Notes:Proto:Lufia II: Rise of the Sinistrals
This page contains notes for the game Proto:Lufia II: Rise of the Sinistrals.
Contents
Sub-Pages
Offsets A list of offsets for various data sets with descriptions. |
TBL Japanese text tables. |
Item Data Item list and item properties |
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 $00/8001 D8 CLD $00/8002 18 CLC $00/8003 FB XCE |
$00/8000 78 SEI $00/8001 D8 CLD $00/8002 18 CLC $00/8003 FB XCE |
004000
Bad operation in music engine
Broken | Repair | Retail |
---|---|---|
2A5D 02 A7 SET1 $A7.0 2A5F B8 CD 08 SBC $08,#$CD 2A62 F4 3D MOV A,$3D+X 2A64 F0 45 BEQ $2AAB |
2A5D FA A7 B8 MOV $B8,$A7 2A60 CD 08 MOV X,#$08 2A62 F4 3D MOV A,$3D+X 2A64 F0 45 BEQ $2AAB |
3DE1 FA A7 B8 MOV $B8,$A7 3DE4 CD 08 MOV X,#$08 3DE6 F4 3D MOV A,$3D+X 3DE8 F0 45 BEQ $3E2F |
004400
Bad branch distance in music engine
Broken | Repair | Retail |
---|---|---|
2E57 C4 10 MOV $10,A 2E59 7D MOV A,X 2E5A 68 08 CMP A,#$08 2E5C 90 02 BCC $2E60 2E5E 80 SETC 2E5F A8 08 SBC A,#$08 2E60 08 9F OR A,#$9F 2E62 60 CLRC 2E63 88 04 ADC A,#$04 2E65 C4 F2 MOV $F2,A |
2E57 C4 10 MOV $10,A 2E59 7D MOV A,X 2E5A 68 08 CMP A,#$08 2E5C 90 03 BCC $2E61 2E5E 80 SETC 2E5F A8 08 SBC A,#$08 2E61 9F XCN A 2E62 60 CLRC 2E63 88 04 ADC A,#$04 2E65 C4 F2 MOV $F2,A |
41DE C4 10 MOV $10,A 41E0 7D MOV A,X 41E1 68 08 CMP A,#$08 41E3 90 03 BCC $41E8 41E5 80 SETC 41E6 A8 08 SBC A,#$08 41E8 9F XCN A 41E9 60 CLRC 41EA 88 04 ADC A,#$04 41EC C4 F2 MOV $F2,A |
006600
To do: 006600 |
016600
Bad operation in load/save screen
Broken | Repair | Retail |
---|---|---|
$82/E5F8 BF 5A E6 82 LDA $82E65A,x[$82:E65A] $82/E5FC 48 PHA $82/E5FD A5 1C LDA $1C [$00:001C] $82/E5FF 18 CLC $82/E600 01 01 ORA ($01,x)[$83:6000] $82/E602 00 85 BRK #$85 |
$82/E5F8 BF 5A E6 82 LDA $82E65A,x[$82:E65A] $82/E5FC 48 PHA $82/E5FD A5 1C LDA $1C [$00:001C] $82/E5FF 18 CLC $82/E600 69 01 00 ADC #$0001 $82/E603 85 19 STA $19 [$00:0019] $82/E605 E2 20 SEP #$20 |
$82/F282 BF EB F2 82 LDA $82F2EB,x[$82:F2EB] $82/F286 48 PHA $82/F287 A5 1C LDA $1C [$00:001C] $82/F289 18 CLC $82/F28A 69 01 00 ADC #$0001 $82/F28D 85 19 STA $19 [$00:0019] $82/F28F E2 20 SEP #$20 |
077600
Damaged zero in font graphics
The font used during the opening cutscene includes the 8px numbers 0-9 which aren't used. If this font isn't used anywhere else, this problem and solution goes unseen.
Broken | Retail |
---|---|
Broken | Retail | ||
---|---|---|---|
Offset | 0200 2100 2100 2100 2100 2100 1E00 0000 0800 1800 0800 0800 0800 0800 1C00 0000 |
Offset | 1E00 2100 2100 2100 2100 2100 1E00 0000 0800 1800 0800 0800 0800 0800 1C00 0000 |
0x077600 | 0x0F7568 |
Location List
This list uses the official English translations for map names that are identical to the retail version. Entries marked with a single asterisk are names unique to the prototype.
Underground maps in the prototype with B1, B2, B3, etc. in their name had the letter "B" replaced with the kanji representing basement in the retail version.
The three sealed towers don't have map names assigned, however, they're mentioned in the Narvick dialogue with the same names as the retail version. It's assumed they're in the same order, but this isn't yet confirmed.
Overall, the list is in the same order as the retail version, except many IDs are shifted by 2 due to the Nikoru / Koniru village, which only exists in the prototype. Towards the end of the list, the IDs are shifted several more places because the prototype has extra maps (larger dungeons) for the submarine caves that connect areas.
View the final Lufia II location list here.
