Notes:Proto:Lufia II: Rise of the Sinistrals

Corrupt Bytes
The first and second columns are the before and after of the bytes fixes, and the third column is the programming in the final Japanese version for comparison.

000000
The game BRKs on the very first operation

Broken                                          Repair                                           Retail $00/8000 00 D8      BRK #$D8                    $00/8000 78          SEI                         $00/8000 78          SEI $00/8001 D8         CLD                         $00/8001 D8          CLD $00/8002 18         CLC                         $00/8002 18          CLC $00/8003 FB         XCE                         $00/8003 FB          XCE

004000
Bad operation in music engine

Broken                                          Repair                                           Retail 2A5D 02 A7    SET1 $A7.0                        2A5D FA A7 B8  MOV $B8,$A7                       3DE1 FA A7 B8  MOV $B8,$A7 2A5F B8 CD 08 SBC $08,#$CD                      2A60 CD 08     MOV X,#$08                        3DE4 CD 08     MOV X,#$08 2A62 F4 3D    MOV A,$3D+X                       2A62 F4 3D     MOV A,$3D+X                       3DE6 F4 3D     MOV A,$3D+X 2A64 F0 45    BEQ $2AAB                         2A64 F0 45     BEQ $2AAB                         3DE8 F0 45     BEQ $3E2F

004400
Bad branch distance in music engine

Broken                                          Repair                                           Retail 2E57 C4 10    MOV $10,A                         2E57 C4 10     MOV $10,A                         41DE C4 10     MOV $10,A 2E59 7D       MOV A,X                           2E59 7D        MOV A,X                           41E0 7D        MOV A,X 2E5A 68 08    CMP A,#$08                        2E5A 68 08     CMP A,#$08                        41E1 68 08     CMP A,#$08 2E5C 90 02    BCC $2E60                         2E5C 90 03     BCC $2E61                         41E3 90 03     BCC $41E8 2E5E 80       SETC                              2E5E 80        SETC                              41E5 80        SETC 2E5F A8 08    SBC A,#$08                        2E5F A8 08     SBC A,#$08                        41E6 A8 08     SBC A,#$08 2E60 08 9F    OR A,#$9F 2E61 9F       XCN A                             2E61 9F        XCN A                             41E8 9F        XCN A 2E62 60        CLRC                              2E62 60        CLRC                              41E9 60        CLRC 2E63 88 04    ADC A,#$04                        2E63 88 04     ADC A,#$04                        41EA 88 04     ADC A,#$04 2E65 C4 F2    MOV $F2,A                         2E65 C4 F2     MOV $F2,A                         41EC C4 F2     MOV $F2,A

016600
Bad operation in load/save screen

Broken                                          Repair                                           Retail $82/E5F8 BF 5A E6 82 LDA $82E65A,x[$82:E65A]    $82/E5F8 BF 5A E6 82 LDA $82E65A,x[$82:E65A]     $82/F282 BF EB F2 82 LDA $82F2EB,x[$82:F2EB] $82/E5FC 48         PHA                         $82/E5FC 48          PHA                         $82/F286 48          PHA $82/E5FD A5 1C      LDA $1C    [$00:001C]       $82/E5FD A5 1C       LDA $1C    [$00:001C]       $82/F287 A5 1C       LDA $1C    [$00:001C] $82/E5FF 18         CLC                         $82/E5FF 18          CLC                         $82/F289 18          CLC $82/E600 01 01      ORA ($01,x)[$83:6000]       $82/E600 69 01 00    ADC #$0001                  $82/F28A 69 01 00    ADC #$0001 $82/E602 00 85      BRK #$85                    $82/E603 85 19       STA $19    [$00:0019]       $82/F28D 85 19       STA $19    [$00:0019] $82/E605 E2 20      SEP #$20                    $82/F28F E2 20       SEP #$20

