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JCE3000GT

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General Data thread.
« on: December 18, 2007, 03:50:48 PM »
Use this topic to post random unsorted data to be compiled and organized later in the wiki page upcoming.

================================================

FF2us data - Offsets with 200 byte header:

63A - Town map tile formation pointer

14D6 - Character starting stats pointer []
14E7 - "                    "
14F8 - "                    "
18C3 - Town trigger data pointer
1B53 - Town trigger pointer to pointers
1B81 - Town trigger data pointer
1C34 - Town trigger pointer to pointers
1C42 - Town trigger data pointer
1D7E - World trigger pointer to pointers
1D8C - World trigger data pointer

616C - Event pointer to pointers
6189 - Event data pointer []
61B3 - Event data pointer []
61BB - Event data pointer []
61C2 - Event data pointer []
61E3 - Event data pointer []
61EC - Event data pointer []
61F5 - Event data pointer []
61FE - Event data pointer []
64D6 - Event data pointer []
6823 - "                    "

7CEC - World map row pointer to pointers
7CFA - World map row data pointer
7E4E - Town map pointer to pointers

10F53 - Enemy size/graphic/palette pointer to pointers []
12307 - Spell name pointer []
12532 - Abnormal status text pointer []
12720 - "                  "
12758 - Enemy attack name pointer[]
12774 - Spell name pointer []

14DAF - Enemy attack name pointer []
14DDA - Spell name pointer []
14E04 - Battle message pointer []

14B07 - Battle dialogue pointer
191ED - Monster data/stats pointer
1920A - Monster data length (A9 20 default--32 bytes)
194AF - Enemy AI pointer group #1
19608 - "               "
194C1 - Enemy AI pointer group #2
1961A - "               "

4F967 - World map tile formation pointer?

AACB8 - World map tile formation pointer?
AB498 - World map tile palette pointer to pointers








*Note: this post will be updated with anything I find.
« Last Edit: December 18, 2007, 04:29:49 PM by JCE3000GT »

Dragonsbrethren

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Re: General Data thread.
« Reply #1 on: January 03, 2008, 01:10:59 PM »
0xF801E (Headered) -> Japanese DTE table. This is still used in FF2us's menus, so if you want to make use of the characters above the font as anything other than icons you'll need to update this to use the right characters.

DarknessSavior

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Re: General Data thread.
« Reply #2 on: September 29, 2008, 07:47:27 AM »
Gah. Seeing as I couldn't find where this would be relevant, I'll post here. (Perhaps this post should be stickied, so that all unsorted data doesn't need it's own thread or something?)

Here's the location of the "Level" information on the Status Menu (FFIVET with no header, I'd imagine this is the same for FFIVj):

$01DC32 - The number here determines where in RAM the "Level" characters are stored. Originally set to $01F0, when set to $0092 it stores where I currently have it store (after the character's name).

$01A9CA - The number here determines where in RAM the number following "Level" is stored. Set this to $00DE. (actually, this location is for the instruction LDY #$xxxx, I forget what the original was. I set it to LDY #$00DE).

~DS

DarknessSavior

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Re: General Data thread.
« Reply #3 on: October 09, 2008, 12:45:56 PM »
More information for DB's benefit, and anyone else who might need it. This is how you can get "Summon" to display properly, being greyed out like it should be:

Code: [Select]
;change Summon greying
org $01B419
LDY #$0006

Feel free to use it, but credit me. =D

~DS

Phoenix

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Re: General Data thread.
« Reply #4 on: December 07, 2008, 03:08:23 PM »
Needed to find the shop type data (which I hadn't ever noticed existed before today -- it's displayed in the upper left-hand corner of shops). In case anyone else needs this, it's located here:

A7DA6 (FF2us 1.0 with header)

If you can't find it in a different version, you can search for the hex data: 0000000000000000000001010101010101010202020200010202000100010202

00 = Weapon, 01 = Armor, 02 = Item

Dragonsbrethren

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Re: General Data thread.
« Reply #5 on: December 08, 2008, 08:27:57 AM »
Just curious (I'll probably test myself later), do $03+ work? We can probably add additional strings if they do, and have new shop types. I have relic shops, magical item shops, and omni-shops that all currently fall under the wrong categories in my hack, with this data I could make them make a little more sense, but it would be great to have them labeled properly.

 :edit:

Of course, I still need to edit the maps in a few cases, which is an even bigger problem (no unused tiles, I guess I'd have to cut the signs entirely).
« Last Edit: December 08, 2008, 09:08:02 AM by Dragonsbrethren »

Phoenix

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Re: General Data thread.
« Reply #6 on: December 08, 2008, 09:10:20 AM »
The values I tested above 02 all resulted in "Item". You could probably change the code that loads it, though that's a bit more of a pain.

Dragonsbrethren

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Re: General Data thread.
« Reply #7 on: December 08, 2008, 09:59:17 AM »
Yeah, I probably won't bother. I hadn't really considered the signs before, I'd be better off just having my relic shops as armor shops still (that was the only one I was really concerned with) and change the shops that sell more than one type to item shops.

Deathlike2

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Re: General Data thread.
« Reply #8 on: December 12, 2008, 08:06:13 PM »
Location of the weapon-item spell multipliers in the GBA ROM
0xF65D0 - US
0xF98D8 - Euro

Search for "01 02 03 04 05 06 07 08 01 02 01" since that's a huge chunk of the spell multiplier data.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

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Re: General Data thread.
« Reply #9 on: December 13, 2008, 09:53:16 PM »
This was already posted by Entroper, but it is worth following up with the Euro version info
0xECBF8 - US
0xEF72C - Euro

Search for "01 00 00 00 5E 01", the data should pretty much by itself.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Phoenix

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Re: General Data thread.
« Reply #10 on: October 23, 2009, 05:46:04 PM »
Just a random note: location names use values from 00 to 80, with 80 displaying no location name. However, there are three locations that have values above this:
0D  Cid's House (value A5)
0E  Rosa's mother's house (value A6)
0F  Village Mist fireplace house (value A9)
Any value above 80 doesn't display a name, but there's no reason I can discern why these use higher values. They don't result in any difference in the location (that I know of), and it's the same across all versions of the game. I think it must be an error, but if anyone finds differently, let me know.