ID Tileset Map Name Description 00 World Map 01 World Map 02 "OPNC ETC_001 " Arek Daos Shrine ** 03 "CITY CITY001 " Elcid 04 "ROOM CITY001A" Elcid 05 "DANJ DANJ001A" Elcid South Cave * 06 "DANJ DANJ002A" Elcid North Cave B1 * 07 "DANJ DANJ002B" Elcid North Cave B2 * 08 "VILL VILL001 " Sundletan 09 "ROOM VILL001A" Sundletan 0A "DANJ DANJ003A" Lake Cave B1 0B "DANJ DANJ003B" Lake Cave B2 0C "DANJ DANJ003C" Lake Cave B3 0D "HOKO HOKO001 " Shrine to Alunze Kingdom 0E "VILL VILL002 " Nikoru * 0F "ROOM VILL002A" Koniru * 10 "VILL ETC_002 " Foomy Woods 11 "CASL CASL001 " Alunze Castle 12 "CINN CASL001A" Alunze Castle 13 "JIND JIND001A" Alunze Castle B2 14 "JIND JIND001B" Alunze Castle B3 15 "JIND JIND001C" Alunze Castle B4 16 "JIND JIND001D" Alunze Castle B5 17 "CITY CITY002 " Alunze Kingdom 18 "ROOM CITY002A" Alunze Kingdom 19 "HOKO HOKO002 " Alunze North Shrine 1A "DANJ DANJ005A" Alunze Northwest Cave B1 1B "DANJ DANJ005B" Alunze Northwest Cave B2 1C "DANJ DANJ005C" Alunze Northwest Cave B3 1D "JIND DANJ005D" Alunze Northwest Cave B4 1E "CITY CITY003 " Tanbel 1F "ROOM CITY003A" Tanbel 20 "TOWR_ TOWR001 " (Tanbel Southeast Tower outside) 21 "TOWR TOWR001A" Tanbel Southeast Tower 1F 22 "TOWR TOWR001B" Tanbel Southeast Tower 2F 23 "TOWR TOWR001C" Tanbel Southeast Tower 3F 24 "TOWR TOWR001D" Tanbel Southeast Tower 4F 25 "TOWR TOWR001E" Tanbel Southeast Tower 5F 26 "TOWR TOWR001F" Tanbel Southeast Tower 6F 27 "VILL VILL003 " Clamento 28 "ROOM VILL003A" Clamento 29 "DANJ DANJ006A" Ruby Cave B1 2A "DANJ DANJ006B" Ruby Cave B2 2B "DANJ DANJ006C" Ruby Cave B3 2C "DANJ DANJ006D" Ruby Cave B4 2D "HOKO HOKO003 " Small Shrine to Parcelyte 2E "CITY CITY004 " Parcelyte 2F "ROOM CITY004A" Parcelyte 30 "CASL CASL002 " Parcelyte Castle 31 "CINN CASL002A" Parcelyte Castle 32 "SHIN SHIN001A" Treasure Sword Shrine 1F 33 "SHIN SHIN001B" Treasure Sword Shrine 2F 34 "SHIN SHIN001C" Treasure Sword Shrine 3F 35 "SHIN SHIN001D" Treasure Sword Shrine 4F 36 "SHIN SHIN001E" Treasure Sword Shrine B1 37 "HOKO HOKO007 " Small Shrine to Gordovan 38 "RUIN CITY005 " Gordovan 39 "TOWR_ TOWR002 " (Gordovan West Tower outside) 3A "TOWR TOWR002A" Gordovan West Tower 1F 3B "TOWR TOWR002B" Gordovan West Tower 2F 3C "TOWR TOWR002C" Gordovan West Tower 3F 3D "TOWR TOWR002D" Gordovan West Tower 4F 3E "TOWR TOWR002E" Gordovan West Tower 5F 3F "TOWR TOWR002F" Gordovan West Tower 6F 40 "VILL VILL004 " Merix Village 41 "ROOM VILL004A" Merix Village 42 "DANJ DANJ007A" Merix North Cave B1 * 43 "DANJ DANJ007B" Merix North Cave B2 * 44 "DANJ DANJ007C" Merix North Cave B3 * 45 "DANJ DANJ007D" Merix North Cave B4 * 46 "DANJ DANJ007E" Merix North Cave B5 * 47 "CASL CASL003 " Bound Kingdom 48 "CINN CASL003A" Bound Kingdom 49 "JIND JIND002A" North Cave B1 * 4A "JIND JIND002B" North Cave B2 * 4B "JIND JIND002C" North Cave B3 * 4C "JIND JIND002D" North Cave B4 * 4D "TOWR_ TOWR003 " (Ancient Tower outside) 4E "TOWR TOWR003A" Ancient Tower 1F 4F "TOWR TOWR003B" Ancient Tower 2F 50 "TOWR TOWR003C" Ancient Tower 3F 51 "TOWR TOWR003D" Ancient Tower 4F 52 "TOWR TOWR003E" Ancient Tower 5F 53 "TOWR TOWR003F" Ancient Tower 6F 54 "TOWR TOWR003G" Ancient Tower 7F 55 "TOWR TOWR003H" Ancient Tower 6F 56 "TOWR TOWR003I" Ancient Tower 5F 57 "TOWR TOWR003J" Ancient Tower 4F 58 "HOKO HOKO004 " Small Shrine to Aleyn 59 "TOWR_ TOWR004 " (North Lighthouse outside) 5A "TOWR TOWR004A" North Lighthouse 1F 5B "TOWR TOWR004B" North Lighthouse 2F 5C "TOWR TOWR004C" North Lighthouse 3F 5D "TOWR TOWR004D" North Lighthouse 4F 5E "TOWR TOWR004E" North Lighthouse 5F 5F "TOWR TOWR004F" North Lighthouse 6F 60 "CITY HABR001 " Port Town of Aleyn 61 "ROOM HABR001A" Port Town of Aleyn 62 "YAMA YAMA001 " Phantom Tree Mountain 63 "DANJ YAMA001A" (Phantom Tree Mountain) 64 "DANJ YAMA001B" (Phantom Tree Mountain) 65 "DANJ YAMA001C" (Phantom Tree Mountain) 66 "DANJ YAMA001D" (Phantom Tree Mountain) 67 "DANJ YAMA001E" (Phantom Tree Mountain) 68 "DANJ YAMA001F" (Phantom Tree Mountain) 69 "DANJ YAMA001G" (Phantom Tree Mountain) 6A "CITY HABR002 " Gruberik 6B "ROOM HABR002A" Gruberik 6C "CITY HABR003 " Narcysus 6D "ROOM HABR003A" Narcysus 6E "TOWR_ TOWR005 " (Tower of Sacrifice outside) 6F "TOWR TOWR005A" Tower of Sacrifice 1F 70 "TOWR TOWR005B" Tower of Sacrifice 2F 71 "TOWR TOWR005C" Tower of Sacrifice 3F 72 "TOWR TOWR005D" Tower of Sacrifice 4F 73 "TOWR TOWR005E" Tower of Sacrifice 5F 74 "TOWR TOWR005F" Tower of Sacrifice 6F 75 "VILL VILL005 " Karlloon 76 "ROOM VILL005A" Karlloon 77 "SHIN SHIN002A" Karlloon North Shrine 1F 78 "SHIN SHIN002B" Karlloon North Shrine 2F 