Location List
ID Tileset Map Name  Description

02 "OPNC   ETC_001 " Opening 03 "CITY   CITY001 " Elcid 04 "ROOM   CITY001A" Elcid 05 "DANJ   DANJ001A" Secret Skills Cave 06 "DANJ   DANJ002A" Cave to Sundletan 07 "DANJ   DANJ002B" Cave to Sundletan 08 "VILL   VILL001 " Sundletan 09 "ROOM   VILL001A" Sundletan 0A "DANJ   DANJ003A" Lake Cave 0B "DANJ   DANJ003B" Lake Cave 0C "DANJ   DANJ003C" Lake Cave 0D "HOKO   HOKO001 " 0E "VILL   VILL002 " Nikoru 0F "ROOM   VILL002A" Koniru 10 "VILL   ETC_002 " 11 "CASL   CASL001 " 12 "CINN   CASL001A" 13 "JIND   JIND001A" B2 14 "JIND    JIND001B" B3 15 "JIND    JIND001C" B4 16 "JIND    JIND001D" B5 17 "CITY    CITY002 " 18 "ROOM   CITY002A" 19 "HOKO   HOKO002 " 1A "DANJ   DANJ005A" 1B "DANJ   DANJ005B" B2 1C "DANJ    DANJ005C" B3 1D "JIND    DANJ005D" B4 1E "CITY    CITY003 " 1F "ROOM   CITY003A" 20 "TOWR_  TOWR001 " 21 "TOWR   TOWR001A" 1F 22 "TOWR   TOWR001B" 2F 23 "TOWR   TOWR001C" 3F 24 "TOWR   TOWR001D" 4F 25 "TOWR   TOWR001E" 5F 26 "TOWR   TOWR001F" 6F 27 "VILL   VILL003 " 28 "ROOM   VILL003A" 29 "DANJ   DANJ006A" B1 2A "DANJ    DANJ006B" B2 2B "DANJ    DANJ006C" B3 2C "DANJ    DANJ006D" B4 2D "HOKO    HOKO003 " 2E "CITY   CITY004 " 2F "ROOM   CITY004A" 30 "CASL   CASL002 " 31 "CINN   CASL002A" 32 "SHIN   SHIN001A" 1F 33 "SHIN   SHIN001B" 2F 34 "SHIN   SHIN001C" 3F 35 "SHIN   SHIN001D" 4F 36 "SHIN   SHIN001E" B1 37 "HOKO    HOKO007 " 38 "RUIN   CITY005 " 39 "TOWR_  TOWR002 " 3A "TOWR   TOWR002A" 1F 3B "TOWR   TOWR002B" 2F 3C "TOWR   TOWR002C" 3F 3D "TOWR   TOWR002D" 4F 3E "TOWR   TOWR002E" 5F 3F "TOWR   TOWR002F" 6F 40 "VILL   VILL004 " 41 "ROOM   VILL004A" 42 "DANJ   DANJ007A" B1 43 "DANJ    DANJ007B" B2 44 "DANJ    DANJ007C" B3 45 "DANJ    DANJ007D" 46 "DANJ   DANJ007E" B5 47 "CASL    CASL003 " 48 "CINN   CASL003A" 49 "JIND   JIND002A" B1 4A "JIND    JIND002B" B2 4B "JIND    JIND002C" B3 4C "JIND    JIND002D" B4 4D "TOWR_   TOWR003 " 4E "TOWR   TOWR003A" 1F 4F "TOWR   TOWR003B" 2F 50 "TOWR   TOWR003C" 3F 51 "TOWR   TOWR003D" 4F 52 "TOWR   TOWR003E" 5F 53 "TOWR   TOWR003F" 6F 54 "TOWR   TOWR003G" 7F 55 "TOWR   TOWR003H" 6F 56 "TOWR   TOWR003I" 5F 57 "TOWR   TOWR003J" 58 "HOKO   HOKO004 " 59 "TOWR_  TOWR004 " 5A "TOWR   TOWR004A" 1F 5B "TOWR   TOWR004B" 2F 5C "TOWR   TOWR004C" 3F 5D "TOWR   TOWR004D" 4F 5E "TOWR   TOWR004E" 5F 5F "TOWR   TOWR004F" 60 "CITY   HABR001 " 61 "ROOM   HABR001A" 62 "YAMA   YAMA001 " 63 "DANJ   YAMA001A" 64 "DANJ   YAMA001B" 65 "DANJ   YAMA001C" 66 "DANJ   YAMA001D" 67 "DANJ   YAMA001E" 68 "DANJ   YAMA001F" 69 "DANJ   YAMA001G" 6A "CITY   HABR002 " 6B "ROOM   HABR002A" 6C "CITY   HABR003 " 6D "ROOM   HABR003A" 6E "TOWR_  TOWR005 " 6F "TOWR   TOWR005A" 1F 70 "TOWR   TOWR005B" 2F 71 "TOWR   TOWR005C" 3F 72 "TOWR   TOWR005D" 4F 73 "TOWR   TOWR005E" 5F 74 "TOWR   TOWR005F" 6F 75 "VILL   VILL005 " 76 "ROOM   VILL005A" 77 "SHIN   SHIN002A" 1F 78 "SHIN   SHIN002B" 2F 79 "SHIN   SHIN002C" 