Difference between revisions of "Data/Table Locations"

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Line 34: Line 34:
  
 
  800577cc – Gil
 
  800577cc – Gil
 
 
  800577d4 - Month
 
  800577d4 - Month
 
  800577d8 – Day
 
  800577d8 – Day
 
 
  800577e0 - [[Current Location]]
 
  800577e0 - [[Current Location]]
  
Line 46: Line 44:
 
  800577ec - Number of Teams
 
  800577ec - Number of Teams
 
  800577f0 - Battle Formation ID (for placement)
 
  800577f0 - Battle Formation ID (for placement)
 
 
  80057878 - Event Byte Counter? (maybe just text?)
 
  80057878 - Event Byte Counter? (maybe just text?)
 
 
  80057884 - ID for "Person" pages in Brave Story?
 
  80057884 - ID for "Person" pages in Brave Story?
 
 
  800578a0 - Injured (Brave Story)
 
  800578a0 - Injured (Brave Story)
 
  800578a4 - b - Casualties (Brave Story)
 
  800578a4 - b - Casualties (Brave Story)
Line 358: Line 353:
 
  80193881 - start of some panel data (0x03 bytes each)
 
  80193881 - start of some panel data (0x03 bytes each)
  
Start of Attacker's Data?
+
Start of Attacker's Data?
 
  8019389c - Attacker's Facing (byte)
 
  8019389c - Attacker's Facing (byte)
 
  8019389d - (set to 1 when setting the weapon IDs)
 
  8019389d - (set to 1 when setting the weapon IDs)
Line 509: Line 504:
 
[[Loaded into RAM]] 0x1dc000 during battle setup
 
[[Loaded into RAM]] 0x1dc000 during battle setup
  
* 801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
+
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
* 801b677c - Event Effects (2 bytes each,
+
801b677c - Event Effects (2 bytes each,

Revision as of 23:49, 26 November 2012

For 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 -0x67000 -> Battle.bin -0xE0000 -> World.bin -0xF 800 -> SCUS


800306ec - GPU Control Pointer
800306f0 - Horizontal Retrace Counter Pointer
800306f4 - Horizontal Retrace Counter Start? (gets subtracted from the counter)
800378*80 -  80037B90 - Music Files
80045980 - (set to 1 after prepping Exp/JP) (word)
800459b8 - Milliseconds (also frame counter? max of 60 before Seconds ++)
800459bc - Seconds
800459c0 - Minutes
800459c4 - Hours
800473ac - Customized Options
800473b0 - Default Options
80057718 - Time played this session (increments every frame/millisecond)
8005771c - (word, start of a bunch of data below)
800577b8 - Event ID (used by Brave Story to load certain events)
800577cc – Gil
800577d4 - Month
800577d8 – Day
800577e0 - Current Location
80057F74 -  80059374 – Party Data
800577e4 - ENTD Data ID (ENTD to load)
800577e8 - Map ID
800577ec - Number of Teams
800577f0 - Battle Formation ID (for placement)
80057878 - Event Byte Counter? (maybe just text?)
80057884 - ID for "Person" pages in Brave Story?
800578a0 - Injured (Brave Story)
800578a4 - b - Casualties (Brave Story)
800578ac - Next Scenario? New Game?
800578B0 - Deep Dungeon list length (+1)
800578c0 - Town Background
800578d4 - Storyline Progression
800578d8 - Shop Item Availability
8005791E - Activation bytes
80057940 - Facts 
80057943 - Brave Story Records 
8005794c - Map location and Path exist flags
80057958 - World Locations colors
80057966 - Active Rumors
80057970 - Obtained Treasures
80057976 - Unexplored Territory 
80057978 - Work History
800579a8 - "Person" data flags
80057b5c - Weapon Page Order (FF = early end; uses Item ID's, 0x8c long)
80057be8 - Helmet Page Order (0x20 long)
80057c08 - Armor Page Order (0x28 long)
80057c30 - Accessory Page Order (0x24 long)
80057c54 - Item Page Order (0x14? long)
80057d84 - Save screeen data (0x18 long, 15 total?)
80057f74 - Party Data (256 bytes each, 20 sections)
80059494 - Poached Item Quantities
800596e0 - Available Item Quantities (same order as item ID's)[Amount owned - amount equipped]
Item Inventory
800597e0 - Save Times
80059818 - Level UP Stat Storing Code Pointers
80059830 - Action Status Code Pointers
8005e90c - Raw Unit Data 
8005e93c - Base Raw Variances
8005e950 - (0x80 long?)
8005e9d0 - Terrain Geomancy (maps abilities to 0x40 terrain types] Terrain Surface Types
8005ea10 - Terrain Statuses (maps status to 0x40 terrain types] Terrain Surface Types
8005ea50 - Movement Cost (six tables of 0x40 = 0x180, http://ffhacktics.com/smf/index.php?topic=6893.0)
8005ebd0 - ? Reaction Flags (1 byte each)
8005ebf0 - Ability Data 1
8005fbf0 - Ability Data 2
80061010 - Item Abilities
80061020 - Throw Abilities
8006102c - Jump Abilities
80061044 - Charge Abilities
80061054 - Calculator Abilities
8006105c - R/S/M Abilities
800610b8 - Job Data
80062eb8 - Item Data Start 
80063ab8 - Weapon Secondary Data
80063eb8 - Shield Secondary Data
80063ed8 - Helm/Armor Secondary Data
80063f58 - Accessory Secondary Data
80063f98 - Item Secondary Data
80063fc4 - Inflict Statuses
800642c4 - Item Attributes
80064a94 - Skillsets
80065bc4 - Monster Skillsets
80065cb4 - Action Menus (1 byte for all skillsets)
80065de4 - Status Effects
80066064 - Poached Item List (2 bytes per Job for common and rare items)
800660c4 - Job Unlock Requirements (High nybble/low nybble)
80066182 - Job Level JP Requirements (some checks start at 66184)
80066194 - Job Data Pointer
80066198 - Prime Number List
800661ce - Month Day Values
800661e8 - Zodiac Day Limits
80066200 - Start of Battle Flag? (1 = Initialize data?)
80066204 - Temp Ability List (used for setting usable abilities)
80066238 - Current ENTD Pointer
800662d0 - Status checks (determined from 0x4/5 of  80065de4 data?)
80066308 - Highest Party Level

Battle.bin Locations

80067000 - List of return addresses
80067838 - Pointers for Numerical Display Color Code (0xd1 pointers)
80067b80 - Pointers for Display Type Code (SP/CT/Br/Fa/PA/MA)
80067bac - ? (0x2a long)
80067bd8 - ?2
80067c04 - ?3
80067c30 - ?4
80067c5c - ?5
80067c88 - ?6
800682cc - Color Modification Code Pointers


8006fbf0 - Ability Data Pointer 2 (loading to skillset?)


80093d08 - Display Type
80093d18 - Status ID's for Display Type
80093de8 - Ability Animation number	
80093e10 - Ability Animation Flags (0x200 abilities, 3 bytes each)
800943e4 - Item Graphic Data (0x7f total?)
80094748 - Spritesheet Data (4 bytes each, 0x9f total)
80094a40 - (start of below? Counter is set to +1 before so it starts at 94a44)
80094a44 - Status Flags (for Display? 28 total, 4 bytes each)
80094ae4 - Start of some list of palettes
80094ba4 - ? Palettes
80096024 - ? (set to 0 after prepping to display earned Exp/JP) (word)
800960e4 - (set to 0x28 after prepping earned Exp/JP) (Word)
80096100 - AT List ID (used to determine which data to load from the AT list)
80096118 - Misc ID? (word)
8009611c - Misc ID? (word)
800961b4 - Unit's X Coordinate?
800961b8 - Unit's Map Level? (0 = base floor, 1 = higher floor)
800961bc - Unit's Y Coordinate?


(stuff for display)

800962d4 - HP Damage
800962d6 - HP Healing
800962d8 - MP Damage
800962da - MP Healing
800962dc - SP Damage
800962de - SP Bonus
800962e0 - CT Damage
800962e2 - CT Bonus
800962e4 - Brave Damage
800962e6 - Brave Bonus
800962e8 - Faith Damage
800962ea - Faith Bonus
800962ec - PA Damage
800962ee - PA Bonus
800962f0 - MA Damage
800962f2 - MA Bonus