79 "SHIN SHIN002C" Karlloon North Shrine 3F 7A "SHIN SHIN002D" Karlloon North Shrine B1 7B "HOKO HOKO005 " Small Shrine to Treadool 7C "CITY HABR004 " Treadool 7D "ROOM HABR004A" Treadool 7E "JIND JIND003A" (Lexis Shaia Laboratory 1 dungeon) 7F "ROOM LABO001 " Lexis Shaia Laboratory 1 * 80 "YAMA YAMA002 " Flower Mountain 81 "DANJ YAMA002A" (Flower Mountain) 82 "DANJ YAMA002B" (Flower Mountain) 83 "DANJ YAMA002C" (Flower Mountain) 84 "DANJ YAMA002D" (Flower Mountain) 85 "DANJ YAMA002E" (Flower Mountain) 86 "DANJ YAMA002F" (Flower Mountain) 87 "CITY CITY006 " Forfeit Island 88 "ROOM CITY006A" Forfeit Island 89 "CSNO ETC_003 " Markao 8A "CASL CASL004 " Dankirk Kingdom 8B "CINN CASL004A" Dankirk Kingdom 8C "CITY CITY007 " Auralio Kingdom 8D "ROOM CITY007A" Auralio Kingdom 8E "JIND JIND004A" Dankirk North Cave 1B 8F "JIND JIND004B" Dankirk North Cave 2B 90 "JIND JIND004C" Dankirk North Cave 3B 91 "JIND JIND004D" Dankirk North Cave 4B 92 "JIND JIND004E" Dankirk North Cave 5B 93 "CASL CASL005 " Ferim Kingdom 94 "CINN CASL005A" Ferim Kingdom 95 "TOWR_ TOWR006 " (Northeast Tower outside) 96 "TOWR TOWR006A" Northeast Tower 1F 97 "TOWR TOWR006B" Northeast Tower 2F 98 "TOWR TOWR006C" Northeast Tower 3F 99 "TOWR TOWR006D" Northeast Tower 4F 9A "TOWR TOWR006E" Northeast Tower 5F 9B "HOKO HOKO006 " Small Shrine to Agurio 9C "RUIN CITY008 " Agurio 9D "VILL VILL006 " Treble 9E "ROOM VILL006A" Treble 9F "VILL VILL007 " Pico Forest A0 "ROOM VILL007A" Pico Forest A1 "VILL ETC_004 " Small Shrine to Dragon Egg A2 "CITY LABO002 " Portravia A3 "ROOM LABO002A" Portravia A4 "ROOM LABO002B" Lexis Shaia Laboratory 2 * A5 "YAMA YAMA003 " Lost Mountain * A6 "DANJ YAMA003A" (Lost Mountain) A7 "DANJ YAMA003B" (Lost Mountain) A8 "VILL VILL008 " Eserikto A9 "ROOM VILL008A" Eserikto AA "SHIN SHIN003A" Divine Shrine 1F AB "SHIN SHIN003B" Divine Shrine 2F AC "SHIN SHIN003C" Divine Shrine 3F AD "SHIN SHIN003D" Divine Shrine B1 AE "CITY CITY009 " Barnan AF "ROOM CITY009A" Barnan B0 "SUBD SUBD001A" (Barnan Sth. Submarine Cave) B1 "SUBD SUBD001B" (Barnan Sth. Submarine Cave) B2 "SHIN SHIN004A" Shrine of Vengeance 1F B3 "SHIN SHIN004B" Shrine of Vengeance 2F B4 "SHIN SHIN004C" Shrine of Vengeance 3F B5 "SHIN SHIN004D" Shrine of Vengeance 4F B6 "JIND SHIN004E" Shrine of Vengeance B1 B7 "JIND SHIN004F" Shrine of Vengeance B2 B8 "VILL VILL009 " Durale B9 "ROOM VILL009A" Durale BA "TOWR_ TOWR007 " (Tower of Truth outside) BB "TOWR TOWR007A" Tower of Truth 1F BC "TOWR TOWR007B" Tower of Truth 2F BD "TOWR TOWR007C" Tower of Truth 3F BE "TOWR TOWR007D" Tower of Truth 4F BF "TOWR TOWR007E" Tower of Truth 5F C0 "TOWR TOWR007F" Tower of Truth 6F C1 "CITY CITY010 " Chaed C2 "ROOM CITY010A" Chaed C3 "YAMA YAMA004 " Dragon Mountain C4 "DANJ YAMA004A" (Dragon Mountain) C5 "DANJ YAMA004B" (Dragon Mountain) C6 "DANJ YAMA004C" (Dragon Mountain) C7 "DANJ YAMA004D" (Dragon Mountain) C8 "DANJ YAMA004E" (Dragon Mountain) C9 "DANJ YAMA004F" (Dragon Mountain) CA "DANJ YAMA004G" (Dragon Mountain) CB "SUBD SUBD002A" (Chaed Nth. Submarine Cave) CC "SUBD SUBD002B" (Chaed Nth. Submarine Cave) CD "SUBM SUBM001 " Submarine Town of Preamarl CE "UINN SUBM001A" Submarine Town of Preamarl CF "SUBD SUBD003A" Submarine Cave to Shrine D0 "SUBD SUBD003B" (Submarine Cave to Shrine) D1 "SUBD SUBD003C" (Submarine Cave to Shrine) D2 "SUBD SUBD003D" (Submarine Cave to Shrine) D3 "SUBM SUBM002 " Submarine City of the Gods * D4 "SUBM SUBM002A" Submarine City of the Gods * D5 "DIOS SHIN005A" (Submarine City of the Gods) D6 "RUIN CITY011 " Chaed D7 "SUBD SUBD004A" (Gratze Sth. Submarine Cave) D8 "SUBD SUBD004B" (Gratze Sth. Submarine Cave) D9 "SUBD SUBD004C" (Gratze Sth. Submarine Cave) DA "SUBD SUBD004D" (Gratze Sth. Submarine Cave) DB "SUBD SUBD004E" (Gratze Sth. Submarine Cave) DC "JIND JIND005A" Gratze Castle B1 DD "JIND JIND005B" Gratze Castle B2 DE "JIND JIND005C" Gratze Castle B3 DF "JIND JIND005D" Gratze Castle B4 E0 "CASL CASL006 " Gratze Kingdom E1 "CINN CASL006A" Gratze Kingdom E2 "VILL VILL010 " Narvick E3 "ROOM VILL010A" Narvick E4 "GRDN GRDN001A" (Shuman Isl. Sealed Tower) E5 "GRDN GRDN001B" (Shuman Isl. Sealed Tower) E6 "GRDN GRDN001C" (Shuman Isl. Sealed Tower) E7 "GRDN GRDN001D" (Shuman Isl. Sealed Tower) E8 "GRDN GRDN002A" (Strahda Isl. Sealed Tower) E9 "GRDN GRDN002B" (Strahda Isl. Sealed Tower) EA "GRDN GRDN002C" (Strahda Isl. Sealed Tower) EB "GRDN GRDN002D" (Strahda Isl. Sealed Tower) EC "GRDN GRDN003A" (Kamirno Isl. Sealed Tower) ED "GRDN GRDN003B" (Kamirno Isl. Sealed Tower) EE "GRDN GRDN003C" (Kamirno Isl. Sealed Tower) EF "GRDN GRDN003D" (Kamirno Isl. Sealed Tower) F0 "KOKU KOKU001A" (Doom Island) (crashes, only 1 layer) F1 "DIOS SHIN006A" (Unknown shrine) F2 "DIOS DIOS001A" Shrine of Daos 1F F3 "DIOS DIOS001B" Shrine of Daos 2F F4 "DIOS DIOS001C" Shrine of Daos 3F F5 "DIOS DIOS001D" Shrine of Daos 4F F6 "DIOS DIOS001E" Shrine of Daos 5F F7 "KABU KABU001A" (Mystic stone 1) (crashes, only 1 layer) F8 "KABU KABU001B" (Mystic stone 2) F9 "KABU KABU001C" (Mystic stone 3) ** Note from Sinrevi: "This is a mistranslation of Arek’s Japanese name. In Japanese it’s called Arekdias Shrine with Arekdias being his Japanese name. Daos has nothing to do with this place"