3F 7A "SHIN   SHIN002D" B1 7B "HOKO    HOKO005 " 7C "CITY   HABR004 " 7D "ROOM   HABR004A" 7E "JIND   JIND003A" 7F "ROOM   LABO001 " 80 "YAMA   YAMA002 " 81 "DANJ   YAMA002A" 82 "DANJ   YAMA002B" 83 "DANJ   YAMA002C" 84 "DANJ   YAMA002D" 85 "DANJ   YAMA002E" 86 "DANJ   YAMA002F" 87 "CITY   CITY006 " 88 "ROOM   CITY006A" 89 "CSNO   ETC_003 " 8A "CASL   CASL004 " 8B "CINN   CASL004A" 8C "CITY   CITY007 " 8D "ROOM   CITY007A" 8E "JIND   JIND004A" 1B 8F "JIND   JIND004B" 2B 90 "JIND   JIND004C" 3B 91 "JIND   JIND004D" 4B 92 "JIND   JIND004E" 5B 93 "CASL   CASL005 " 94 "CINN   CASL005A" 95 "TOWR_  TOWR006 " 96 "TOWR   TOWR006A" 1F 97 "TOWR   TOWR006B" 2F 98 "TOWR   TOWR006C" 3F 99 "TOWR   TOWR006D" 4F 9A "TOWR   TOWR006E" 5F 9B "HOKO   HOKO006 " 9C "RUIN   CITY008 " 9D "VILL   VILL006 " 9E "ROOM   VILL006A" 9F "VILL   VILL007 " A0 "ROOM   VILL007A" A1 "VILL   ETC_004 " A2 "CITY   LABO002 " A3 "ROOM   LABO002A" A4 "ROOM   LABO002B" A5 "YAMA   YAMA003 " A6 "DANJ   YAMA003A" A7 "DANJ   YAMA003B" A8 "VILL   VILL008 " A9 "ROOM   VILL008A" AA "SHIN   SHIN003A" 1F AB "SHIN   SHIN003B" 2F AC "SHIN   SHIN003C" 3F AD "SHIN   SHIN003D" B1 AE "CITY    CITY009 " AF "ROOM   CITY009A" B0 "SUBD   SUBD001A" B1 "SUBD   SUBD001B" B2 "SHIN   SHIN004A" 1F B3 "SHIN   SHIN004B" 2F B4 "SHIN   SHIN004C" 3F B5 "SHIN   SHIN004D" 4F B6 "JIND   SHIN004E" B1 B7 "JIND    SHIN004F" B2 B8 "VILL    VILL009 " B9 "ROOM   VILL009A" BA "TOWR_  TOWR007 " BB "TOWR   TOWR007A" 1F BC "TOWR   TOWR007B" 2F BD "TOWR   TOWR007C" 3F BE "TOWR   TOWR007D" 4F BF "TOWR   TOWR007E" 5F C0 "TOWR   TOWR007F" 6F C1 "CITY   CITY010 " C2 "ROOM   CITY010A" C3 "YAMA   YAMA004 " C4 "DANJ   YAMA004A" C5 "DANJ   YAMA004B" C6 "DANJ   YAMA004C" C7 "DANJ   YAMA004D" C8 "DANJ   YAMA004E" C9 "DANJ   YAMA004F" CA "DANJ   YAMA004G" CB "SUBD   SUBD002A" CC "SUBD   SUBD002B" CD "SUBM   SUBM001 " CE "UINN   SUBM001A" CF "SUBD   SUBD003A" D0 "SUBD   SUBD003B" D1 "SUBD   SUBD003C" D2 "SUBD   SUBD003D" D3 "SUBM   SUBM002 " D4 "SUBM   SUBM002A" D5 "DIOS   SHIN005A" D6 "RUIN   CITY011 " D7 "SUBD   SUBD004A" D8 "SUBD   SUBD004B" D9 "SUBD   SUBD004C" DA "SUBD   SUBD004D" DB "SUBD   SUBD004E" DC "JIND   JIND005A" B1 DD "JIND    JIND005B" B2 DE "JIND    JIND005C" B3 DF "JIND    JIND005D" B4 E0 "CASL    CASL006 " E1 "CINN   CASL006A" E2 "VILL   VILL010 " E3 "ROOM   VILL010A" E4 "GRDN   GRDN001A" E5 "GRDN   GRDN001B" E6 "GRDN   GRDN001C" E7 "GRDN   GRDN001D" E8 "GRDN   GRDN002A" E9 "GRDN   GRDN002B" EA "GRDN   GRDN002C" EB "GRDN   GRDN002D" EC "GRDN   GRDN003A" ED "GRDN   GRDN003B" EE "GRDN   GRDN003C" EF "GRDN   GRDN003D" F0 "KOKU   KOKU001A" (crashes, only 1 layer) F1 "DIOS   SHIN006A" F2 "DIOS   DIOS001A" 1F F3 "DIOS   DIOS001B" 2F F4 "DIOS   DIOS001C" 3F F5 "DIOS   DIOS001D" 4F F6 "DIOS   DIOS001E" 5F F7 "KABU   KABU001A" Mystic Stone 1 (crashes, only 1 layer) F8 "KABU   KABU001B" Mystic Stone 2 F9 "KABU   KABU001C" Mystic Stone 3

