Difference between revisions of "Data/Table Locations"

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(Replaced content with ":For additional ASM notes and an easier to use version of this data in .txt format, visit this thread: http://ffhacktics.com/smf/index.php?topic=6538.140#msg181059 and do...")
Tag: Replaced
 
Line 40: Line 40:
  
 
  Controller Inputs
 
  Controller Inputs
 
+
 
  Title Screen: 0x800851BC
 
  Title Screen: 0x800851BC
 
  Event/Battle: 0x80045944
 
  Event/Battle: 0x80045944
Line 61: Line 61:
 
   0x0002  R2
 
   0x0002  R2
 
   0x0001  L2
 
   0x0001  L2
 
801612dc - Start of SAMPLE.LZW (should, this be above?)
 
  
(unsure who added these or what file they're for)
+
801612dc - Start of SAMPLE.LZW (should this be above?)
80190814 -
 
 
80192db0 -
 
  
  80192dc5 -
+
  ENTD data - Loaded into RAM 0x1dc000 during battle setup
 
+
 
801934c2 -
+
  0x00 - Base Class / Character ID (Also affects sprites)
+
  0x01 - "Gender" Byte (ENTD Flags)
801937d3 -
 
 
 
80193d47 -
 
 
 
801b8da4 -
 
 
 
801b8d4c -
 
 
 
801b9134 - ?
 
(end above confusion)
 
 
 
? Unsure why this is here or what it's for
 
0x00 - Base Class / Character ID (Also affects sprites)
 
0x01 - "Gender" Byte (ENTD Flags)
 
 
     0x80 - Male
 
     0x80 - Male
 
     0x40 - Female
 
     0x40 - Female
Line 95: Line 76:
 
     0x02 - ?
 
     0x02 - ?
 
     0x01 - Join as Guest
 
     0x01 - Join as Guest
0x02 - Name
+
  0x02 - Name
0x03 - Level (over 99 = Party Level + Value - 100)
+
  0x03 - Level (over 99 = Party Level + Value - 100)
0x04 - Birth Month
+
  0x04 - Birth Month
0x05 - Birth Day
+
  0x05 - Birth Day
0x06 - Brave
+
  0x06 - Brave
0x07 - Faith
+
  0x07 - Faith
0x08 - Job Unlocked
+
  0x08 - Job Unlocked
 
  0x13 - Mime
 
  0x13 - Mime
 
  0x12 - Dancer
 
  0x12 - Dancer
Line 121: Line 102:
 
  0x02 - Knight
 
  0x02 - Knight
 
  0x01 - Chemist
 
  0x01 - Chemist
0x09 - Job Level
+
  0x09 - Job Level
0x0a - Job ID
+
  0x0a - Job ID
0x0b - Secondary ID
+
  0x0b - Secondary ID
0x0c - Reaction
+
  0x0c - Reaction
0x0e - Support
+
  0x0e - Support
0x10 - Movement
+
  0x10 - Movement
0x12 - Helmet
+
  0x12 - Helmet
0x13 - Armor
+
  0x13 - Armor
0x14 - Accessory
+
  0x14 - Accessory
0x15 - RH Equip
+
  0x15 - RH Equip
0x16 - LH Equip
+
  0x16 - LH Equip
0x17 - Palette
+
  0x17 - Palette
0x18 - ENTD Flags
+
  0x18 - ENTD Flags
 
  0x80 - Always Present
 
  0x80 - Always Present
 
  0x40 - Randomly Present
 
  0x40 - Randomly Present
Line 142: Line 123:
 
  0x02 - (if both 01 and 02, then immune to knockback)
 
  0x02 - (if both 01 and 02, then immune to knockback)
 
  0x01 - (both set by Ramza when initialized)
 
  0x01 - (both set by Ramza when initialized)
0x19 - X Coordinate
+
  0x19 - X Coordinate
0x1a - Y Coordinate + Facing/Upper Level Flag
+
  0x1a - Y Coordinate + Facing/Upper Level Flag
0x1c - Starting Experience
+
  0x1c - Starting Experience
0x1d - Primary Skillset
+
  0x1d - Primary Skillset
0x1e - War Trophy
+
  0x1e - War Trophy
0x1f - Gil (* 100)
+
  0x1f - Gil (* 100)
0x20 - Unit ID
+
  0x20 - Unit ID
0x21 - X Position (for AI)
+
  0x21 - X Position (for AI)
0x22 - Y Position
+
  0x22 - Y Position
0x23 -  
+
  0x23 -  
 
  0x40 - Focus on Target in 0x24?
 
