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04-23-23 06:38 PM
Acmlm's Board - I3 Archive - - Posts by TheGreatGuy
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TheGreatGuy
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Since: 12-18-05

Last post: 6293 days
Last view: 6293 days
Posted on 12-18-05 10:51 PM, in I'm back again, with a repost of the FF3j data Link
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.
TheGreatGuy
Newcomer


 





Since: 12-18-05

Last post: 6293 days
Last view: 6293 days
Posted on 12-19-05 05:03 PM, in I'm back again, with a repost of the FF3j data Link
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.
TheGreatGuy
Newcomer


 





Since: 12-18-05

Last post: 6293 days
Last view: 6293 days
Posted on 12-19-05 05:29 PM, in I'm back again, with a repost of the FF3j data Link
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!
TheGreatGuy
Newcomer


 





Since: 12-18-05

Last post: 6293 days
Last view: 6293 days
Posted on 01-29-06 04:24 PM, in Final Fantasy Link
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


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