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 not used? 0A 010 7E077B 04 Elcid - entered Tia's shop at the start of a new game 0B 011 7E077B 08 Shrine of Daos 5F - Maxim and Selan had conversation after all Mystic Stones destroyed (ending setup) 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 Elcid South Cave training dungeon - old man left, dungeon completed 16 022 7E077C 40 Elcid - dinner with Tia 17 023 7E077C 80 Elcid North Cave B2 - defeated Lizard Man boss, met Iris 18 024 7E077D 01 Lake Cave B1 - Tia joined party 19 025 7E077D 02 Lake Cave B3 - defeated Catfish boss 1A 026 7E077D 04 Alunze Castle - thieves stole the crown (1/2) 1B 027 7E077D 08 Alunze Castle B5 - recovered stolen crown 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 Sundletan - experienced earthquake 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 Shrine of Daos 1F - defeated Sinistral 71 113 7E0788 02 Shrine of Daos 3F - defeated Sinistral 72 114 7E0788 04 Shrine of Daos 4F - defeated Sinistral Erim 73 115 7E0788 08 Shrine of Daos 5F - Iris opened the path to the Mystic Stones 74 116 7E0788 10 Mystic Stone 1 destroyed 75 117 7E0788 20 Mystic Stone 2 destroyed 76 118 7E0788 40 77 119 7E0788 80 Elcid - Old man left for Elcid South Cave training dungeon 78 120 7E0789 01 79 121 7E0789 02 7A 122 7E0789 04 Elcid - talked to Tia inside shop at the start of a new game 7B 123 7E0789 08 7C 124 7E0789 10 Alunze Castle - thieves stole the 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 Shrine of Daos 1F - party had conversation at entrance 83 131 7E078A 08 Mystic Stone 3 destroyed, finished game (also present in Elcid for Shrine of Daos debug tile, but unused) 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 Elcid - learned Elcid North Cave is full of monsters 97 151 7E078C 80 Alunze Castle B5 - thieves washed away 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 Elcid South Cave training dungeon - received instructions for fighting Jelly in 1st room 9F 159 7E078D 80 Elcid South Cave training dungeon - received instructions after defeating Jelly in 1st room A0 160 7E078E 01 Elcid South Cave training dungeon - received instructions for pushing pillar in 3rd room A1 161 7E078E 02 Elcid South Cave training dungeon - received instructions for jumping off ledges in 4th room A2 162 7E078E 04 Elcid South Cave training dungeon - received instructions for defeating all monsters in a room in 6th room A3 163 7E078E 08 Elcid South Cave training dungeon - received instructions for cutting grass with sword in 8th room A4 164 7E078E 10 Alunze Castle - talked to KO'd guard in front of basement stairs A5 165 7E078E 20 A6 166 7E078E 40 A7 167 7E078E 80 A8 168 7E078F 01 A9 169 7E078F 02 AA 170 7E078F 04 Alunze Castle B5 - pressed switch to lower barrier AB 171 7E078F 08 Elcid South Cave training dungeon - received instructions for placing vases on switches in 9th room AC 172 7E078F 10 Elcid South Cave training dungeon - received instructions for using Reset spell in 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 TEMP: Elcid South Cave training dungeon - switch in 3rd room F1 241 7E0798 02 TEMP: Elcid South Cave training dungeon - pushed pillar in 3rd room at least 1 step (old man changes message) F2 242 7E0798 04 TEMP F3 243 7E0798 08 TEMP F4 244 7E0798 10 TEMP F5 245 7E0798 20 TEMP F6 246 7E0798 40 TEMP F7 247 7E0798 80 TEMP F8 248 7E0799 01 TEMP F9 249 7E0799 02 TEMP FA 250 7E0799 04 TEMP: Sundletan - talked to elder. Also used in another location (ROM addr $1161F8) TODO - another town? FB 251 7E0799 08 TEMP FC 252 7E0799 10 TEMP FD 253 7E0799 20 TEMP FE 254 7E0799 40 TEMP FF 255 7E0799 80 TEMP: Set when defeated or ran away from boss battle (7FFC9F != 00) Example found in Shrine of Daos 1F for Sinistral battle (ROM addr $12496B) Notes: AD-EF are all possibly unused F0-FF are temporary flags that are cleared when leaving a location.