EV Flags
ID  EVF   Memory   Bit   Description

00  000   7E077A   01 01  001   7E077A   02 02  002   7E077A   04 03  003   7E077A   08 04  004   7E077A   10 05  005   7E077A   20 06  006   7E077A   40    Tia joined 07  007   7E077A   80 08  008   7E077B   01 09  009   7E077B   02 0A  010   7E077B   04    Entered Tia's shop at the start of a new game 0B  011   7E077B   08 0C  012   7E077B   10 0D  013   7E077B   20 0E  014   7E077B   40 0F  015   7E077B   80 10  016   7E077C   01 11  017   7E077C   02 12  018   7E077C   04 13  019   7E077C   08 14  020   7E077C   10 15  021   7E077C   20    Old man left Secret Skills Cave, dungeon completed 16  022   7E077C   40    Dinner with Tia in Elcid shop 17  023   7E077C   80    Defeated Lizard Man boss in Cave to Sundletan, met Iris 18  024   7E077D   01    Tia joined party in Lake Cave 19  025   7E077D   02    Defeated Catfish 1A  026   7E077D   04    Thieves stole the Alunze crown (1/2) 1B  027   7E077D   08    Recovered stolen crown in Alunze Castle B5 1C   028   7E077D   10 1D  029   7E077D   20 1E  030   7E077D   40 1F  031   7E077D   80 20  032   7E077E   01 21  033   7E077E   02 22  034   7E077E   04 23  035   7E077E   08 24  036   7E077E   10 25  037   7E077E   20 26  038   7E077E   40 27  039   7E077E   80 28  040   7E077F   01 29  041   7E077F   02 2A  042   7E077F   04 2B  043   7E077F   08 2C  044   7E077F   10 2D  045   7E077F   20 2E  046   7E077F   40 2F  047   7E077F   80 30  048   7E0780   01 31  049   7E0780   02 32  050   7E0780   04 33  051   7E0780   08 34  052   7E0780   10 35  053   7E0780   20    Experienced earthquake in Sundletan 36  054   7E0780   40 37  055   7E0780   80 38  056   7E0781   01 39  057   7E0781   02 3A  058   7E0781   04 3B  059   7E0781   08 3C  060   7E0781   10 3D  061   7E0781   20 3E  062   7E0781   40 3F  063   7E0781   80 40  064   7E0782   01 41  065   7E0782   02 42  066   7E0782   04 43  067   7E0782   08 44  068   7E0782   10 45  069   7E0782   20 46  070   7E0782   40 47  071   7E0782   80 48  072   7E0783   01 49  073   7E0783   02 4A  074   7E0783   04 4B  075   7E0783   08 4C  076   7E0783   10 4D  077   7E0783   20 4E  078   7E0783   40 4F  079   7E0783   80 50  080   7E0784   01 51  081   7E0784   02 52  082   7E0784   04 53  083   7E0784   08 54  084   7E0784   10 55  085   7E0784   20 56  086   7E0784   40 57  087   7E0784   80 58  088   7E0785   01 59  089   7E0785   02 5A  090   7E0785   04 5B  091   7E0785   08 5C  092   7E0785   10 5D  093   7E0785   20 5E  094   7E0785   40 5F  095   7E0785   80 60  096   7E0786   01 61  097   7E0786   02 62  098   7E0786   04 63  099   7E0786   08 64  100   7E0786   10 65  101   7E0786   20 66  102   7E0786   40 67  103   7E0786   80 68  104   7E0787   01 69  105   7E0787   02 6A  106   7E0787   04 6B  107   7E0787   08 6C  108   7E0787   10 6D  109   7E0787   20 6E  110   7E0787   40 6F  111   7E0787   80 70  112   7E0788   01 71  113   7E0788   02 72  114   7E0788   04 73  115   7E0788   08 74  116   7E0788   10    Destroyed Mystic Stone 1 75  117   7E0788   20    Destroyed Mystic Stone 2 76  118   7E0788   40 77  119   7E0788   80    Old man left for Secret Skills Cave 78  120   7E0789   01 79  121   7E0789   02 7A  122   7E0789   04    Talked to Tia inside shop at the start of a new game 7B  123   7E0789   08 7C  124   7E0789   10    Thieves stole the Alunze crown (2/2) 7D  125   7E0789   20 7E  126   7E0789   40 7F  127   7E0789   80 80  128   7E078A   01 81  129   7E078A   02 82  130   7E078A   04 83  131   7E078A   08    Destroyed Mystic Stone 3, finished game 84  132   7E078A   10 85  133   7E078A   20 86  134   7E078A   40 87  