  0x40 - Focus on Target in 0x24?
 
  0x20 - Stay near X/Y in 0x21/22? (0x28 = move and stay at position)
 
  0x20 - Stay near X/Y in 0x21/22? (0x28 = move and stay at position)
 
  0x10 - More aggressive? (when with 40, ONLY target that unit unless healing self)
 
  0x10 - More aggressive? (when with 40, ONLY target that unit unless healing self)
 
  0x08 - Coward-like? (stay behind X/Y location?)
 
  0x08 - Coward-like? (stay behind X/Y location?)
 
+
 
 
  Notes:  0x10 seems to override 0x20
 
  Notes:  0x10 seems to override 0x20
 
+
 
 
  0x20 seems to keep it's distance until it can get close enough to you?
 
  0x20 seems to keep it's distance until it can get close enough to you?
 
+
 
 
  0x08 will move up to 4 tiles away from the X/Y listed (0/0 = anywhere?)
 
  0x08 will move up to 4 tiles away from the X/Y listed (0/0 = anywhere?)
 
  seems to keep a 10 tile distance, unless an enemy moves within
 
  seems to keep a 10 tile distance, unless an enemy moves within
 
  their 10 tile radius (testing with 3 move archer with bow)
 
  their 10 tile radius (testing with 3 move archer with bow)
 
  they will not move unless they need to.
 
  they will not move unless they need to.
 
+
 
 
  seem to keep 10 away unless unable to move farther back, then they move
 
  seem to keep 10 away unless unable to move farther back, then they move
 
  back towards the center of their radius. you can force them out of their
 
  back towards the center of their radius. you can force them out of their
Line 171: Line 152:
 
  to push them out, but the turn after they leave the area they will move
 
  to push them out, but the turn after they leave the area they will move
 
  back towards it, even if you are within the 10 tile radius.
 
  back towards it, even if you are within the 10 tile radius.
 
+
 
 
  managed to get a 4 move unit 12 tiles away by moving close to them when
 
  managed to get a 4 move unit 12 tiles away by moving close to them when
 
  they had a bow... they seem to retreat away from the spot if they can't
 
  they had a bow... they seem to retreat away from the spot if they can't
 
  get to it and can still attack you (close-range would move to you)
 
  get to it and can still attack you (close-range would move to you)
0x24 - Target Unit ID
+
  0x24 - Target Unit ID
0x25 -  
+
  0x25 -  
0x26 -  
+
  0x26 -  
 
  0x04 - Save CT (don't move if not needed; also buff before attacking?)?
 
  0x04 - Save CT (don't move if not needed; also buff before attacking?)?
  0x27 -
+
  0x27 -
 +
 
 +
(unsure who added these or what file they're for)
 +
80190814 -
 +
80192db0 -
 +
80192dc5 -
 +
801934c2 -
 +
801937d3 -
 +
80193d47 -
 +
801b8da4 -
 +
  801b8d4c -
 +
801b9134 - ?

Latest revision as of 03:41, 1 June 2023

For additional ASM notes and an easier to use version of this data in .txt format, visit this thread: http://ffhacktics.com/smf/index.php?topic=6538.140#msg181059 and download New Asm Files.7z
Main Data Locations:

RAM -> File
   0x00F800 -> SCUS_942.21
   0x067000 -> WLDCORE.BIN
   0x067000 -> BATTLE.BIN
   0x067000 -> OPEN.BIN
   0x0E0000 -> WORLD.BIN
   0x1BF000 -> ATTACK.OUT
   0x1BF000 -> REQUIRE.OUT
   0x1BF000 -> OPTION.OUT
   0x1BF000 -> ETC.OUT
   0x1BF000 -> EQUIP.OUT
   0x1BF000 -> CARD.OUT
   0x1BF000 -> BUNIT.OUT
   0x1DF000 -> JOBSTTS.OUT
   0x1DF000 -> HELPMENU.OUT
   0x1DF000 -> SP2 + effects + other.
Main Routine Locations:

RAM -> File
   0x00F800 -> SCUS_942.21
   0x067000 -> WLDCORE.BIN
   0x067000 -> BATTLE.BIN
   0x067000 -> OPEN.BIN
   0x0E0000 -> WORLD.BIN
   0x1BF000 -> ATTACK.OUT
   0x1BF000 -> REQUIRE.OUT
   0x1BF000 -> OPTION.OUT
   0x1BF000 -> ETC.OUT
   0x1BF000 -> EQUIP.OUT
   0x1BF000 -> CARD.OUT
   0x1BF000 -> BUNIT.OUT
   0x1DF000 -> JOBSTTS.OUT
   0x1DF000 -> HELPMENU.OUT
   0x1DF000 -> SP2 + effects + other.
Controller Inputs