Event Commands
ID, data format, description
12 12iixxxxyyyy If statement, related to talking to NPCs multiple times. ii = memory address to check +7E079A. xxxx = jump address from start of event. yyyy = jump address from start of event 15 15eejjjj Check storyline flag. ee = ID in EV Flags section above. jjjj = address to jump to from start of event if EV Flag is set 16 16xxyyzz Teleport. xx = location ID. yy = unknown. zz= unknown 17 17gg Rest at inn. gg = Gold to subtract (range 0-255) 18 18xx Open shop menu. xx = shop ID (valid range $01-3D for shops, see Shop Data section below) $F0 and higher is casino games, TODO 19 19 Open SAVE CURE LIFT menu (eg, talking to a priest) 1A 1Aee Set EV Flag / storyline event flag. ee = ID in EV Flags section above 2B 2Bxx Add party member. xx = 00 Maxim, 01 Selan, 02 Guy, 03 Artea, 04 Tia, 05 Dekar, 06 Lexis 2C 2Bxx Remove party member. xx = 00 Maxim, 01 Selan, 02 Guy, 03 Artea, 04 Tia, 05 Dekar, 06 Lexis 2E 2Exx Remove NPC. xx = NPC ID 35 35xxyyzz Activate remote NPC? xx = NPC ID. yy = location to appear in. zz = unknown 4B 4Bxx Play song. xx = song ID (range $00-36) May have more valid values (eg, stop song / play silence) 53 53xx Boss battle. xx = boss ID (valid range $00-08, see Boss Battle Data section below) 54 TODO Unknown. Used in North Cave B1 (dungeon north of Bound Kingdom) in the initialization event. Possibly copy tiles related for puzzle setup. Has a bug, loses place in script 74 74xx Set battle background. xx = background ID (valid range $00-0B)
Sound Effects
A list of sound effects used in locations (battles likely have a separate table, needs further research)
00 move cursor in menu 01 cancel selection in menu 02 make selection in menu 0E door 0F large door, also used for shifting walls/floors after solving puzzles 10 bomb placed 11 bomb explodes 13 sword swipe 14 jump off ledge 19 switch pressed 1A push block 1B debug mode toggled 1C long rumble 1D sword or arrow hits wall 26 balls of light in intro 3E arrow flying 41 pick up pot 42 put down pot
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) 7E057C Location 0001 debug mode flag ($00 = off, $FF = on) 7E05CE Location 0001 party leader id 7E068E Location 0001 direction facing 1st party member $00 = down, $02 = left, $04 = up, $06 = right 7E068F Location 0001 direction facing 2nd party member $00 = down, $02 = left, $04 = up, $06 = right 7E0690 Location 0001 direction facing 3rd party member $00 = down, $02 = left, $04 = up, $06 = right 7E0691 Location 0001 direction facing 4th party member $00 = down, $02 = left, $04 = up, $06 = right 7E06B6 Location 0001 party leader x coord 7E06BE Location 0001 1st enemy or npc x coord 7E06BF Location 0001 2nd enemy or npc x coord 7E06C0 Location 0001 3rd enemy or npc x coord 7E06C1 Location 0001 4th enemy or npc x coord 7E06C2 Location 0001 5th enemy or npc x coord 7E06C3 Location 0001 6th enemy or npc x coord 7E06C4 Location 0001 7th enemy or npc x coord 7E06C5 Location 0001 8th enemy or npc x coord 7E06DE Location 0001 party leader y coord 7E06E6 Location 0001 1st enemy or npc y coord 7E06E7 Location 0001 2nd enemy or npc y coord 7E06E8 Location 0001 3rd enemy or npc y coord 7E06E9 Location 0001 4th enemy or npc y coord 7E06EA Location 0001 5th enemy or npc y coord 7E06EB Location 0001 6th enemy or npc y coord 7E06EC Location 0001 7th enemy or npc y coord 7E06ED Location 0001 8th enemy or npc y coord 7E091A Location 0005 treasure chest opened flags (except bit 80 in each byte) 7E093A Location 0004 treasure chest opened flags (only bit 80 in each byte) 7E095A Location 0020 location visited bit flags, 1 bit per location index, 7E0979 bits 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 unused (locations $FA-FF), for use with warp item/spell 7E097C Location 0001 currently playing song, used by Event command $4B 7E09AE Location 0001 warp destination location index for warp item/spell 7E09AF Location 0002 warp related values, see Warp Data section below 7E09D3 Location 0002 holds item index, used for skill items 7E0A48 Location 0003 GOLD ($98967F = 9999999 gold) 7E0B0B Location 0003 TIME played 7E0B0E Location 0001 frames counter (range $00-3B, 60 frames) 7E0B6D Location 0005 hero's name, default string B39BA0B500 7E1209 Location 0001 used as a counter for number of frames for text control code $04 delay 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 7FD07D Location 0001 action flag ($01 = carrying pot, $04 = using hook or hammer, $08 = using arrow or fire arrow) 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.
- 808E21, execute - breaks on start address of each compressed packet loaded
- 809549, execute - accumulator contains song index to play
- 80D336, execute - breaks on each event command executed, accumulator contains event command index (Retail JP 809E5F)
- 80D3E7, execute - start timer for text control code $04 delay
- 80D3FC, execute - finished delay for text control code $04 delay
- 80D407, execute - increase delay counter, use with above 2 breakpoints - each break is 1 frame, add them all up for the total number of frames created by the delay
- 83A5C5, execute - breaks on loading RN packet for room
- 83BD47, execute - breaks on reading animation related data from $9C9000
- 83F2CF, execute - treasure chest opened flag being set (bit and memory address)
- 83F309, execute - accumulator contains 16-bit item index when a treasure chest is opened
- 868000, execute - setup for decompressing maps
- 868039, execute - load value from MC table
- 86A2DB, execute - x register contains index of item or spell you are examining with the X button
- 86A2E7, execute - x register contains pointer to item/spell description (+$8F8000)
- 7E0B0E, write - breaks on frame counter increment
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 $01 (location F0, F7)
- 0x03 all $00
- 0x10 tileset 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 $10 and convert to decimal for full layer width in pixels
- 0x06 Y number of tiles, multiply by $10 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:
- 0x00 MH
- 0x02 ???
- 0x05 all $00 (11 bytes)
Next, it's followed by 256ea. 8 byte sets containing the following:
- Pointer to main event +9E0000 (3 bytes)
- Pointer to init event +9E0000 (3 bytes) sets the battle background for the room, the music, activate the text box with the map name when you first enter, etc.
- Pointer to map name +9E0000 (2 bytes)
PH - Main Event
Header:
- 0x00 PH
PS - Animation Sets
RN - Room Layout Data
Header:
- 0x00 RN
Includes coords for exits, event tiles, doors, treasure and possibly more. It's copied to RAM starting at $7EF000
S2 - SPCs
Header:
- 0x00 S2
- 0x02 always $43 / ASCII "C"
- 0x03 song speed related
- 0x04 SPC name, up to 12 bytes and any unused space at the end is padded with the space character ($20)
TA - Internal Header
Probably short for TA(ito)
WMAP
The overworld and underwater map data is decompressed to $7F4000 with a 0x40 byte header.
Header:
- 0x00 --EGG-----EGG---
- 0x10 unknown ($30 bytes)
Boss Battle Data
The below table is located at SNES address $8CE74C-8CE86D and contains 10 entries, each $1D bytes in length. The number in parenthesis is the index value used by Event command $53 (e.g., 53 08 in the event data triggers the Spider boss battle) Only 9 entries (8 unique) exist 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) Camu BEFF FFFF FFFF 7040 0000 0000 0000 0000 0000 0100 0000 0000 0001 0102 00 (08) Spider 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:
Battle Background Table
The table beginning at offset $06663A contains the battle background index to use for each location. In this prototype it's only complete for dungeons through the Ruby Cave (location $2C / offset $066666). All further entries are $04 and is the reason why any populated dungeons in later areas use the field background (eg, Treasure Sword Shrine, Gordovan West Tower).
0 1 2 3 4 5 6 7 8 9 A B C D E F 0006663A | 0 04 04 04 04 04 01 01 01 04 04 01 01 01 04 04 04 0006664A | 1 04 04 04 09 09 09 09 04 04 04 01 01 01 09 04 04 0006665A | 2 04 0A 0A 0A 0A 0A 0A 04 04 09 09 09 09 04 04 04 0006666A | 3 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 0006667A | 4 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 0006668A | 5 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 0006669A | 6 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 000666AA | 7 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 000666BA | 8 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 000666CA | 9 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 000666DA | A 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 000666EA | B 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 000666FA | C 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 0006670A | D 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 0006671A | E 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 0006672A | F 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04
Shop Data
Header data format:
Byte 01 unknown, always $03 for MAGIC. Also used by ID {{hex|$05}} Sundletan ??? Byte 02 bits 0x01 - sells items you've sold before (Forfeit Island shop) 0x02 - display COIN (for casino) 0x04 - item category, TODO 0x08 - item category, TODO 0x10 - item category, TODO 0x20 - MAGIC type (sets graphic in upper left corner and wallpaper) 0x40 - SKILL type (sets graphic in upper left corner and wallpaper) 0x80 - can sell items to merchant Byte 03 unknown, always $00
Data format:
- For MAGIC type, 1 byte for spell index
- For items, 2 bytes per item
- Uses $0000 to mark end of category or end of data for SHOP and SKILL types
- Uses $FF to end MAGIC type
Notes:
- Unknown SHOP $1A has the exact same inventory as Aleyn SHOP $18 and several others.
- SHOP $38 only contains a header. It's also a SHOP type, while the building is marked as a MAGIC type.