135   7E078A   80 88  136   7E078B   01 89  137   7E078B   02 8A  138   7E078B   04 8B  139   7E078B   08 8C  140   7E078B   10 8D  141   7E078B   20 8E  142   7E078B   40 8F  143   7E078B   80 90  144   7E078C   01 91  145   7E078C   02 92  146   7E078C   04 93  147   7E078C   08 94  148   7E078C   10 95  149   7E078C   20 96  150   7E078C   40    In Elcid, learned Cave to Sundletan is full of monsters 97  151   7E078C   80    Thieves washed away in Alunze Castle B5 98   152   7E078D   01 99  153   7E078D   02 9A  154   7E078D   04 9B  155   7E078D   08 9C  156   7E078D   10 9D  157   7E078D   20 9E  158   7E078D   40    Received instructions for fighting Jelly in Secret Skills Cave 1st room 9F  159   7E078D   80    Received instructions after defeating Jelly in Secret Skills Cave 1st room A0  160   7E078E   01    Received instructions for pushing pillar in Secret Skills Cave 3rd room A1  161   7E078E   02    Received instructions for jumping off ledges in Secret Skills Cave 4th room A2  162   7E078E   04    Received instructions for defeating all monsters in a room in Secret Skills Cave 6th room A3  163   7E078E   08    Received instructions for cutting grass with sword in Secret Skills Cave 8th room A4  164   7E078E   10    Talked to KO'd guard leading to Alunze Castle basement A5  165   7E078E   20 A6  166   7E078E   40 A7  167   7E078E   80 A8  168   7E078F   01 A9  169   7E078F   02 AA  170   7E078F   04    Switch to lower barrier in Alunze Castle B5 AB   171   7E078F   08    Received instructions for placing vases on switches in Secret Skills Cave 9th room AC  172   7E078F   10    Received instructions for using Reset spell in Secret Skills Cave 3rd room AD  173   7E078F   20 AE  174   7E078F   40 AF  175   7E078F   80 B0  176   7E0790   01 B1  177   7E0790   02 B2  178   7E0790   04 B3  179   7E0790   08 B4  180   7E0790   10 B5  181   7E0790   20 B6  182   7E0790   40 B7  183   7E0790   80 B8  184   7E0791   01 B9  185   7E0791   02 BA  186   7E0791   04 BB  187   7E0791   08 BC  188   7E0791   10 BD  189   7E0791   20 BE  190   7E0791   40 BF  191   7E0791   80 C0  192   7E0792   01 C1  193   7E0792   02 C2  194   7E0792   04 C3  195   7E0792   08 C4  196   7E0792   10 C5  197   7E0792   20 C6  198   7E0792   40 C7  199   7E0792   80 C8  200   7E0793   01 C9  201   7E0793   02 CA  202   7E0793   04 CB  203   7E0793   08 CC  204   7E0793   10 CD  205   7E0793   20 CE  206   7E0793   40 CF  207   7E0793   80 D0  208   7E0794   01 D1  209   7E0794   02 D2  210   7E0794   04 D3  211   7E0794   08 D4  212   7E0794   10 D5  213   7E0794   20 D6  214   7E0794   40 D7  215   7E0794   80 D8  216   7E0795   01 D9  217   7E0795   02 DA  218   7E0795   04 DB  219   7E0795   08 DC  220   7E0795   10 DD  221   7E0795   20 DE  222   7E0795   40 DF  223   7E0795   80 E0  224   7E0796   01 E1  225   7E0796   02 E2  226   7E0796   04 E3  227   7E0796   08 E4  228   7E0796   10 E5  229   7E0796   20 E6  230   7E0796   40 E7  231   7E0796   80 E8  232   7E0797   01 E9  233   7E0797   02 EA  234   7E0797   04 EB  235   7E0797   08 EC  236   7E0797   10 ED  237   7E0797   20 EE  238   7E0797   40 EF  239   7E0797   80 F0  240   7E0798   01    Switch in Secret Skills Cave 3rd room F1  241   7E0798   02    Related to pillar in Secret Skills Cave 3rd room F2  242   7E0798   04 F3  243   7E0798   08 F4  244   7E0798   10 F5  245   7E0798   20 F6  246   7E0798   40 F7  247   7E0798   80 F8  248   7E0799   01 F9  249   7E0799   02 FA  250   7E0799   04    Talked to elder in Sundletan FB  251   7E0799   08 FC  252   7E0799   10 FD  253   7E0799   20 FE  254   7E0799   40 FF  255   7E0799   80

