Information inside FF3us's ROM |
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Credits |
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Jumper:
starting the web site and participating in FF3H and FF4H |
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Cless:
all bunch of goody offsets |
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Cyan:
table files and informations about end credits |
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Czar
dragon: some missing information about FF3's SRAM |
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Master
ZED: for decoding battle scripts |
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Yousei:
for the source code of FF3ed wich contains the compression algorithm, shop
data and Espers data |
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Legend/keywords: |
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Highlights
in yellow means the data is consecutive. Highlights in blue means it’s WIP. |
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Word(s):
is a single or a list of strings, they are most likely terminated with a NULL |
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Text:
like Words, except it's conversation, not descriptions or titles |
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List:
a series of strings, each strings have a constant length and are not
terminated with NULL |
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Startup:
information used when starting a new game |
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Constants:
values used for monsters HP, numeral references... |
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A note: |
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Some
strings, such as items and spells, have a logo (tools, sword, white) preceding
the first character. |
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Padding
empty spaces |
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Some
databases take a fixed amount of memory. Most of the time, if not always, it
is a multiple of 0x100. |
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So
if a given database (the Rare Items names, for example) take a little less
than the size of the block, the remaining bytes will be filled by padding
bytes. |
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The
point is, in FF3us, the padding bytes are all 0xFFs, but in FF6j they are the
least significant byte of the very offset they are located (e.g. offset
0x123456 contains 0x56). |
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Offsets |
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FF3us
start offset (hex) |
FF3us stop offset (hex) |
FF6j start offset (hex) |
FF6j stop offset (hex) |
number of bytes or n * length |
description |
additional info |
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0 |
200 |
0 |
200 |
200 |
SMC specific header |
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0E1A0 |
0E2A0 |
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128*2 |
DTE encoding scheme |
DTE TBL file |
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0E400 |
0E580 |
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24*(8*8)*2/8 |
Tiles: Incomplete alphabet, used in ??? (not used by blue fonts in
menu) |
8x8 tiles |
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2 bits colors |
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SNES
bmps |
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10100 |
10110 |
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7 + 9 spares |
entry point in SMC (finish w/
jump to c00019 (0x219 in SMC)) |
ASM baby |
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101C0 |
101E0 |
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32 |
Cartridge information |
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29944 |
29954 |
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16 |
Palette: 8 colors, ??? |
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29954 |
29974 |
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32 |
Palette: 16 colors end credit
fonts |
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29974 |
29994 |
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32 |
Palette: 16 colors end credits
(flipping pages) |
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29994 |
29A34 |
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5*32 |
Palette: 16 colors, ??? |
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2AFE1 |
2B121 |
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32*10 |
List: status query |
Battles TBL file |
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2C889 |
2C891 |
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8 |
Palette: the four colors used in
battle for the glove, the actor cursor, the miss tiles and harmfull count
digits |
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2C891 |
2C899 |
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8 |
Palette: the four colors used in
battle for curative count digits |
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2D02B |
? |
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26? |
Battle sprites palette assigment |
Battle palette indexes |
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2E285 |
? |
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? |
Word: 'Esper' |
Battles TBL file |
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2E365 |