ID Name Type Header Data 01 Elcid SHOP 029C00 010006000A000B000000F700F800F900FC00000039003A003B007100C600C7000000 02 Elcid MAGIC 032000 03190EFF 03 Sundletan SHOP 009C00 01000600070008000A000B000000F700F800F900FC00FD00FE00000039003A003B003C00710072007300C600C7000000 04 Sundletan MAGIC 032000 10191CFF 05 Sundletan SHOP 030400 6701180019001A001B001C000000 06 Koniru SHOP 010400 010006000700080009000A000B000000FD00FE00FF000101020100003B003C003E003F0073007400C600C700C8000000 07 Koniru SKILL 014000 4701480149014A014B014D014E014F01500151010000 08 Alunze SHOP 019C00 0100020004000700080009000A000B000000FF0001010201030100003E003F004000410073007400C800C9000000 09 Tanbel SHOP 019C00 020004000700080009000A000B000C000000FF00010102010301040106010000400041004300730074007500C800C900CA000000 0A Tanbel MAGIC 012000 00060309190E15FF 0B Tanbel SKILL 014000 4701480149014A014B014D014E014F01500151010000 0C Clamento SHOP 019C00 020004000700080009000A000B000D0000000301040106010701080109010000430046004700730074007500C900CA00CB000000 0D Clamento MAGIC 032000 0006030919111623FF 0E Clamento todo 028400 C300C400C500 0F Parcelyte SHOP 019C00 020004000700080009000A000B000E0000000701080109010A010B010C010000460047004900740075007600CA00CB00CC000000 10 Parcelyte SKILL 014000 4701480149014A014B014D014E014F01500151010000 11 (unknown) SHOP 019C00 020004000A000B00210000000F010D010000460047004900740075007600CA00CB00CC000000 12 Merix SHOP 019C00 020004000A000B00210000000701080109011101000049004A00740075007600CA00CB00CC000000 13 Merix MAGIC 032000 040A131425FF 14 Bound SHOP 019C00 0200040017000A000B00250026002100000012011301150100004B004C00520077007700CB00CC00CD000000 15 Bound SKILL 014000 4701480149014A014B014D014E014F01500151010000 16 Aleyn SHOP 019C00 0200040017000A000B0025002600210000001201130115011401160100004B004C004E004F0079007A00CC00CD00CE000000 17 Aleyn MAGIC 032000 01071A241DFF 18 Aleyn SHOP 010400 180019001A001B001C000000 19 Gruberik SHOP 019C00 0200040017000A000B00240027002100000019011801170179007A0000004B004C004E004F005000CD00CE00CF000000 1A (unknown) SHOP 010400 180019001A001B001C000000 1B Narcysus SHOP 019C00 0200040017000A000B002500260021000000140116011701180100004E004F005000510052007B00CE00CF00D0000000 1C Narcysus SKILL 014000 4701480149014A014B014D014E014F01500151010000 1D Karlloon SHOP 019C00 0200040017000A000B000C000D000E0021000000170118011B011C011D01000051005200540056007B007C007D00CF00D000D1000000 1E Karlloon MAGIC 032000 0104070A1A0C1221FF 1F Treadool SHOP 019C00 0200040017000A000B000C000D000E00210000001B011C011D011E012001FA0000003D004400540055007C007D007E00D000D100D2000000 20 Treadool SKILL 014000 4701480149014A014B014D014E014F01500151010000 21 Treadool SHOP 010400 180019001A001B001C000000 22 Forfeit SHOP 018800 000105011E0120010000 23 Forfeit SHOP 019000 5400550057007D007E007F00D000D100D2000000 24 Forfeit SHOP 018400 0300040017000C000D000E0022000000 25 Forfeit SHOP 008100 26 Forfeit SHOP 010400 180019001A001B001C000000 27 (unknown) todo 020400 180019001A001B001C000000 28 Forfeit SHOP 000600 520153015401000055010000 29 Dankirk SHOP 019C00 0200040017000C000D000E00220000000E0110012201230100005400550057007D007E007F00D100D200D3000000 2A Dankirk MAGIC 032000 2217180FFF 2B Auralio SHOP 019C00 0200040017000C000D000E00220000001A012101220123012401000054005500570042007E007F008000D100D200D3000000 2C Auralio SKILL 014000 4701480149014A014B014D014E014F01500151010000 2D Ferim SHOP 019C00 0300050016000C000D000E002200000022012301240125012701000045004800590081008200D200D300D4000000 2E Ferim MAGIC 032000 1B050B1EFF 2F Treble SHOP 019C00 0300050016002400250026002700280029002A0022000000250127012601280129012A01000058005A0081008200D300D400D5000000 30 Treble SKILL 014000 4701480149014A014B014D014E014F01500151010000 31 Portravia SHOP 019C00 0300050016002400250026002700280029002A0023000000280129012A012B012C012D0100005B005C0082008300D400D500D6000000 32 Portravia MAGIC 032000 02080D1E26FF 33 Eserikto SHOP 019C00 0300050016002400250026002700280029002A00230000002B012C012D012E012F011F0100005D005E0083008400D500D600D7000000 34 Eserikto MAGIC 032000 0205080B0D1F20FF 35 Barnan SHOP 019C00 0300050016000C000D000E00230000002E012F011F013101320100005F006000610084008500D500D600D7000000 36 Barnan SKILL 014000 4701480149014A014B014D014E014F01500151010000 37 Durale SHOP 019C00 0300050016002400250026002700280029002A002300000031013201300133013401000062006300850086008700D600D700D8000000 38 Durale SHOP 019C00 39 Durale SHOP 010400 180019001A001B001C000000 3A Chaed SHOP 019C00 0300050016000C000D000E0023001F0000003001330134010000640065006600880089008A00D700D800D9000000 3B Chaed SKILL 014000 4701480149014A014B014D014E014F01500151010000 3C Preamarl SHOP 019C00 0300050016002400250026002700280029002A0023001F000000350136013701380139013A0100006400650066008B008C008D00D800D900DA000000 3D Narvick SHOP 019C00 0300050016000C000D000E002400250026002700280029002A0023001F000000350136013701380139013A01000066006500670068008E0090008F00D800D900DA00DB000000