Memory Locations
RAM address / Where it's used / Number of bytes / Description

7E0520  All        0001   soft reset flag ($00 on title screen, $FF if not)

7E097C  Location   0001   currently playing song, used by Event command $4B

7E0A48  Location   0003   gold ($98967F = 9999999 gold)

7EF000  Location   1000   RN data, the game always copies $1000 bytes worth even though individual packets are nowhere near that size 7F0000  Location   ####   decompressed M2 map 7F####  Location   ####   decompressed MC tile assembly (immediately follows M2 map)

7F4000  WMAP       ####   decompressed overworld or underwater map data

7FFC9D  Location   0001   battle background index (range $00-0B) Used by Event command $74

7FFC9F  Location   0001   battle status ($00 = won, $01 = lost, $02 = ran away) 7FFCA0  Location   0001   battle mode ($00 = dungeon, $01 = WMAP, $FF = boss - set by Event command $53) 7FFCA1  Location   0001   battle index (battle mode $FF boss uses range $00-08, set by Event command $53)

Breakpoints
Useful breakpoints for performing research.


 * , execute - breaks on start address of each compressed packet loaded
 * , execute - accumulator contains song index to play
 * , execute - breaks on each event command executed, accumulator contains event command index
 * , execute - breaks on loading RN packet for room
 * , execute - setup for decompressing maps
 * , execute - load value from MC table

Data Markers
The game uses a 2 byte marker to identify various data sets.