? |
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? |
Words: 'row', 'def', 'R-hand', 'L-hand' |
Battles TBL file |
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3391B |
? |
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? |
Word: 'Wounded' |
Battles TBL file |
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33970 |
~33A60 |
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? |
Words: menu labels |
Battles TBL file |
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34B0C |
? |
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? |
Words: config. menu |
Battles TBL file |
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35A8B |
? |
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? |
Words: 'MP needed' |
Battles TBL file |
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35E4A |
? |
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? |
Words: skills menu |
Battles TBL file |
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3666F |
? |
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? |
Words: percentiles, vitals tags |
Battles TBL file |
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36AE5 |
? |
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? |
Words: 'Please enter a name' |
Battles TBL file |
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37100 |
37140 |
37894 |
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64 |
Palette: assigment to mug shots (following sprites indexes) |
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~37140 |
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relates to pointers of mugshots |
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37C97 |
? |
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? |
Words: 'Form n groups' |
Battles TBL file |
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38F18 |
? |
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? |
Words: '2-hands'... |
Battles TBL file |
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3A4BC |
? |
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? |
Words: equipment tags like 'Head', 'OPTIMUM'... |
Battles TBL file |
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3AF9C and 3B611 |
? |
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? |
Words: coliseum related |
Battles TBL file |
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3C4FE |
? |
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? |
Words: shops dialogue |
Battles TBL file |
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46CC0 |
47AC0 |
46CC0 |
47AC0 |
256*14 |
Constants: Magic spells effects |
Magic effects |
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47AC0 |
47C40 |
47AC0 |
47C40 |
64*6 |
Startup: actors names |
Battles TBL file |
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Actors
index |
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47CC0 |
48140 |
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128 * 9 |
Data: shop data, 1st byte is
identifier, 8 others are for items |
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48140 |
481C0 |
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32*4 |
Assignments: Items given when morphing monsters |
Item index |
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Morph
packages |
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481C0 |
491C0 |
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256*(8*8)*2/8 |
Tiles: small fonts, logos & progress bar |
8x8 tiles |
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2 bits colors |
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The first 128 tiles are blank for
FF3us |
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(Sames offsets for FF6j, special
coding for names list (8x12 tiles, pseudo DTE)) |
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SNES
bmps |
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491C0 |
492C0 |
491C0 |
496C0 |
256 |
Constant: Corresponding big font width |
do not exeed 16 pixels |
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(5 banks * 256 FF6j) |
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492C0 |
4A600 |
496C0 |
50200 |
256 * (16*11)*1/8 |
Tiles: big fonts, DTE dialog, some battles strings |
16x11 1bpp |
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[5 banks * 256 * (16*11)*1/8 |
Note: index starts at 0x20
(before==extended codes) |
(FF6j has 5 banks, FF3us has only
one, the 4 others are dummied) |
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FF6j] |
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SNES
bmps |
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04A600 |
04A6C0 |
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192 |
Spare bytes (0's) |
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04A6C0 |
04BC00 |
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5440 |
Spare bytes |
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04BC00 |
04C200 |
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1465 + 71 spares |
Compressed data: end credits
fonts |
SNES 2 bit colors |
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0C9C94 |
0C9C97 |
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Startup: gold |
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0CE800 |
0D0200 |
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2*2+3326*2 |
Pointers: DTE dialog |
DTE TBL file |
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Special