80098a54 - Pointer to last unit's Misc Data?
80098dcc - numerical display data 
80098dd4 - numerical display data?
800995ec - (word)
800995f4 - (14 groups at 0x982 bytes each)
800995f5 - 1 = skip setting below data?
800995f6 - (16 sections, 8 bytes each)
80099676 - Palette Color Mod Data (16 sect. w/ 16 colors; 7 bytes each color (0x700 total))
80099d76 - Raw Palettes (16 sections, 16 colors, 2 bytes each (0x200 total))
800a7790 - word loaded to coprocessor 2 register: gtedr00_vxy0
800a7794 - word loaded to coprocessor 2 register: gtedr00_vz0
800a7798 - word loaded to coprocessor 2 register: gtedr01_vxy1
800a779c - word loaded to coprocessor 2 register: gtedr01_vz1
800a77a0 - word loaded to coprocessor 2 register: gtedr02_vxy2
800a77a4 - word loaded to coprocessor 2 register: gtedr02_vz2
800a77a8 - word loaded to coprocessor 2 register: gtedr00_vxy0
800a77ac - word loaded to coprocessor 2 register: gtedr00_vz0


800b7308 - Miscellaneous Unit Data - Giant display section (0x440 bytes each)
800B8594 - start of inventory data?
800bd8cc - data sent back from GPU?
800bd8e4 - data sent back from GPU - gtedr14_sxy2


800d4578 - amount of days on proposition
800d4574 - amount of days on proposition
800e4e9c - Map Max X coordinate
800e4ea0 - Map Max Y coordinate
800e4ea4 - Modified Palettes (14 chunks at 512 bytes each)

0x000 -> Modified Palettes 0x982 ->

800e6bb0 - list of return addresses
800e6c98 - list of return addresses
800f5ba8 - current loaded map (set at f385c)
800f5c58 - map data
800f5e74 - Move-Find Item Data (and Traps)
80124604 - Map GNS Data?
8014cf68 - Status Image Data (4 bytes each, 0xc4 total)
8014d09a - hit % data (for display?)
8014d0d2 - some unit Reaction ID (other stuff above/below here)
8014d0d4 - some unit Support ID
8014d0d6 - some unit Movement ID
8015d304 - Current Unit's ID (* 0x1c0 for Data Pointer)
80165eb4 - Palette Pointer Mod 1? (halfword)
80165eb6 - Palette Pointer Mod 2? (halfword)
80165ef4 - some item datA?
80165f9c - item data pointer?
8016866c - start of a set of data 0x0c long, (0x1b0 total) (0x24 sets)
80172258 - target current action pointer
80173e68 - ? changes with different message displayed (execute action, select target, etc.)
80173f8c - Pointers to Text Data (Mod below / 0x200 + 173f8c)
80174060 - Displayed Skillsets (act Menu) - ff in first slot that doesn't have skillset, rest 00
80174068 - Action return address table (based on "action menu byte" of skillset)
801740a8 - Menu Code Pointers
801740e8 - Menu Code Pointers 2
8018f520 - active units ID?
8018f5f0 - AI calculation types? (word)
8018f5f6 - start of some list (3 halfwords)
8018f5fc - Dealing with displayed damage?

Zodiac Compatability Modifiers

8018f600 - Aries
8018f601 - Taurus
8018f602 - Gemini
8018f603 - Cancer
8018f604 - Leo
8018f605 - Virgo
8018f606 - Libra
8018f607 - Scorpio
8018f608 - Sagittarius
8018f609 - Capricorn
8018f60a - Aquarius
8018f60b - Pisces
8018f7ec - Used Ability Flags 1
8018f86d - current units movement supports
8018f8c8 - Acting Unit ID (word)
8018f8cc - Tile Data (8 bytes each, +100h for Higher Elevation tiles)
801908cc - Unit and Current Action Data (Unit ID * 0x1c0 for specific location)
80192d8c - Attacker Current Action Data Pointer
80192d90 - Target Current Action Data Pointer
80192d94 - Attacker's Data Pointer
80192d98 - Target Data Pointer
80192d9c - Reaction ID
80192da0 - Copy of Acting Unit's Current Action Data? 0x2c long
80192dcc - X coordinate of target
80192dd0 - Y coordinate of target
80192dd4 - map level of target
80192dd8 - Moveable/Targetable Panel Grid (By rows of X panels, 0x10 in each row)
80193848 - (Data from 0x16e-0x182 of Unit Data)
80193860 - ? (set to 0 if an item is used on undead)
80193868 - Target hit by ability (0x10 bytes; amount of non-FF data is counted, and the data c/p to misc. unit data, 0x18e)
80193878 - Distribute Hit Counter
80193881 - start of some panel data (0x03 bytes each)
Start of Attacker's Data?
8019389c - Attacker's Facing (byte)
8019389d - (set to 1 when setting the weapon IDs)
8019389e - Attacker's RH Weapon
8019389f - Attacker's LH Weapon
801938a0 - Attacker's Team
801938a2 - X Distance between Attacker/Target (halfword)
801938a4 - Y Distance between Attacker/Target (halfword)
801938a6 - Attacker/Self ID
801938a7 - Used Skillset ID
801938a8 - Used Ability ID
801938aa - Calculator Type ID
801938ac - Calculator Multiplier ID
801938ae - Used Item/Equip ID
801938af - (0x177)
801938b0 - (0x178)
801938b1 - Target ID?
801938b2 - Target X
801938b3 - (0x17b)
801938b4 - Target Map Level
801938b5 - (0x17d)
801938b6 - Target Y
801938b7 - (0x17f)
801938b8 - (0x180)
801938b9 - (0x181)
801938ba - Mount Info
801938bb - 
801938bc - (word)
801938c0 - Attacker Unit ID
801938c1 - Target Unit ID
801938c2 - #Hits
801938c3 - Weapon Hand (0 = R, 1 = L) (fdc)
801938c4 - Primary Weapon ID (Also used for used item/weapon ID for Weapon Inventory)
801938c5 - Secondary Weapon ID
801938c6 - Reaction ID?