Title Screen: 0x800851BC
Event/Battle: 0x80045944
World Map/Formation: 0x8019A204

  0x8000  Left
  0x4000  Down
  0x2000  Right
  0x1000  Up
  0x0800  Start
  0x0400  R3
  0x0200  L3
  0x0100  Select
  0x0080  Square
  0x0040  Cross (X)
  0x0020  Circle
  0x0010  Triangle
  0x0008  R1
  0x0004  L1
  0x0002  R2
  0x0001  L2
801612dc - Start of SAMPLE.LZW (should this be above?)
ENTD data - Loaded into RAM 0x1dc000 during battle setup
 
  0x00 - Base Class / Character ID (Also affects sprites)
  0x01 - "Gender" Byte (ENTD Flags)
   0x80 - Male
   0x40 - Female
   0x20 - Monster
   0x10 - Join After Event
   0x08 - Load as Guest
   0x04 - Has ??? Stats
   0x02 - ?
   0x01 - Join as Guest
  0x02 - Name
  0x03 - Level (over 99 = Party Level + Value - 100)
  0x04 - Birth Month
  0x05 - Birth Day
  0x06 - Brave
  0x07 - Faith
  0x08 - Job Unlocked
	0x13 - Mime
	0x12 - Dancer
	0x11 - Bard
	0x10 - Calculator
	0x0f - Ninja
	0x0e - Samurai
	0x0d - Lancer
	0x0c - Geomancer
	0x0b - Oracle
	0x0a - Mediator
	0x09 - Thief
	0x08 - Summoner
	0x07 - Time Mage
	0x06 - Wizard
	0x05 - Priest
	0x04 - Monk
	0x03 - Archer
	0x02 - Knight
	0x01 - Chemist
  0x09 - Job Level
  0x0a - Job ID
  0x0b - Secondary ID
  0x0c - Reaction
  0x0e - Support
  0x10 - Movement
  0x12 - Helmet
  0x13 - Armor
  0x14 - Accessory
  0x15 - RH Equip
  0x16 - LH Equip
  0x17 - Palette
  0x18 - ENTD Flags
	0x80 - Always Present
	0x40 - Randomly Present
	0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
	0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
	0x08 - Control
	0x04 - Immortal
	0x02 - (if both 01 and 02, then immune to knockback)
	0x01 - (both set by Ramza when initialized)
  0x19 - X Coordinate
  0x1a - Y Coordinate + Facing/Upper Level Flag
  0x1c - Starting Experience
  0x1d - Primary Skillset
  0x1e - War Trophy
  0x1f - Gil (* 100)
  0x20 - Unit ID
  0x21 - X Position (for AI)
  0x22 - Y Position
  0x23 - 
	0x40 - Focus on Target in 0x24?
	0x20 - Stay near X/Y in 0x21/22? (0x28 = move and stay at position)
	0x10 - More aggressive? (when with 40, ONLY target that unit unless healing self)
	0x08 - Coward-like? (stay behind X/Y location?)
 
	Notes:  0x10 seems to override 0x20
 
		0x20 seems to keep it's distance until it can get close enough to you?
 
		0x08 will move up to 4 tiles away from the X/Y listed (0/0 = anywhere?)
			seems to keep a 10 tile distance, unless an enemy moves within
			their 10 tile radius (testing with 3 move archer with bow)
			they will not move unless they need to.
 
		seem to keep 10 away unless unable to move farther back, then they move
		back towards the center of their radius. you can force them out of their
		area by moving towards them (but out of their firing range), and continue
		to push them out, but the turn after they leave the area they will move
		back towards it, even if you are within the 10 tile radius.
 
		managed to get a 4 move unit 12 tiles away by moving close to them when
		they had a bow... they seem to retreat away from the spot if they can't
		get to it and can still attack you (close-range would move to you)
  0x24 - Target Unit ID
  0x25 - 
  0x26 - 
	0x04 - Save CT (don't move if not needed; also buff before attacking?)?
  0x27 -
(unsure who added these or what file they're for)
80190814 - 
80192db0 - 
80192dc5 -
801934c2 -
801937d3 -
80193d47 - 
801b8da4 - 
801b8d4c -
801b9134 - ?