codes |
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DTE
Pointers |
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Dialog
dump |
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0D0200 |
0EF300 |
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127232 |
Dialog: every non-battle discussions, seperated in two banks |
DTE TBL file |
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Special
codes |
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Dialog
dump |
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0EF300 |
0EF800 |
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1280 |
Messages: towns names, shops names, caves names |
DTE TBL file |
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Special
codes |
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EFDA0 |
EFEB0 |
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20*13 +12 dummy |
List: rare items name |
Battles TBL file |
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EFEB0 |
F0200 |
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20*vary |
Words: rare items description |
Battles TBL file |
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F0200 |
F3200 |
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384*32 |
Constants: monsters HP, MP, GP, EP, status, weakness… |
Monst index |
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Stats details |
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F3200 |
F3800 |
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384*4 |
Assignments: item stealed (2 items) & dropped (2 items) |
Monst index |
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Item
index |
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F3800 |
F39C0 |
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448 |
lots of 0, 48, 8, 20, 30, 18, c4, a8 |
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F39C0 |
F3B40 |
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384 |
the way the main attack looks like |
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F3B40 |
F3E40 |
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27*vary |
Text: Esper description |
Battles TBL file |
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F3E40 |
F3F00 |
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8*12 + 60 dummy |
List: sword tech. commands |
Battles TBL file |
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F3F00 |
F4500 |
F3F00 |
F4500 |
384*4 |
Template: The four actions resulting of the "control" command
execution |
Monst index |
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Consult |
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FF3 Math |
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for the indexed list of the
spells |
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F4500 |
F4800 |
F4500 |
F4800 |
384*2 |
Template: The two actions resulting of the "sketch" command
execution |
Monst index |
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Consult |
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FF3 Math |
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for the indexed list of the
spells |
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F4800 |
F4A00 |
F4800 |
F4A00 |
256*2 |
Template: The two actions resulting of the "rage" command
execution corresponding to the monster index |
Monst index |
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Consult |
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FF3 Math |
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for the indexed list of the
spells |
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F4A00 |
F5200 |
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256 zones * 4 possibilities * 2 bytes for tmp index |
Template: assigment of monsters formations, each zone, or particular
fight, can trigger one of four formations. Assigment is done word-wize. |
Formation Packs |
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F5200 |
F5600 |
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256 zones * 2 possibilities * 2 * bytes for tmp index |
Template: Much like above, randomnisation is done on two possibilities
instead of four. |
Formation Packs |
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F5B00 |
F6400 |
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576*4 |
Related to monsters templates, song played, pre-emptive, side, pincer,
initial draw... |
Extra data |
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F6400 |
F8600 |
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576*15 + 64 dummy |
Constants: monsters groups templates |
Monst index |
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Tmp
details |
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Formation
dump |
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F8600 |
F8900 |
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384*2 |
Pointers: to enemy attack set, ordered by monster index |
Monst index |
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F8900 |
FC250 |
F8900 |
FC250 |
dynamic |
Data Base: Enemy attack sets, used by the F8600 pointer bank. An
indicator (???) is used to mark the end of a sequence. |
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FC250 |
FD150 |
FCA00 |
FD600 |
384*10 |
List: monsters names |
Battles TBL file |
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(384*8 FF6j) |
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Monst