M2 - Maps
Header:
 * 0x00 M2
 * 0x02 number of layers. The game crashes if only (location, )
 * 0x03 all
 * 0x10 tile assembly(?) packet name
 * 0x18 map name (8 bytes, this was removed in the retail version)

LV - Layer
Header:
 * 0x00 LV
 * 0x02 ???
 * 0x04 X number of tiles, multiply by and convert to decimal for full layer width in pixels
 * 0x06 Y number of tiles, multiply by and convert to decimal for full layer height in pixels
 * 0x08 ???
 * 0x0A size of layer (not including header)
 * 0x0C ???
 * 0x0E ??? (2 bytes)

MC - ???
Tileset related

MH - Event Pointer Table
Header: Next, it's followed by 256ea. 8 byte sets containing the following:
 * 0x00 MH
 * 0x02 ???
 * 0x05 all (11 bytes)
 * Pointer to main event (3 bytes)
 * Pointer to init event (3 bytes) sets the battle background for the room, the music, the text box with the room name when you first enter, etc.
 * Pointer to ??? (2 bytes)

PH - Main Event
Header:
 * 0x00 PH

RN - Room Layout Data
Header:
 * 0x00 RN

Includes coords for exits, event tiles, doors, and possibly treasure. It's copied to RAM starting at

S2 - SPCs
Header:
 * 0x00 S2
 * 0x02 always ASCII "C"
 * 0x03 ???
 * 0x04 SPC name, up to 12 bytes and any unused space at the end is padded with the space character

TA - Internal Header
Probably short for TA(ito)

WMAP
The overworld and underwater map data is decompressed to with a  byte header.

Header:
 * 0x00 --EGG-EGG---
 * 0x10 unknown ( bytes)

Boss Battle Data
The below table is located at SNES address and contains 10 entries, each  bytes in length. The number in parenthesis is the index value used by Event command (e.g.,  in the event data triggers the Tarantula boss battle)  Only 8 entries exists in the pointer table, meaning two boss battles are unused/not yet implemented in the prototype.

0001 0203 0405 0607 0809 0A0B 0C0D 0E0F 1011 1213 1415 1617 1819 1A1B 1C 00FF FFFF FFFF 8048 0000 0000 0000 0000 0000 0100 0000 0000 0001 0102 00 (00,04) BCFF FFFF FFFF 6828 0000 0000 0000 0000 0000 0100 0000 0000 0001 0102 00 (02) Catfish C1FF FFFF FFFF 7028 0000 0000 0000 0000 0000 0100 0000 0000 0001 0102 00 (##) C5FF FFFF FFFF 7028 0000 0000 0000 0000 0000 0A00 0000 0000 0001 0102 00 (07) BEFF FFFF FFFF 7040 0000 0000 0000 0000 0000 0100 0000 0000 0001 0102 00 (08) Tarantula C6FF FFFF FFFF 5800 0000 0000 0000 0000 0000 0100 0000 0000 0001 0102 00 (##) Gades CAFF FFFF FFFF 7848 0000 0000 0000 0000 0000 0100 0000 0000 0001 0102 00 (01) CBCC FFFF FFFF 7048 9848 0000 0000 0000 0000 0100 0000 0000 0001 0102 00 (03) 8EFF FFFF FFFF 7848 0000 0000 0000 0000 0000 0100 0000 0000 0001 0102 00 (05) 0001 FFFF FFFF 7048 9848 0000 0000 0000 0000 0400 0000 0000 0001 0102 00 (06)

Data format: 00 - Enemy 1 01 - Enemy 2 (for enemy 2-6, $FF = no enemy in slot) 02 - Enemy 3 03 - Enemy 4 04 - Enemy 5 05 - Enemy 6 06 - Enemy 1 x coord 07 - Enemy 1 y coord 08 - Enemy 2 x coord 09 - Enemy 2 y coord 0A - Enemy 3 x coord 0B - Enemy 3 y coord 0C - Enemy 4 x coord 0D - Enemy 4 y coord 0E - Enemy 5 x coord 0F - Enemy 5 y coord 10 - Enemy 6 x coord 11 - Enemy 6 y coord 12 - Background (valid values: $00-0B) 13-1C - currently unknown

These are the two boss battles missing pointers: