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| Acmlm's Board - I3 Archive - - Posts by TheGreatGuy |
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TheGreatGuy Newcomer Since: 12-18-05 Last post: 6293 days Last view: 6293 days |
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| 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. |
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TheGreatGuy Newcomer Since: 12-18-05 Last post: 6293 days Last view: 6293 days |
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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. |
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TheGreatGuy Newcomer Since: 12-18-05 Last post: 6293 days Last view: 6293 days |
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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!![]() |
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TheGreatGuy Newcomer Since: 12-18-05 Last post: 6293 days Last view: 6293 days |
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| To get the text in the hex editor to be what it displays in the rom, get a table file for FF1 from somewhere, and if your hex editor doesn't support table files, then get a new one. If you go to the address with the table file in use, what the hex code translates to as text in the ROM will show up somewhere, just change that until it says what you want it too. |
| Acmlm's Board - I3 Archive - - Posts by TheGreatGuy |