index |
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FD150 |
FD2D0 |
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384 |
Spare: since FF6j links directly mst name db with mst atk db,
traduction left some spare bytes (name extention to 11 chars? hmm...) |
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FD2D0 |
FE1E0 |
FD600 |
FE200 |
384*10 + 16 dummy |
List: monsters attacks, the number of the index of the attack belong to
the monster that has that same index |
Battles TBL file |
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(384*8 FF6j) |
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Attack
index |
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Monst
index |
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FE1E0 |
FE3E0 |
FE200 |
FE600 |
512 bytes, add another 512 for
wasted bytes in FF6j |
Pointers: monsters quotes |
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FE3E0 |
FF650 |
FE600 |
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4720 |
Text: monsters dialogue in battle |
Battles TBL file |
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FFE00 |
100000 |
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8*vary |
Words: blitz descriptions |
Battles TBL file |
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1000AE |
? |
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? |
Words: percentiles, Esper freebies |
Battles TBL file |
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10D400 |
10FF00 |
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10871 + 3 scrap? + 134 spares |
Text: team dialogue in battle |
Battles TBL file |
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11F200 |
11F9A0 |
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1952 |
Words: spell/attack results in battle |
Battles TBL file |
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127100 |
127200 |
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32*7 |
List: weapon types |
Battles TBL file |
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127200 |
127A20 |
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416*5 |
Data Base: pointers to monsters bmps and palettes assigment (finally!!) |
Mst bmp Tmp |
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127A20 |
12AA20 |
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384*32 |
Palettes: Monsters palettes |
Color encoding |
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12AA20 |
12B500 |
12AA20 |
12B500 |
128*8, then |
Assigment: maps 8x8 and 16x16 tiles for monsters graphics construction |
The first 2 words are pointers |
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48*32 |
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Mst tiles mapping |
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(absolute max: 347) |
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12B500 |
12C200 |
26F900 |
270200 |
256*13 |
List: items names |
Battles TBL file |
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(256*9 FF6j) |
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Item
index |
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12E200 |
12EE00 |
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2884 + 188 spare |
Compressed data: battle tiles
like numerals, miss logo, mute status… Enough padding to mess around without
ROM expantion |
SNES 4 bit colors |
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12EE00 |
12F000 |
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16 * 32 colors palettes |
Palettes: WoB |
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12F000 |
12F200 |
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16 * 32 colors palettes |
Palettes: WoR |
Color encoding |
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12F200 |
130200 |
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16*(2*(16*16))*4/8 |
Tiles: casino slot command logos, 2 tiles per logo, 8 official, 1 not
sure and 7 not used |
16x16 tiles |
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4 bits colors |
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SNES
bmps |
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150200 |
185200 |
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6784*(8*8)*4/8 |
Sprites: every battle & town sprites |
8x8 tiles |
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(Confirmed: are the same for both
FF3us & FF6j) |
4 bits colors |
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SNES
bmps |
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185200 |
187000 |
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256*30 |
Data: items spec. |
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187000 |
187200 |
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27 * 11 + 215 spares |
Data: Esper template |
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187200 |
18CBA0 |
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1434*(8*8)*2/8 |
Tiles: relates to attacks, spells, Espers?, desperado attacks sprites |
8x8 tiles |
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2 bits colors |
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SNES
bmps |
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18CBA0 |
18D0A0 |
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vary |
Words: spells descriptions |
Battles TBL file |
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18D0A0 |
18D180 |
2CE500 |
2CE5C0 |
32*7 |
List: battle commands |
Battles TBL file |
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(32*6 for FF6j) |
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18D180 |
18D200 |
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54 * 2 + 20 spares |
Pointers: spells descriptions |
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18D200 |
18DCF2 |
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2802 |
Compressed data: airship
bombarding enemies tiles (slot command), big ball of fire? |
SNES 4 bit colors |
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18DCF2 |
18DF00 |
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480 + 46 spare |
Compressed data: smells like
compressed data… |
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18E1B8 |
18E9BA |
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2050 |
Compressed data: I'd put my hand
into fire to say it's graphics… |
SNES 4 bit colors |
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18EA00 |
18EA08 |
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8 |
Palette: 4 colours for menu
cursor |
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195096 |
19588C |
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2038 |
Compressed data: realy looks like
graphics (Phoenix picture? floating island picture? fractals anyone?) |
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199F4B |
19A6E4 |
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1945 |
Compressed data: skull for some
spells? An egg hatching?? |
SNES 4 bit colors |
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19A6E4 |
19A769 |
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133 |
??? (not compressed) |
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19A769 |
19AA00 |
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663 |
Spare bytes |
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19AA00 |
19CF10 |
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42 * relative + 196 spares |
Compressed data: ??? |
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19CF10 |
19CF90 |
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43 * 2 + 42 |
Pointers: to previous compressed
data |
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19CF90 |
19D3B0 |
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3 * 351 + 3 spares |
24-bits pointers: to next
compressed data (not abs. ptr.) |
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19D3B0 |
1E0200 |
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350 * 3 + 14 spares |
Compressed data: ??? |
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1E0200 |
1FB600 |
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75 * relative + 44 spares |
Compressed data: ??? |
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1FB600 |
1FB800 |
110000 |
110200 |
512*1 |
Constants: magic points given (512 first formations only) |
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1FB800 |
1FBC00 |
10F400 |
10F800 |
256*4 |
Templates: Colosseum fights setup |
Monst index |
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Confirmed: data is the same for
either versions |
Item
index |
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Colosseum
tmp |
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Fights
dump |
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1FDC00 |
25F600 |
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12496*(8*8)*4/8 |
Tiles: buildings, grass, town tiles, sometime assembled as 16x16 |
8x8 tiles |
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4 bits colors |
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SNES
bmps |
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260200 |
268200 |
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1024*(8*8)*4/8 |
Tiles: other town tiles? contains Empire's big flags, and what seems to
be the bridge to Esper world |
8x8 tiles |
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4 bits colors |
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SNES
bmps |
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268200 |
268600 |
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32*32 |
Palettes: Overworld & town sprites palettes |
Users |
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Color
encoding |
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26CFC0 |
26DB02 |
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2882 |
Compressed data: graphics |
SNES 4 bit colors |
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26DB02 |
26E045 |
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1347 |
Compressed data: graphics |
SNES 4 bit colors |
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26E045 |
26E34C |
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775 |
Compressed data: graphics |
SNES 4 bit colors |
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26E34C |
26E59A |
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590 |
Compressed data: graphics |
SNES 4 bit colors |
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26E59A |
26EB91 |
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1527 |
Compressed data: graphics |
SNES 4 bit colors |
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26EB91 |
26F400 |
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2055 + 104 spares |
Compressed data: an Esper's
tiles? |
SNES 4 bit colors |
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26F400 |
26F6A0 |
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18*32 + 5*16 spares + 1*16 |
Palettes: 16 colors ??? |
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26F6A0 |
26F764 |
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1*98 + 1*98 |
Constants: HP given at level up,
then MP given at level up, starting for level 2 |
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26F764 |
26F767 |
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3 |
Constants: Lores given at
startup, ninary encoded, 1st bytes = 8 first Lores |
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26F767 |
26F8E1 |
2D7600 |
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54*7 |
List: magic spells |
Battles TBL file |
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26F8E1 |
26F9B9 |
2D770E |
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27*8 |
List: Espers names |
Battles TBL file |
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26F9B9 |
26FA31 |
2D77E6 |
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12*10 |
List: skeens, slot high end, in battle |
Battles TBL file |
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(12*8 FF6j) |
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26FA31 |
26FA81 |
|
|
8*10 |
List: blitz names |
Battles TBL file |
|
|
|
|
|
(8*8 FF6j) |
|
|
|
26FA81 |
26FB71 |
|
|
24*10 |
List: dances spells |
Battles TBL file |
|
|
|
|
|
(24*8 FF6j) |
|
|
|
26FB71 |
26FBAD |
|
|
6*10 |
List: slot commands |
Battles TBL file |
|
|
|
|
|
(6*8 FF6j) |
|
|
|
26FBAD |
26FBFD |
|
|
8*10 |
List m-tek commands |
Battles TBL file |
|
|
|
|
|
(8*8 FF6j) |
|
|
|
26FBFD |
26FCED |
|
|
24*10 |
List: blue magic spells |
Battles TBL file |
|
|
|
|
|
(12*8 FF6j) |
|
|
|
26FCED |
26FFEF |
|
|
77*10 |
List: monsters magic spells |
Battles TBL file |
|
26FFEF |
270067 |
|
|
12*10 |
List: desperado attacks |
Battles TBL file |
|
270067 |
27008F |
|
|
4*10 |
List: dog attacks, lagomorph, ??? |
Battles TBL file |
|
27008F |
27019D |
|
|
27*10 |
List: Espers attacks |
Battles TBL file |
|
27019D |
270200 |
|
|
8*12 + 3 spare bytes |
List dance types |
Battles TBL file |
|
|
|
|
|
|
|
|
|
271850 |
271A48 |
|
|
(75 * 3) + 279 spares |
Absolute pointers: to compressed
battle background tiles |
|
|
271A48 |
271B28 |
|
|
(49 + 126) *2 |
Pointers: to next compress data
(?) |
|
|
271B28 |
27ABE7 |
|
|
49*relative |
Compressed data: background data? |
|
|
27ABE7 |
27B859 |
|
|
3186 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27B859 |
27BFE2 |
|
|
1929 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27BFE2 |
27C899 |
|
|
2231 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27C899 |
27CF04 |
|
|
1643 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27CF04 |
27D212 |
|
|
782 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27D212 |
27DB78 |
|
|
2406 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27DB78 |
27E2B5 |
|
|
1853 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27E2B5 |
27E77B |
|
|
1222 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27E77B |
27EEC8 |
|
|
1869 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27EEC8 |
27F77F |
|
|
2231 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
27F77F |
2802B3 |
|
|
2868 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
2802B3 |
280E49 |
|
|
2966 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
280E49 |
281A41 |
|
|
3064 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
281A41 |
282149 |
|
|
1800 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
282149 |
282E58 |
|
|
3343 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
282E58 |
2835C1 |
|
|
1897 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
2835C1 |
283ECA |
|
|
2313 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
283ECA |
2845AE |
|
|
1764 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
2845AE |
284A76 |
|
|
1224 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
284A76 |
28512D |
|
|
1719 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
28512D |
2858B6 |
|
|
1929 |
Compressed data: graphics from
magitek factory battle background? |
SNES 4 bit colors |
|
2858B6 |
285CB5 |
|
|
1023 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
285CB5 |
286960 |
|
|
3243 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
286960 |
2872BA |
|
|
2394 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
2872BA |
2875DE |
|
|
804 |
Compressed data: graphics from
magitek factory battle background? |
SNES 4 bit colors |
|
2875DE |
287C67 |
|
|
1673 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
287C67 |
288858 |
|
|
3057 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
288858 |
288F6E |
|
|
1814 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
288F6E |
289625 |
|
|
1719 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
289625 |
28A617 |
|
|
4082 |
Compressed data: tentacles battle
background |
SNES 4 bit colors |
|
28A617 |
28AC6A |
|
|
1619 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
28AC6A |
28B3F3 |
|
|
1929 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
28B3F3 |
28BAB5 |
|
|
1730 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
28BAB5 |
28C1E7 |
|
|
1842 |
Compressed data: Zozo battles
background |
SNES 4 bit colors |
|
28C1E7 |
28CC7F |
|
|
2712 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
28CC7F |
28D3CE |
|
|
1871 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
28D3CE |
28D566 |
|
|
408 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
28D566 |
28E620 |
|
|
4282 |
Compressed data: final Kefka
Espers part 1 battle background |
SNES 4 bit colors |
|
28E620 |
28F74B |
|
|
4395 |
Compressed data: final Kefka
Espers part 1 battle background |
SNES 4 bit colors |
|
28F74B |
29074A |
|
|
4095 |
Compressed data: final Kefka
Espers part 2 battle background |
SNES 4 bit colors |
|
29074A |
29189D |
|
|
4435 |
Compressed data: final Kefka
Espers part 2 battle background |
SNES 4 bit colors |
|
29189D |
2928D9 |
|
|
4156 |
Compressed data: final Kefka
Espers part 3 battle background |
SNES 4 bit colors |
|
2928D9 |
2937D6 |
|
|
3837 |
Compressed data: final Kefka
Espers part 3 battle background |
SNES 4 bit colors |
|
2937D6 |
29481E |
|
|
4168 |
Compressed data: final Kefka
battle background |
SNES 4 bit colors |
|
29481E |
29582A |
|
|
4108 |
Compressed data: final Kefka
battle background |
SNES 4 bit colors |
|
29582A |
295A63 |
|
|
569 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
295A63 |
29616D |
|
|
1802 |
Compressed data: Ghost train
graphics? |
SNES 4 bit colors |
|
29616d |
2964C1 |
|
|
852 |
Compressed data: battle
backgrounds |
SNES 4 bit colors |
|
2964C1 |
296500 |
|
|
64 |
Spare bytes |
|
|
296500 |
? |
|
|
? |
Tiles: "The end" logo, and some scrambled tiles |
??? |
|
|
|
|
|
|
|
4 bits colors? |
|
297200 |
2CE400? |
|
|
(max 0x7200 * 8) |
Tiles: monsters & Espers |
8x8 tiles |
|
|
(Crusader's last tile: 2CE2F8) |
|
|
|
|
4 bits colors & 3 bits colors |
|
|
|
|
|
|
|
SNES
bmps |
|
2CE400 |
2CE5C0 |
|
|
448 |
Spare bytes |
|
|
2CE5C0 |
2CE600 |
|
|
2*2*16 |
Data: natural magic table: spell
then level: 16 for Terra, then 16 for Celes |
|
|
2D0200 |
2D1E00 |
|
|
224*(8*8)*4/8 |
Tiles: wall paper settings, 8 WPs |
8x8 tiles |
|
|
|
|
|
|
|
4 bits colors |
|
|
|
|
|
|
|
SNES
bmps |
|
2D1E00 |
2D1F00 |
|
|
8*32 |
Palettes: Wall paper palettes |
Color encoding |
|
2D1F00 |
2D5A40 |
|
|
474*(8*8)*4/8 |
Tiles: mug shots |
8x8 tiles |
|
|
|
|
|
|
|
4 bits colors |
|
|
|
|
|
|
|
SNES
bmps |
|
2D5A40 |
2D5CC0 |
|
|
20*32 |
Palettes: mug shots |
|
|
2D5CC0 |
2D64C0 |
|
|
64*(8*8)*4/8 |
Tiles: cursor, arrows, coliseum's VS, status logos, some are assembled
as 16x16 |
8x8 tiles |
|
|
|
|
|
|
|
3 bits colors |
|
|
|
|
|
|
|
SNES
bmps |
|
2D64C0 |
2D6500 |
|
|
2*32 |
Palettes: graduator, magic icons,
disabled commands |
|
|
2D6500 |
2D6600 |
|
|
8*32 |
Palettes: Battle sprites palettes |
Users |
|
|
|
|
|
|
|
Color
encoding |
|
2D6600 |
2D79A0 |
|
|
vary |
Words: item description |
Battles TBL file |
|
2D79A0 |
2D7C70 |
|
|
vary |
Words: blue magic description |
Battles TBL file |
|
2D7C70 |
2D7CA0 |
|
|
2*24 |
Pointers: to blue magic descr. |
|
|
2D7CA0 |
2D7EA0 |
|
|
2*256 |
Pointers: Item description |
Item index |
|
2D7EA0 |
2D8420 |
|
|
64*22 |
Startup: numerical attributes, battle commands, equip. |
Actor index |
|
|
|
|
|
|
|
Startup
details |
|
2E0000 |
2E01D0 |
|
|
vary |
Words: Esper freebies descriptions |
Battles TBL file |
|
2EB400 |
2EB460 |
|
|
3 * 29 + 9 spare |
Absolute pointers: 24-bit
pointers to the next compressed bank |
|
|
2EB460 |
2EB490 |
|
|
10 * 3 + 18 spares |
24-bits pointers: 3 first are
absolute (EF800, EF83C, EF848), 7 others relatives |
|
|
2EB490 |
2EC495 |
|
|
4101 |
Compressed data: looks like
skies?? |
SNES 4 bit colors |
|
2EC495 |
2EC902 |
|
|
1133 |
Compressed data: ??? |
|
|
2EC902 |
2ED634 |
|
|
3378 |
Compressed data: black jack tiles |
SNES 4 bit colors |
|
2ED634 |
2F134F |
|
|
15643 |
Compressed data: WoB data |
|
|
2F134F |
2F3450 |
|
|
8449 |
Compressed data: WoB tiles |
Game boy advance 4 bit colors |
|
2F3450 |
2F4A46 |
|
|
5622 max |
? (unlikelly to be compressed) |
|
|
2F4A46 |
? |
|
|
? |
? (not compressed) |
|
|
|
|
|
|
|
|
|
|
2F4C46 |
2F6C56 |
|
|
8208 |
Compressed data: WoR tiles |
Game boy advance 4 bit colors |
|
2F6C56 |
2F9F17 |
|
|
12993 |
Compressed data: WoR data |
|
|
2F9F17 |
2FB831 |
|
|
6426 |
Compressed data: ??? |
|
|
2FB831 |
2FC824 |
|
|
4083 |
Compressed data: looks like
volcanoes or a forest?? |
Game boy advance 4 bit colors |
|
2FC824 |
2FD077 |
|
|
2131 |
Compressed data: chocobo tiles,
arrrk!! |
SNES 4 bit colors |
|
2FD077 |
? |
|
|
? |
? (not compressed) |
|
|
|
|
|
|
|
|
|
|
2FD097 |
? |
|
|
? |
? (unlikelly to be compressed) |
|
|
|
|
|
|
|
|
|
|
2FD0B7 |
2FD1B9 |
|
|
258 |
Compressed data: we can see a
sort of pattern… |
SNES 4 bit colors |
|
2FD1B9 |
2FDE4C |
|
|
3219 |
Compressed data: tiles: Figaro
castle, Terra flying, sand dust, Narshe boat, … |
SNES 4 bit colors |
|
2FDE4C |
2FE69B |
|
|
2127 |
Compressed data: other chocobo
tiles |
SNES 4 bit colors |
|
2FE69B |
2FEAB3 |
|
|
1048 |
Compressed data: WoB mini-map
tiles |
SNES 4 bit colors |
|
2FEAB3 |
2FEF26 |
|
|
1139 |
Compressed data: WoR mini-map
tiles |
SNES 4 bit colors |
|
2FEF26 |
2FFCC8 |
|
|
3490 |
Compressed data: falcon tiles |
SNES 4 bit colors |
|
2FFCC8 |
? |
|
|
? |
? (unlikelly to be compressed) |
|
|
300200 |
300200 |
300200 |
300200 |
0 |
EOF |
|
|
|
|
|
|
|
|
|
|
|
|
It
is obvious that you can use these offsets for your own hacks, but a mention of
the authors efforts in your work is always appreciated!! |
|
|
...happy
hacking!! |
|
|
Lord
J, decipherer, web site maintainer |
|
|
|
|
home:
https://www.angelfire.com/pq/jumparound/index.html |
|
|
|
|
|
|
|
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|
|
|
Return to main page |
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