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05-04-24 11:16 PM
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Acmlm's Board - I3 Archive - ROM Hacking - I'm back again, with a repost of the FF3j data New poll | |
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TheGreatGuy
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Since: 12-18-05

Last post: 6670 days
Last view: 6670 days
Posted on 12-18-05 10:51 PM Link | Quote
Yeah, I have returned, And I'm here to repost what I posted on the old board- the really-ultra-huge gamefaqs board topic that had a LOT of data in it, so here it is, directly from the texfile of it I have saved on my hard-drive, I wrote the commentary a while ago, and it looks stupid to me now, but meh.

"This is just a compilation of posts from gamefaqs boards, I didn't get any of this info, posts are separated by any # of enters bigger than 1. Credits at bottom.

These addresses assume you have a 16K header:

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


Overworld Map data : 0D810 - 1340F
Music Location 4 : <12010 - 1400F>
GFX: Overworld Map Sprites : 13FF0 - 17ECF
Umm...???


I learned a ton of NSF data is just junk, which is why lots of stuff in them is actually used for other stuff, iirc the level up data.

Lots of my data i got from skylark. Monster stuff and level up stuff especially, since he had it all organized.

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


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.


**scratches head**

I suck. What the hell is a TSA table anyway? I don't remember half this stuff XD

(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)

I know you can find stuff like what each weapon byte does easily enough, this is just stuff that would take a bit of extra testing that i already have written down, might as well save you some time


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


This info was directly quoted from Gamefaqs boards. I'd write a link but theres some weird thing there that doesn't allow direct links to work.

Credits(who posted this stuff): sqpat17(everything but the "umm..."post and 1st data locations),Drakkhen8(the "Umm..." post),instructrtrepe(first data listing)."

So there it is for whoever wants it.
The Onyx Dragoon

150








Since: 11-17-05
From: Somewhere between Mars and Jupiter, Sitting on an Asteroid

Last post: 6289 days
Last view: 6286 days
Posted on 12-18-05 11:01 PM Link | Quote
This is awesome...I may be able to make some use of this. Thanks, TheGreatGuy.

If anyone else could submit data, I guess it wouldn't hurt .
Gavin

Cheep-cheep
Vandalism is not tolerated


 





Since: 11-17-05
From: IL, USA

Last post: 6361 days
Last view: 6305 days
Posted on 12-18-05 11:07 PM Link | Quote
Ah, exellent. I had lost the notes from sqpat that I had used to make my FF3j Enemy Editor. Hopefully someone else will do something with these notes as well
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6294 days
Last view: 6284 days
Posted on 12-19-05 04:40 AM Link | Quote
I also found event data (and had started to decode some of it, before I got bored). I'll post it when I get home.
TheGreatGuy
Newcomer


 





Since: 12-18-05

Last post: 6670 days
Last view: 6670 days
Posted on 12-19-05 05:03 PM Link | Quote
Really? Wow, i'm glad some peopel are still interested in FF3j, I may attempt to write an editor when I'm proficient at Java, that won't be for a long time though, so don't get youur hopes up. I just started to learn it in October. But the event data sounds good, looks like the entire rom may be mapped soon. Especially since event data must be a lot of it, its a very long game,(for the NES atleast) and theres only about 25% of the ROM left according to that file.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6294 days
Last view: 6284 days
Posted on 12-19-05 05:14 PM Link | Quote
I actually uploaded this ages ago on my webspace. Enjoy.
TheGreatGuy
Newcomer


 





Since: 12-18-05

Last post: 6670 days
Last view: 6670 days
Posted on 12-19-05 05:29 PM Link | Quote
Awesome! I saved it to my computer, so it's safe. I don't like to lose important data. plus, saving everythign so I could read it without the internet is an old habit from when I had AOL dialup... It was VERY bad. Anyway, the data looks great, I may try a bit later, when I can get back on after my brothers shot at the computer, to find a pattern with or at least get some more event locations, great job finding that stuff, and thanks!
Tony Hedstrom
Newcomer


 





Since: 01-06-06

Last post: 6658 days
Last view: 6658 days
Posted on 01-06-06 10:29 PM Link | Quote
I found some FF3j ROM data a few years ago. My list is pretty short compared to the stuff that's already here. Most of the stuff in my list is already posted here, but I do have some specific byte data that's not listed here yet, so I'll go ahead and post it.

Tony H.

P.S. I edited out some of the duplicate data.

----------------------

Version 0.7 June 13 2001

Final Fantasy 3j (NES) ROM addresses.....


$21D90(?) to ???
Price for every item in the game. This includes weapons,
armor, items, magic spells, etc. (2 bytes for each
item.) I'm not 100% sure that $21D90 is the correct
starting address, but I am 100% sure that $21E4C is the
right address for the price of the Knife. If you set
all the bytes to "00", then everything in the game will
cost nothing.

$59CD5 to $59CD9
What items are for sale in the Weapon Shop in Ur. All
of the other shops for all of the other towns are near
by this address, but I haven't finished figuring it out
yet. By changing the value at each byte, you can buy
ANY item you want in that shop.

$60010 to $60E7F
Enemy stats (16 bytes for each enemy). Determines what
spells they cast, what spells they're weak against, etc.
(2nd and 3rd bytes are HP). Set the 2nd byte to "01",
and the 3rd byte to "00", and that enemy (or boss) will
only have 1 HP.

$61410 to ???
Weapon stats (8 bytes for each weapon). 2nd byte is
hit%, 3rd byte is ATK, 5th byte is magic cast. Also,
I'm pretty sure that the armor stats are after these.

$61C68 to ???
How much gold you get after battle for specific enemies
(2 bytes for each enemy). Set them all to "FF" and you
will get $65,000 for each enemy you defeat in battle.

$72010 to $720BF
Character stats (8 bytes for each job). First byte is
just an I.D. number (I think), 2nd byte is exp needed
to change to that job, 3rd byte is Strength, 4th byte
is Agility, 5th byte is Vitality, 6th byte is Intellect,
7th byte is Spirit, and the 8th byte determines how
much MP they get for each level (MP can be changed in
many different ways). First 8 bytes are for OnionKids,
2nd 8 bytes are for Fighters, 3rd set of 8 bytes are
for Monks, 4th set of 8 bytes are for WhiteWizs, etc.

$720C0 to $721E5
Experience needed for each level (3 bytes for each
level). I'm pretty sure that if you change all of
these bytes to "00", except $721E3 (set it to "02"),
you will be able to level-up to the highest level
possible in the game after your very first battle.

$73BE8 to $73BE9
Starting HP for all 4 characters.

$73C00 to $73C06
What all 4 starting characters are equipped with
(weapons and armor). Altering these will let OnionKids
start the game with ANY weapon or armor equipped!
If I remember correctly, the 1st, 2nd and 3rd bytes are
for armor, the 4th is for the right hand, the 5th is for
quantity of the 4th byte, the 6th byte is for the left
hand, and the 7th byte is for quantity of the 6th byte.

$73C07 to $73C0E
Determines what spells you start the game with. One
byte for each level of magic. By using different
values, you can get ANY magic spells you want (even call
magic).

$7ABAB
Change the "8D" to "AD" and you'll have infinite
capacity points.

$7B0C0
Change the "E5" to "EA" and you'll have infinite gold.
(you won't get charged in shops).


(edited by Tony Hedstrom on 01-06-06 09:34 PM)
knight1990
Newcomer


 





Since: 09-28-06

Last post: 6428 days
Last view: 6428 days
Posted on 09-28-06 12:20 AM Link | Quote
thank you very much!~ TheGreatGuy
I want to found it for a long time!~


(edited by knight1990 on 09-27-06 11:27 PM)
(edited by knight1990 on 09-27-06 11:32 PM)
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