801938c8 - ? (Deals with elemental nullification)/poach (post action thing? used in reaction routine too)
801938ca - Target X Coordinate?
801938cb - Target Y coordinate?
801938cc - target elevation?
801938cd - Caster Tile Type
801938ce - XA
801938d0 - YA
801938d2 - Defender's Effective Faith
801938d3 - Attacker's Effective Faith (set to 100 after checking faith)
801938d4 - Used Ability's Skillset
801938d6 - Used Ability ID?
801938d8 - Used Weapon ID
801938d9 - ? (01 = two-hands is in use?)
801938db - Used Item ID
801938dc - Base Hit
801938de - Accessory Evade
801938df - RH Evade
801938e0 - LH Evade
801938e1 - Class Evade
801938e2 - Facing Modifier (00 Front, 01 Side, 02 Back)
801938e4 - Charge's Power?
801938e5 - Ability Formula?
801938e7 - Earned Experience
801938e8 - Can earn EXP?
801938e9 - defaults to weapon attack? (default to attack flag?)

0x01 - default to weapon attack? 0x00 - don't default

801938eb - MP Used
801938ec - able to knock back? (checked in knockback calculation) / Hit Counter
801938ed - can poach?
801938ef - 
801938f0 - Ability Range
801938f1 - Ability Effect Area
801938f2 - Ability Vertical
801938f3 - Ability Flags 1
801938f4 - Ability Flags 2
801938f5 - Ability Flags 3
801938f6 - Ability Flags 4
801938f7 - Ability Element
801938f8 - Ability Formula
801938f9 - Ability X
801938fa - Ability Y
801938fb - Ability Inflict Status ID
801938fc - Ability CT
801938fd - Ability MP Cost
801938ff - Weapon Characteristics
80193902 - WP
80193904 - Weapon's Element
80193906 - Status Infliction Type
80193907 - Status Set 1
80193908 - Status Set 2
80193909 - Status Set 3
8019390a - Status Set 4
8019390b - Status Set 5
8019390c - Ability Type
8019390d - Ability Element
8019390e - Ability Formula - used in poach/train?
8019390f - Ability Power 1 
80193910 - Ability Power 2
80193911 - Ability Inflict Status ID?
80193912 - Ability CT (?)
80193913 - Ability MP Cost
80193914 - move find item data 2 (loaded from static)
80193918 - move find item data 3
8019391c - move find item data 4
80193924 - Unit AI Extended Status Data (16 total, 0x40 bytes each)
80193d24 - Attacker's AI Data
80193d44 - Acting Unit's Used Ability ID
80193d98 - AI Targeting? Code Pointers
80193aec - Player unit information (0x40 long for 5 units?)

Table of Offsets from 0x193D48-E4F

8019f358 - X/Y Mods (2 bytes each, 4 total)(for targeting? gets added to base values)
8019f3c0 - Unit AI Extended Status Data Pointer
8019f3c4 - Start of AI data


801b48d0 - table of effect file start locations
801b63e8 - ability loaded flag?
801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
801b677c - Event Effects (2 bytes each, 0x25 total)
801b84ac - list of bytes based on ability animation flags
801b8b60 - Attacker's ID? (Word)
801c24d0 - loaded ability effect (half)

Loaded into RAM 0x1dc000 during battle setup

801b63f0 - Ability Effect (2 bytes each, 0x1c6 total)
801b677c - Event Effects (2 bytes each,