Difference between revisions of "Final Fantasy I & II: Dawn of Souls:Notes"

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m (→‎Bitfields and IDs: updating link)
(→‎ROM Data Formats: Removing tables which have their own sub-pages.)
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==ROM Data Formats==
==ROM Data Formats==
===Items, Weapons and Armor Data===
'''''Item Data Table'''''
0x19F07C — 0x19F33B
'''0x0-0x1''': Sorting Order
'''0x2''': Item Effect
'''0x3''': Targeting
'''0x4''': Usage
$1 Field
$2 Battle
$4 Anytime
'''0x5''': Animation (PC Casters only; monsters use Spell ID as index)
'''0x6-0x7''': Power
'''0x8-0xB''': Purchase Cost
'''0xC-0xF''': Sale Price
'''''Item In-Battle Spell Table'''''
0x226EA2 — 0x226EF9
Defines the spell to be cast for every consumable item when it is used in battle.
Normal items like Potions and Ethers take effect in this way as well.
'''''Weapon Data Table'''''
0x19F33C — 0x19FA75
'''0x00-0x01''': Sorting Order
'''0x02''': Who Equips (Base classes)
'''0x03''': Who Equips (Advanced classes)
'''0x04''': Attack
'''0x05''': Accuracy
'''0x06''': Evade
'''0x07''': Spell cast when used
'''0x08-09''': Elemental infusion
'''0x0A''': Monster Family effectiveness
'''0x0B''': Strength Modifier
'''0x0C''': Stamina Modifier
'''0x0D''': Agility Modifier
'''0x0E''': Intellect Modifier
'''0x0F''': Critical Rate (chance out of 200)
'''0x10''': HP Boost (%)
'''0x11''': MP Boost (%)
'''0x12-13''': [Unused]
'''0x14-17''': Purchase Cost
'''0x18-1B''': Sale Price
'''''Armor Data Table'''''
0x19FA58 — 0x1A021B
'''0x00-01''': Sorting Order
'''0x02''': Who equips (base classes)
'''0x03''': Who equips (advanced classes)
'''0x04''': Defence
'''0x05''': Weight
'''0x06''': Evade
'''0x07''': Spell cast when used
'''0x08-09''': Elemental resistance(s)
'''0x0A''': Strength Modifier
'''0x0B''': Stamina Modifier
'''0x0C''': Agility Modifier
'''0x0D''': Intellect Modifier
'''0x0E''': HP Boost (%)
'''0x0F''': MP Boost (%)
'''0x10-13''': [Unused]
'''0x14-17''': Purchase Cost
'''0x18-1B''': Sale Price
'''''Monster Data Tables'''''
'''''Monster Data Tables'''''

Revision as of 13:05, 12 June 2017

Bitfields and IDs

Bitfields and IDs

ROM Data Formats


Monster Data Tables

0×1DE044 — 0×1DF8A3: Bestiary
0×223F4C — 0×2257AB: Monster Stats (mid-battle)
0×227054 — 0×2288B3: Monster Stats (battle start)
0×22A880 — 0×22C0DF: Check for Regenerating family

All four tables are identical in and of themselves.

0x00-01: EXP given
0x02-03: Gil given
0x04-05: Max HP
0x06: Morale
0x07: AI Index (unused)
0x08: Evasion
0x09: Defence
0x0A: Number of hits
0x0B: Accuracy
0x0C: Attack
0x0D: Agility
0x0E: Intellect
0x0F: Critical Rate
0x10-11: Status Attack Element
0x12: Status Attack Ailment
0x13: Monster Family
0x14: Magic Defense
0x15: (Unused/Padding)
0x16-17: Elemental Weakness(es)
0x18-19: Elemental Resistance(s)
0x1A: Item Drop Type
0x1B: Dropped Item sub-ID
0x1C: Drop Chance (%)
0x1D-1F: (Unused/Padding)

Monster Attack Animation Table

0x223540 — 0x223603
0x00: Attack Animation ID - 0x2D

Monster AI Index Table

0x22F0B8 — 0x22F17A

Monster AI Definitions

0x22F17C — 0x22F5CB
0x00: Chance to cast a spell, out of 200; can't cast if Silenced
0x01: Chance to cast a monster ability, out of 128, if a spell wasn't cast
0x02-09: Spell queue. Each spell in the queue is cast in order. When an FF byte is reached, the queue loops
0x0A: FF terminator
0x0B-0E: Ability queue. Expressed as (Spell ID - 0x41), so Icestorm 1 is the first legal ability
0x0F: FF terminator

Monster GFX Pointer Table

0x2227DC — 0x2230FF
0x0: Palette Pointer
0x4: Tile Arrangement Data Pointer
0x8: Monster tile Data Pointer

Monster Size Table

0x223644 — 0x223706
0x00: Monster Size
 $00: Small (eg Goblin)
 $01: Big (eg Troll)
 $02: Fiend/Chaos
 $03: Soul of Chaos Boss