Final Fantasy Tactics A2: Grimoire of the Rift

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Revision as of 23:30, 21 December 2012 by Lennart (talk | contribs) (Began copying notes.)
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Please note that everything comes from the US version of the game.

ROM Addresses

All address ranges are inclusive.

Special Units: 0x053D5BEC - 0x053D6863 (0x1C bytes long)

Job Data: 0x053D6864 - 0x053D963B (0x48 bytes long)

Ability Sets: 0x053D963C - 0x053D9ABB (0x0C bytes long)

Ability Table: 0x053D9ABC - 0x053DBC93 (0x0C bytes long)

Ability Data 0x053DBC94 - 0x053E638B (0x34 bytes long)

Ability Animations: 0x053E638C - 0x053EB09B (0x18 bytes long)

Equipment Data: 0x053FB748 - 0x053FF7A7 (0x28 bytes long)


Offset Length Type Name Description
0x00 2 uint16 Portrait

The unit's portrait.

  • Overridden by unique characters.
  • Refer to the portraits list for values.
0x02 2 uint16 Enemy Portrait

The unit's portrait if on the opposing team.

  • Overridden by unique characters.
  • Refer to the portraits list for values.
0x04 2 uint16 Sprite

Map sprite of the character.

  • Does not change the sprite on the top screen.
  • Overridden by unique characters.
  • Refer to the sprite list for values.
0x06 2 uint16 Unknown

Seems to have no effect on sprites.

0x08 2 uint16 Enemy Sprite

Map sprite of enemy characters. Does not change the sprite on the top screen.

  • Overridden by unique characters.
  • Refer to the sprite list for values. Identical to friendly sprite value.
0x0A 2 uint16 Unknown

Seems to have no effect on sprites.

0x0C 1 uint8 Palette
  • 0x00: Friendly/Monster
  • 0x01: Enemy/Monster
  • 0x02: Monster
  • 0x03: Monster
  • 0x04: Monster
  • 0x05: Monster
  • Overridden by unique characters.
0x0D 1 uint8 Enemy Palette
  • 0x00: Friendly/Monster
  • 0x01: Enemy/Monster
  • 0x02: Monster
  • 0x03: Monster
  • 0x04: Monster
  • 0x05: Monster
  • Overridden by unique characters.
0x0E 1 uint16 Race
  • 0x00: None
  • 0x01: Hume
  • 0x02: Bangaa
  • 0x03: Nu Mou
  • 0x04: Viera
  • 0x05: Moogle
  • 0x06: Seeq
  • 0x07: Gria
  • 0x08 - 0x28: Monsters
0x00 2 uint16 Sprite

Refer to the sprite list for values.

0x00 2 uint16 Sprite

Refer to the sprite list for values.