprite ID. Frames higher than the characters' results in someone else's sprite.
- $61C2: * animation Frame?
- $61C3: * flags?
- $61C4: * ...somehow related to C3?
- $61C5: CharXOffset1 Offsets the character sprite by this many pixels on the X plane.
- $61C6: CharXOffset1! Offsets the character sprite by this many pixels on the X plane.
- $61C7: CharYOffset1 Offsets the character sprite by this many pixels on the Y plane.
- $61C8: CharYOffset1! Offsets the character sprite by this many pixels on the Y plane.
- $61C9: CharXPos1 Character sprite X position in pixels on the battle map.
- $61CA: CharXPos1! Character sprite X position in pixels on the battle map.
- $61CB: *has to do with x pos (C9)
- $61CC:
- $61CD: *redraw flag...?
- $61CE:
- $61CF: CharHeadAnim1 Animation played over the character's head (ex: sunglasses, poison bubbles, or green crescent.)
- $61D0:
- $61D1:
- $61D2: CharYPos1 Character sprite Y position in pixels on the battle map.
- $61D3: CharYPos1! Character sprite Y position in pixels on the battle map.
- $61D4: *has to do with x pos
- $61DC: CharRamPal2 Palette ID, as represented in Ram. Usually 0x0A.
- $61DD: CharDrawFlip2 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $61DE: CharSprFlip2 Flips X or Y. $40: Flip X. $80 Flip Y. As opposed to DrawFlip, $20 is never off.
- $61DF: CharTmpAnim2 Character's animation ID. Not the definit one. I think? The next one takes prevailance over this address.
- $61E0: CharAnimID2 Character's animation ID. Frames higher than the characters' results in someone else's sprite.
- $61E1: CharSpriteID2 Character's sprite ID. Frames higher than the characters' results in someone else's sprite.
- $61E5: CharXOffset2 Offsets the character sprite by this many pixels on the X plane.
- $61E7: CharYOffset2 Offsets the character sprite by this many pixels on the Y plane.
- $61E9: CharXPos2 Character sprite X position in pixels on the battle map.
- $61EA: CharXPos2! Character sprite X position in pixels on the battle map.
- $61EF: CharHeadAnim2 Animation played over the character's head (ex: sunglasses, poison bubbles, or green crescent.)
- $61F2: CharYPos2 Character sprite Y position in pixels on the battle map.
- $61F3: CharYPos2! Character sprite Y position in pixels on the battle map.
- $61FC: CharRamPal3 Palette ID, as represented in Ram. Usually 0x0C.
- $61FD: CharDrawFlip3 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $61FE: CharSprFlip3 Flips X or Y. $40: Flip X. $80 Flip Y. As opposed to DrawFlip, $20 is never off.
- $61FF: CharTmpAnim3 Character's animation ID. Not the definit one. I think? The next one takes prevailance over this address.
- $6200: CharAnimID3 Character's animation ID. Frames higher than the characters' results in someone else's sprite.
- $6201: CharSpriteID3 Character's sprite ID. Frames higher than the characters' results in someone else's sprite.
- $6205: CharXOffset3 Offsets the character sprite by this many pixels on the X plane.
- $6207: CharYOffset3 Offsets the character sprite by this many pixels on the Y plane.
- $6209: CharXPos3 Character sprite X position in pixels on the battle map.
- $620A: CharXPos3! Character sprite X position in pixels on the battle map.
- $620F: CharHeadAnim3 Animation played over the character's head (ex: sunglasses, poison bubbles, or green crescent.)
- $6212: CharYPos3 Character sprite Y position in pixels on the battle map.
- $6213: CharYPos3! Character sprite Y position in pixels on the battle map.
- $621C: CharRamPal4 Palette ID, as represented in Ram. Usually 0x0E.
- $621D: CharDrawFlip4 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $621E: CharSprFlip4 Flips X or Y. $40: Flip X. $80 Flip Y. As opposed to DrawFlip, $20 is never off.
- $621F: CharTmpAnim4 Character's animation ID. Not the definit one. I think? The next one takes prevailance over this address.
- $6220: CharAnimID4 Character's animation ID. Frames higher than the characters' results in someone else's sprite.
- $6221: CharSpriteID4 Character's sprite ID. Frames higher than the characters' results in someone else's sprite.
- $6225: CharXOffset4 Offsets the character sprite by this many pixels on the X plane.
- $6227: CharYOffset4 Offsets the character sprite by this many pixels on the Y plane.
- $6229: CharXPos4 Character sprite X position in pixels on the battle map.
- $622A: CharXPos4! Character sprite X position in pixels on the battle map.
- $622F: CharHeadAnim4 Animation played over the character's head (ex: sunglasses, poison bubbles, or green crescent.)
- $6232: CharYPos4 Character sprite Y position in pixels on the battle map.
- $6233: CharYPos4! Character sprite Y position in pixels on the battle map.
- $6273: AnimDataID1 Animation Script ID 1.
- $6274: AnimDataID1! Animation Script ID 1.
- $6275: AnimDataID2 Animation Script ID 2.
- $6276: AnimDataID2! Animation Script ID 2.
- $6277: AnimDataID3 Animation Script ID 3.
- $6278: AnimDataID3! Animation Script ID 3.
- $6279: AnimDataPal1 Animation Palette ID 1.
- $627A: AnimDataPal2 Animation Palette ID 2.
- $627B: AnimDataPal3 Animation Palette ID 3.
- $627C: AnimDataSound Animation Sound.
- $6281: QueueShieldSnd If set to a non-zero value, plays the "ting" shield sound ASAP then resets to 0x00.
- $6283: ScreenIsWavy Makes the screen wavy in battle à-la heatwave when set to 1.
- $6285: ScreenShakes Makes the screen shake in battle à-la earthquake when set to 1. 0x80: shake left/right
- $628A: InFlashback Is the game in flashback mode; ie, yellow tint?
- $62AB: GamePaused Set to 0x01 if the game is paused and 0x00 if it isn't.
- $62D3: EchoSpriteID Determines which sprite(s) get an echo effect.
- $62D4: EchoActive Determines wether the echo effect is on or off.
- $62D5: EchoSpeed Determines how fast the echos are updated. 0x00 is fastest. 0x7F is slowest.
- $62D6: EchoBuffer The echo buffer. XPos, YPos; this is 0x40 bytes long.
- $64B0: BGShiftX Shifts the X position of the BG. Higher Values means the BG is drawn higher. BG wraps around.
- $64B1: BGShiftX! Shifts the X position of the BG. Higher Values means the BG is drawn higher. BG wraps around. Unused?
- $64B2: BGShiftY Shifts the Y position of the BG. Higher Values means the BG is drawn higher.
- $64B3: BGShiftY! Shifts the Y position of the BG. Higher Values means the BG is drawn higher. Unused?
- $64B4: InfoWinShiftX Offsets the battle information window X (at the top of the screen). Signed.
- $64B5: InfoWinShiftX! Offsets the battle information window X (at the top of the screen). Signed and unused?
- $64B6: InfoWinShiftY Offsets the battle information window Y (at the top of the screen). Signed.
- $64B7: InfoWinShiftY! Offsets the battle information window Y (at the top of the screen). Signed and unused?
- $64DE: AnimFinalShow Toggles wether the animation is being Shown (1) or not (0).
- $64DF: AnimFinalX The final X position of the animation after the offset has been added.
- $64E0: AnimFinalX! The final X position of the animation after the offset has been added.
- $64E1: AnimFinalY The final Y position of the animation after the offset has been added.
- $64E2: AnimFinalY! The final Y position of the animation after the offset has been added.
- $64E3: AnimFrameID The current Frame being displayed. Incremented.
- $64E6: AnimFinalPal The final Palette, after transformation. Must be over 128 and even.
- $64E9: AnimYSine The "position" along the sine wave. This is an Index into the sine table.
- $64EC: GosubAddress The address an animation jumps from when it calls a subprogRam.
- $6A31: AnimScriptPos Position in the Script. No messing with this. ;)
- $6A32: AnimScriptPos! Position in the Script. No messing with this. ;)
- $6A34: AnimSpeed The spell sprite's animation Speed.
- $6A38: CasterID The caster's ID in the battle sprite listing.
- $6A39: TargetID The target's ID in the battle sprite listing.
- $6A3A: AnimationX X position of the spell animation.
- $6A3B: AnimationX! X position of the spell animation.
- $6A3C: AnimationY Y position of the spell animation.
- $6A3D: AnimationY! Y position of the spell animation.
- $6F82: AnimRealX Original X position of the spell animation.
- $6F83: AnimRealX! Original X position of the spell animation.
- $6F84: AnimRealY Original Y position of the spell animation.
- $6F85: AnimRealY! Original Y position of the spell animation.
- $6F87: AnimationDIR Direction of the animation. 0x01: Right.
- $6F89: LoopStart Address where loop instructions are started; ie where it goes every iteration.
- $6F8A: LoopStart! Address where loop instructions are started; ie where it goes every iteration.
- $6F8B: LoopCount How often to iterate through a loop instruction.
- $6F8C: FrameCounte A counter used to determine the Frame ID to display. This is added to the real Frame counter. Usually 0x00.
- $74CE: AnimOffsetX Offsets the X position. Adds this to it, apparently.
- $74D0: AnimOffsetY Offsets the Y position. Adds this to it, apparently.
- $74D5: SpellPalID The spell animation's Palette, referenced by ID in Ram.
- $7AF6: BaseIndex Base Index of the animation data in memory.
- $7AF8: CasterIndex Caster Index, multipled by 0x20 to point into the structure right.
- $7B10: FacedDir Direction faced by the character. $01: Right. Read from $C2E4EF.
- $7B7E: PointedEnemies Enemies with a finger pointer in front of them. Each bit is a target. 0x00 turns it off.
- $7C00: TmpPalette00 Temporary Palette Data! Applies to Palette 0 (color 0). 2 bytes per color, 16 colors.
- $7C20: TmpPalette10 Temporary Palette Data! Applies to Palette 1 (color 0). 2 bytes per color, 16 colors.
- $7C40: TmpPalette20 Temporary Palette Data! Applies to Palette 2 (color 0). 2 bytes per color, 16 colors.
- $7C60: TmpPalette30 Temporary Palette Data! Applies to Palette 3 (color 0). 2 bytes per color, 16 colors.
- $7C80: TmpPalette40 Temporary Palette Data! Applies to Palette 4 (color 0). 2 bytes per color, 16 colors.
- $7CA0: TmpPalette50 Temporary Palette Data! Applies to Palette 5 (color 0). 2 bytes per color, 16 colors.
- $7CC0: TmpPalette60 Temporary Palette Data! Applies to Palette 6 (color 0). 2 bytes per color, 16 colors.
- $7CE0: TmpPalette70 Temporary Palette Data! Applies to Palette 7 (color 0). 2 bytes per color, 16 colors.
- $7D00: TmpPalette80 Temporary Palette Data! Applies to Palette 8 (color 0). 2 bytes per color, 16 colors.
- $7D20: TmpPalette90 Temporary Palette Data! Applies to Palette 9 (color 0). 2 bytes per color, 16 colors.
- $7D40: TmpPaletteA0 Temporary Palette Data! Applies to Palette A (color 0). 2 bytes per color, 16 colors.
- $7D60: TmpPaletteB0 Temporary Palette Data! Applies to Palette B (color 0). 2 bytes per color, 16 colors.
- $7D80: TmpPaletteC0 Temporary Palette Data! Applies to Palette C (color 0). 2 bytes per color, 16 colors.
- $7DA0: TmpPaletteD0 Temporary Palette Data! Applies to Palette D (color 0). 2 bytes per color, 16 colors.
- $7DC0: TmpPaletteE0 Temporary Palette Data! Applies to Palette E (color 0). 2 bytes per color, 16 colors.
- $7DE0: TmpPaletteF0 Temporary Palette Data! Applies to Palette F (color 0). 2 bytes per color, 16 colors.
- $7E00: RamPalette00 Palette Data, as stored in Ram! Applies to Palette 0 (color 0). 2 bytes per color, 16 colors.
- $7E20: RamPalette10 Palette Data, as stored in Ram! Applies to Palette 1 (color 0). 2 bytes per color, 16 colors.
- $7E40: RamPalette20 Palette Data, as stored in Ram! Applies to Palette 2 (color 0). 2 bytes per color, 16 colors.
- $7E60: RamPalette30 Palette Data, as stored in Ram! Applies to Palette 3 (color 0). 2 bytes per color, 16 colors.
- $7E80: RamPalette40 Palette Data, as stored in Ram! Applies to Palette 4 (color 0). 2 bytes per color, 16 colors.
- $7EA0: RamPalette50 Palette Data, as stored in Ram! Applies to Palette 5 (color 0). 2 bytes per color, 16 colors.
- $7EC0: RamPalette60 Palette Data, as stored in Ram! Applies to Palette 6 (color 0). 2 bytes per color, 16 colors.
- $7EE0: RamPalette70 Palette Data, as stored in Ram! Applies to Palette 7 (color 0). 2 bytes per color, 16 colors.
- $7F00: RamPalette80 Palette Data, as stored in Ram! Applies to Palette 8 (color 0). 2 bytes per color, 16 colors.
- $7F20: RamPalette90 Palette Data, as stored in Ram! Applies to Palette 9 (color 0). 2 bytes per color, 16 colors.
- $7F40: RamPaletteA0 Palette Data, as stored in Ram! Applies to Palette A (color 0). 2 bytes per color, 16 colors.
- $7F60: RamPaletteB0 Palette Data, as stored in Ram! Applies to Palette B (color 0). 2 bytes per color, 16 colors.
- $7F80: RamPaletteC0 Palette Data, as stored in Ram! Applies to Palette C (color 0). 2 bytes per color, 16 colors.
- $7FA0: RamPaletteD0 Palette Data, as stored in Ram! Applies to Palette D (color 0). 2 bytes per color, 16 colors.
- $7FC0: RamPaletteE0 Palette Data, as stored in Ram! Applies to Palette E (color 0). 2 bytes per color, 16 colors.
- $7FE0: RamPaletteF0 Palette Data, as stored in Ram! Applies to Palette F (color 0). 2 bytes per color, 16 colors.
- $807B: EnemyWidth1 Enemy width in pixels.
- $80C3: EnemyX1 X position of the enemy.
- $80C4: EnemyX1! X position of the enemy.
- $80CF: EnemyY1 Y position of the enemy.
- $80D0: EnemyY1! Y position of the enemy.
- $80DB: EnemyRamPal1 Palette ID, as represented in Ram. Usually 0x0?.
- $80DC: EnemyDrawFlip1 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $80DE: EnemyDrawFlip2 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $80E0: EnemyDrawFlip3 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $80E2: EnemyDrawFlip4 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $80E4: EnemyDrawFlip5 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $80E6: EnemyDrawFlip6 Flips X or Y. $20: Draw. $40: Flip X. $80 Flip Y.
- $812F: Enemy8Width1 One-eight of the enemy's width.
- $8130: Enemy8Height1 One-eight of the enemy's height.
- $8970: BGPixelate Pixelation level of the background.
- $898D: ShownLayers Toggles which Layers to Show: enemies, background, etc...
- $8991: ShownWindows Toggles which window Layers to Show: window, text, etc...
- $9613: AnimClipWNow Current Width of the clip plane.
- $9614: AnimClipXNow X position of the clip plane. Sort of...
- $9615: AnimClipYNow Y position of the clip plane.
- $9616: AnimClipWEnd Final Width of the clip plane.
- $9617: AnimClipXEnd Final X position of the clip plane. Sort of...
- $9618: AnimClipYEnd Final Y position of the clip plane.
- $961B: AnimClipShape Shape of the clip plane. 0x01[Circle] 0x02[Wavy] 0x03[Pillar] 0x04[OvalY] 0x05[WavyIn] 0x06[OvalX] 0x07[Dome] 0x08[WavyOut]
- $E9E7: AnimSoundA Sound played by the animation, as specified in the high-level structure.
- $E9E9: AnimSoundB Sound played by the animation, as specified in the high-level structure. This is an other one.
- $E9EA: AnimSoundPos Pans the animation Sound. 0x00 = left, 0x80 = center, 0xFF = right.
- $E9EC: AnimSoundPlay If set to 0x01, starts playing the Sound. Must be set back to 0x00 after.
- $E9ED: SoundMute If set to 0x00, the Sound doesn't play.
- $E9F9: BattleBright How Bright the screen is during battle. This is a carbon copy of the $21000 screen Bright bank.
- $EBFF: EnemyTmpName1 Backs up enemy Names in this.
- $EBC0: EnemyTmpName1! Backs up enemy Names in this.
- $EBC1: EnemyTmpName2 Backs up enemy Names in this.
- $EBC2: EnemyTmpName2! Backs up enemy Names in this.
- $EBC3: EnemyTmpName3 Backs up enemy Names in this.
- $EBC4: EnemyTmpName3! Backs up enemy Names in this.
- $EBC5: EnemyTmpName4 Backs up enemy Names in this.
- $EBC6: EnemyTmpName4! Backs up enemy Names in this.
- $EBC7: EnemyTmpName5 Backs up enemy Names in this.
- $EBC8: EnemyTmpName5! Backs up enemy Names in this.
- $EBC9: EnemyTmpName6 Backs up enemy Names in this.
- $EBCA: EnemyTmpName6! Backs up enemy Names in this.
- $ECB8: CurBattleBG Current battle BG, after it's been loaded.
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