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Acmlm's Board - I2 Archive - Rom Hacking - ALOT of FF3j data found... | | | |
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The Great Guy Octoballoon Level: 22 Posts: 127/170 EXP: 53084 For next: 5266 Since: 04-08-04 Since last post: 130 days Last activity: 73 days |
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On the gamefaqs boards. Click this: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=7723&topic=17702846 to check it out. theres a whole ton of data to be seen here. Anyone with time and knowledge of hex editing can hack FF3j now! Well until that thread gets old and goes away like the old threads there do. (edited by The Great Guy on 12-14-04 03:38 PM) |
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Sokarhacd Ball and Chain Trooper Resistance is Futile You Will Be Assimilated Hab SoSlI' Quch Level: 61 Posts: 883/1757 EXP: 1799888 For next: 76708 Since: 03-15-04 Since last post: 6 days Last activity: 4 hours |
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thats why you do this, to make sure its not gone, when that gets old...unless this board goes away too...or something bad happens Map Index Table World 1 : 00A10 - 00B0F Map Index Table World 2 : 00B10 - 00C0F GFX: Map Tiles (Overworld) : 06010 - 0CC00 Overworld Map data : 0D810 - 1340F Music Location 4 : 12010 - 1400F GFX: Overworld Map Sprites : 13FF0 - 17ECF GFX: Battle Backgrounds : 17ED0 - 197FF GFX: Summon Graphics : 19800 - 1A7FF GFX: Misc (Forbidden Wep Tiles, Dark Cloud, Text, Status) : 1A800 - 1BFFF GFX: Character Map Sprites : 1C010 - 20010 Enemy Exp Index : 21C90 - 21D76 Enemy Exp Table : 21D92 - 21E0F Weapon Prices : 21E10 - 21EBD Armor Prices : 21EC0 - 21F3F Item Prices : 21F5C - 21F9F Magic Prices : 21FA0 - 2200F Map Pointer table : 22010 - 2220F Map Data : 22210 - ????? TEXT : 30D70 - 3E8CC GFX: Enemies : 40010 - 5000F GFX: Character Battle Sprites, NPC Menu Sprites : 50010 - 54010 GFX: Battle Weapon/Spell Graphics : 55610 - 58010 Shop Data : 59CB4 (?) - 5A130 (?) Enemy Formations Data : 5C410 - 5CA0F Enemy Main Table : 60010 - 60E7F Enemy Attack/Defense Table : 61010 - 6120D Enemy AI Table : 61210 - 6140F Weapon Table : 61410 - 616C7 Armour Table : 616D0 - 618CF Magic Table : 618D0 - 61A8F Enemy Magic Table : 61A90 - 61C67 Enemy Gil : 61C68 - 61E35 Music Location 1 : 6C010 - 7000F Music Location 3 : 70010 - 7400F Character Starting Stats Data : 72010 - 720BF Enemy Capacity : 732BE - 733A4 Music Location 2 : 7C010 - 7FF57 |
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The Great Guy Octoballoon Level: 22 Posts: 128/170 EXP: 53084 For next: 5266 Since: 04-08-04 Since last post: 130 days Last activity: 73 days |
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I wasn't sure whether to do that or not, since I wasn't the one who actually found or posted the data. this is extra posts quoted straight from the page with alot more info in them than the first post you see: Here is my file, dunno if there are any differences. I have most of the data figured out, if you get lazy or something. $00010 - $0040F ............... Overworld TSA Table Data $00410 - $0044F ............... Data used to determine Palette used on overworld $00450 - $0048F .............. Overworld Map 0 Palette Data $00490 - $004CF .............. Overworld Map 1, 2 Palette Data $004D0 - $0050F .............. Overworld Map 3 Palette Data $00A10 - $00B0F ............... Map Index Table World 1 $00B10 - $00C0F ............... Map Index Table World 2 $06010 - $0CC00 ............... GFX: Map Tiles (Overworld) $0D810 - $1340F ............... Overworld Map data $12010 - $1400F ............... Music Location 4 $13FF0 - $17ECF ............... GFX: Overworld Map Sprites $17ED0 - $197FF ............... GFX: Battle Backgrounds $19800 - $1A7FF ............... GFX: Summon Graphics $1A800 - $1BFFF ............... GFX: Misc (Forbidden Wep Tiles, Dark Cloud, Text, Status) $1C010 - $20010 ............... GFX: Character Map Sprites $21C90 - $21D74 ............... ENEMY DATA -> Exp Pointers $21D90 - $21E0F ............... ENEMY DATA -> Exp Data $21E10 - $21EBD ............... Weapon Prices $21EC0 - $21F3F ............... Armor Prices $21F5C - $21F9F ............... Item Prices $21FA0 - $2200F ............... Magic Prices $22010 - $2220F ............... Map Pointer table $22210 - $30010 ............... Map Data $30D70 - $3E8CC ............... TEXT $40010 - $5000F ............... GFX: Enemies $50010 - $54010 ............... GFX: Character Battle Sprites, NPC Menu Sprites $55610 - $58010 ............... GFX: Battle Weapon/Spell Graphics $~59CB4- $~5A130............... Shop Data $60010 - $6100F ............... Enemy Data $61010 - $6120F ............... ENEMY DATA -> Enemy Attack/Defense Pointers $61210 - $6140F ............... ENEMY DATA -> AI $61410 - $616CF ............... Weapon Data $616D0 - $618CF ............... Armor Data $618DO - $61A8F ............... Magic Data $61A90 - $61C67?............... Enemy Spell Data $61C68 - $61E37 ............... Enemy GP/Gil Data $69B31 - $69B88 ............... Job Command Data $6C010 - $7000F ............... Music Location 1 $70010 - $7400F ............... Music Location 3 $72010 - $720BF ............... Character Starting Stats Data $721E6 - $732BD ............... Level Up Data $732BE - $733A4 ............... Enemy Capacity Amounts $73B98 - $73C0F ............... Beginning Character Data $73C10 - $73E10 ............... Map -> Battle Background Data $74070 - $74510 ............... "Final Fantasy 3" Graphics $7C010 - $7FF57 ............... Music Location 2 389694/524288 Bytes Mapped 5F240/80000 74.329% Mapped (new post) Continuation from that file TEXT (In Depth) $30D70 - $30EEF ............... TEXT: Intro $30EF0 - $35ECA ............... TEXT: Main Text (Events, B Button) $35ECB - $35F04 ............... TEXT: Blank Space (Main text, 57 Bytes) $35F05 - $36BEA ............... TEXT: Misc (Chests, Conditions, Shops, menu, menus) $36BEC - $36FA5 ............... TEXT: Location Names $36FA6 - $37090 ............... TEXT: Classes, Equipment locations, NPC Names $370B2 - $3CC1F ............... TEXT: Main Text (Normal) $3CC3B - $3D286 ............... TEXT: Items (Weapons, armor, items) $3D287 - $3D473 ............... TEXT: Magic and Enemy magic names $3D474 - $3DB4C ............... TEXT: Enemy Names $3DB4D - $3E00F ............... TEXT: Various Battle Stuff (Spell messages, commands, etc.) $3E6F9 - $3E769 ............... TEXT: Crystal Text $3E770 - $3E8CC ............... TEXT: Ending (Crystal) Text Overworld TSA Tables (In Depth) $00010 - $0004F ............... TSA Tables for top left of tiles 00-3F On Overworld $00050 - $0008F ............... TSA Tables for top right of tiles 00-3F On Overworld $00090 - $000CF ............... TSA Tables for bottom left of tiles 00-3F On Overworld $000D0 - $0010F ............... TSA Tables for bottom right of tiles 00-3F On Overworld $00110 - $0014F ............... TSA Tables for top left of tiles 40-7F On Overworld Map 0 $00150 - $0018F ............... TSA Tables for top right of tiles 40-7F On Overworld Map 0 $00190 - $001CF ............... TSA Tables for bottom left of tiles 40-7F On Overworld Map 0 $001D0 - $0020F ............... TSA Tables for bottom right of tiles 40-7F On Overworld Map 0 $00210 - $0024F ............... TSA Tables for top left of tiles 40-7F On Overworld Map 1, 2 $00250 - $0028F ............... TSA Tables for top right of tiles 40-7F On Overworld Map 1, 2 $00290 - $002CF ............... TSA Tables for bottom left of tiles 40-7F On Overworld Map 1, 2 $002D0 - $0030F ............... TSA Tables for bottom right of tiles 40-7F On Overworld Map 1, 2 $00310 - $0034F ............... TSA Tables for top left of tiles 40-7F On Overworld Map 3 $00350 - $0038F ............... TSA Tables for top right of tiles 40-7F On Overworld Map 3 $00390 - $003CF ............... TSA Tables for bottom left of tiles 40-7F On Overworld Map 3 $003D0 - $0040F ............... TSA Tables for bottom right of tiles 40-7F On Overworld Map 3 Locations I corruped : ~$62990-~$62C00 ............... Equipping Routine? $5C410 - $5CA0F ............... Enemy Formations Data, Battle Programming? $5D000 - $5D800 ............... Battle Programming? $5F000 - $6000F ............... Made battles lead to title screen $735D0 - $74010 ............... Battle BG pointers, steps to battle, intial equips and stats.? Detailed Starting Character Data 73B98: Starting MP Level 1 73B99: Starting MP Level 2 73B9A: Starting MP Level 3 73B9B: Starting MP Level 4 73B9C: Starting MP Level 5 73B9D: Starting MP Level 6 73B9E: Starting MP Level 7 73B9F: Starting MP Level 8 73BE8: Starting HP 73C00: Starting Head Equipment 73C01: Starting Armor Equipment 73C02: Starting Hand Equipment 73C03: Starting Right Hand Equipment 73C04: Starting Right Hand Equipment Amount 73C05: Starting Left Hand Equipment 73C06: Starting Left Hand Equipment Amount` 73C07: Starting Spells level 1 73C08: Starting Spells level 2 73C09: Starting Spells level 3 73C0A: Starting Spells level 4 73C0B: Starting Spells level 5 73C0C: Starting Spells level 6 73C0D: Starting Spells level 7 73C0E: Starting Spells level 8 73C0F: Starting Row (00 = front, else = back) 73CC6: Battle Background pointer for first battle 00-17 work, 20-37 = 00-17, etc. (new Post) **scratches head** I suck. What the hell is a TSA table anyway? I don't remember half this stuff XD (new post) (this was in my file but i think disch wrote it) Quick Explanation of how maps work: RLE Compression: There are 80h tiles used for maps only, so it uses 7 bits. If the high (8th) bit is on, though, then the byte after says how many of those tiles go in a row. For example: 40 37 81 04 60 9B 20 40 and 37 just make one of each of the respective tiles cause the high bit is off. On the 81 however, the high bit is on, then there are four tile 01s after that (subtract 80 for the high bit to get the 01, and the next byte says 4 of them) After that, there's a tile 60, then thirty-two (20h) tile 1Bs. There are a lot of maps in the game, sorted into two main categories, basically the maps on the floating continent, and maps not on it. If you use a debugger or memory viewer (i like nnnesterj's for this) and byte $0078, if it's 00 or 01 means you're on the floating continent. If it's 02 or above you're not. Byte $0048 tells the specific map. Following is a short list of what i've written down, it takes a while though and i got bored... (my stuff again) FINDING A MAP'S ROM LOCATION To find a map's location in the rom, basically you take the map number from $0048, and you take the following byte from the ROM 00A10 + $0048 if it's on the floating continent 00B10 + $0048 if it's not on the floating continent Take that value, go to 22010 + twice that byte to get a pointer (two byte pointers, thats why you double it) Add the pointer value to 22010 and you've got the location of the map. List of Maps Hex number, Game, index, pointer adress already reversed 00 = Falling 01 = Ur Elder's Treasure B5 = Altar Cave - Starting Map (pointer 00) -> 0200 (22210) 73 = Altar Cave - 2nd Map (pointer 63) -> 664E (2865E) 94 = First Crystal 72 = Ur (Main) 01 = Ur (Back House - Items) 02 = Ur (Back House) 03 = Ur (Magic) 04 = Ur (Armor) 05 = Ur (Weapon) 06 = Ur (Elder) 07 = Ur (Elder - Elder's Room) 08 = Ur (Inn) 09 = Ur (Inn - Bar) 0A = Kazus (Main) 0B = Kazus (Revivification) 0C = Kazus (Inn - Beds) 0D = Kazus (Inn - Main) 0E = Kazus (Blacksmith) 12 = Sasoon Castle (Main) 13 = Sasoon Castle (Left Tower - 1F) 14 = Sasoon Castle (Left Tower - 2F) 15 = Sasoon Castle (Left Tower - 4F) 16 = Altar Cave (Starting, Coming back later) 17 = Sasoon Castle (Left Tower - 3F) 18 = Argus Castle (Round Table) 19 = Sasoon Castle (Castle - Main) 1A = Sasoon Castle (Castle - 2F) 1C = Sasoon Castle (Castle - 3F) 1D = Sasoon Castle (Castle - 4F/Throne) 56 = Dwarf Place (Main) 5F = Cid's Airship (1st) 65 = Mithril Mine (Main) 6F = Altar Cave (Main) 70 = Altar Cave (Secret) 71 = Altar Cave (Skeletons) 93 = Ur (Well) 96 = Altar Cave (Skeletons) AE = Sasoon Castle (Right Tower - 1F) AF = Sasoon Castle (Right Tower - 2F) B1 = Sasoon Castle (Right Tower - 3F) B2 = Sasoon Castle (Right Tower - 1F) B6 = Castle (Water) (new Post) Spell Effect Byte's Effects (seem to be special cases instead of bit-encoded) 00: Flare, Meteo, Holy, Bahamut, Quake, Leviathan, Fire 3, Bio, Aero 2, Odin, Bolt 3, Titan, Ice 3, Ifrit, Fire 2, Ice 2, Bolt 2, Ramuh, Bolt, Aero, Shiva, Fire, Ice, Chocobo, Venom, Break 00h Does damage and inflicts negative status equal to the status byte. 01: Cure 4, Cure 3, Cure 2, Cure 01h Cures HP. Dunno about the status byte, but if i were a betting man, I'd say it inflicted negative status. Note: Cure 4 has DC as its power, but it heals full Hp though... Special Case? 02: WWind 02h: Has W.Wind's effect. Dunno about status, probably inflicts it. 03: Drain 03h: Drains HP. Dunno about status, probably inflicts it. 04: Blind, Mute, Confu, Brak2, Sleep, Death, Kill, Warp, Exit, Shade 04h Inflicts negative status equal to the status byte. 05: Life, Life2 05h is the life spells. Seems to cure negative status and heal HP if the status was cured. Dunno if it works for anything other than healing death. The power byte effects the HP healed. 06: Pure, Wash, Soft, Heal 06h Heals status equal to the status byte. 07: Mini, Toad 07h Heals and cures status equal to the status byte. 08: Safe 08h Gives defense. The power byte seems to control the amount it increases. Dunno about status, probably inflicts it. 09: Haste 09h has haste's effect. The power byte seems to control the amount it increases (hence why white wizard's haste works better than a godswine). Dunno about status, probably inflicts it. 0A: Wall 0Ah has wall's effect. Dunno about status, probably inflicts it. 0B: Erase 0Bh has erase's effect. Dunno about status, probably inflicts it. 0C: Sight 0Ch has sight's effect. Dunno about status, probably inflicts it. 0D: Libra 0Dh has libra's effect. Dunno about status, probably inflicts it. 0Eh - 11h are glitchy 12h: Exploder 13h - 15h are glitchy 16h-18h are glitchy 19h: Escapes battle when spell is cast. Everything else is glitchy (end of direct quoting) Thats alot of data like i said, and the comments by the poster made me unsure of whether I should copy and paste but I guess its fine. All of this was posted by sqpat17 from there so credit him mightily for it. (edited by The Great Guy on 12-14-04 05:02 PM) (edited by The Great Guy on 12-14-04 05:03 PM) (edited by The Great Guy on 12-14-04 05:05 PM) (edited by The Great Guy on 12-14-04 05:06 PM) (edited by The Great Guy on 12-14-04 05:06 PM) (edited by The Great Guy on 12-14-04 06:08 PM) |
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Acmlm's Board - I2 Archive - Rom Hacking - ALOT of FF3j data found... | | | |