Spell Data
Prototype, Retail JP, Retail NA
- Prototype spell data
ID Name (8 bytes) MP Cost 00 BE15E71010101010 81037981 02 0000 F401 130021000814000000 01 BE15E79910101010 81037981 07 0000 D007 130021000864000000 02 BE15E799C2101010 81037981 0C 0000 1027 1300210008F4010000 03 B015BE9610101010 81017A81 06 0000 9600 130021020014000000 04 B015BE9510101010 81017A81 0A 0000 C409 130021020064000000 05 B015BE9695101010 81017A81 0F 0000 983A 1300210200F4010000 06 979915B510101010 81047B81 05 0000 F401 130021040014000000 07 979915BDB5101010 81047B81 0A 0000 DC05 130021040064000000 08 979915BDF4101010 81047B81 0B 0000 7C15 1300210400F4010000 09 BC15951010101010 81027B81 09 0000 F401 130021000414000000 0A BC15F3A810101010 81027B81 0D 0000 6801 130021000464000000 0B BC15F3BDA8101010 81027B81 12 0000 9808 1300210004F4010000 0C F315A11010101010 81067B81 04 0000 8813 130026022800 0D F315F596BD101010 81067B81 08 0000 D80E 130026026400 0E A1BE961010101010 84067B81 03 0000 6400 130026053200 0F A19CBE9610101010 84067B81 04 0000 901A 130026055000 10 F4BCC8F410101010 84077B81 05 0000 F401 13002405F100 11 B51DECBD10101010 84067B81 05 0000 0000 130026015000 12 95F7A31DF7101010 84087B81 01 0000 0000 13002100101E000000 13 B0C6969C10101010 84077B01 04 0000 0000 130024070F00 14 A8C5961D9C101010 84077B01 05 0000 0000 130024040F00 15 B0C4E81010101010 84067B81 03 0000 0000 130026043200 16 F3C4B01010101010 82077B01 03 0000 0000 130024050F00 17 F3C4BE9CA8101010 82077B01 05 0000 0000 130024051E00 18 B4BB1DBD10101010 82007B01 03 0000 0000 130026076400 19 98A1A81010101010 C4077B01 03 0000 1400 13003404230019000100 1A 98A1BCA810101010 C4077B01 05 0000 DC05 13003404230096000100 1B 98A1BC1DA8101010 C4077B01 08 0000 983A 130034042300F4010100 1C FE96EDA910101010 C4067B01 02 0000 C800 1300341325006400 1D F3BDF31010101010 C4067B01 0A 0000 A00F 13003404250264230064000100 1E F3BD95BD10101010 C4067B01 1E 0000 3075 130034082502642300FF3F0100 1F E61596A110101010 81067B81 0B 0000 7017 1300211000F4010000 20 E6159695A1101010 81067B81 14 0000 C05D 1300211000E8030000 21 EBBDEC95C2101010 82067B01 04 0000 0000 1300240A1E00 22 9798969C10101010 84067B01 04 0000 0000 130025056400 23 FABB96ED10101010 84067B01 02 0000 0000 130025036400 24 A196C2E810101010 48007B00 08 0000 DC05 1300340100 25 A7EB1D1010101010 48007B00 08 0000 2003 1300340200 26 A31DBD1010101010 48007B00 02 0000 0000 1300340300 27 BCA2A81010101010 48007B00 00 0000 0000 1300342400
- Maxim can learn all spells except Spark, Fireball, Firebird
- Selan can learn all spells except Flash, Bolt, Thunder
- Guy can't learn any spells
- Artea can learn all spells
- Tia can learn all spells
- Dekar can learn all spells
- Lexis can learn all spells
Treasure Chest Data
The data for each chest is 3 bytes. A single $FF byte marks the end of data for a given location.
- 1st byte: $00-3F Treasure chest ID in location (64 max). When bit 0x40 set, add 0100 to item index. Bit 0x80 doesn't appear to be used (at least, not in the prototype)
- 2nd byte: ID for setting opened flag
- 3rd byte: Item index, lower 8 bits
The prototype has 33 functioning treasure chests. Treasure Sword Shrine and all dungeons after Gordovan West Tower are unfinished.
Loc ID | Loc Name | TC Data | TC No. | TC Coords | TC Contents | TC Opened Index | TC Opened Memory Set |
---|---|---|---|---|---|---|---|
06 | Elcid North Cave B1 | 000003 | 00 | x2F, y04 | Ex-Potion | 00 | 7E091A bit 01 |
07 | Elcid North Cave B2 | 00010F | 00 | x03, y13 | Life potion | 01 | 7E091A bit 02 |
07 | Elcid North Cave B2 | 41025A | 01 | x21, y10 | Key 01 | 02 | 7E091A bit 04 |
07 | Elcid North Cave B2 | 420343 | 02 | x2A, y08 | Bunny sword | 03 | 7E091A bit 08 |
0B | Lake Cave B2 | 000440 | 00 | x0D, y20 | Cloth armor | 04 | 7E091A bit 10 |
0B | Lake Cave B2 | 010597 | 01 | x30, y15 | Power ring | 05 | 7E091A bit 20 |
0B | Lake Cave B2 | 020697 | 02 | x27, y06 | Power ring | 06 | 7E091A bit 40 |
0B | Lake Cave B2 | 030797 | 03 | x27, y04 | Power ring | 07 | 7E093A bit 80 |
0C | Lake Cave B3 | 40085D | 00 | x17, y07 | Key 04 | 08 | 7E091B bit 01 |
13 | Alunze Castle B2 | 000916 | 00 | x04, y25 | Miracle | 09 | 7E091B bit 02 |
13 | Alunze Castle B2 | 010A1E | 01 | x37, y19 | Magic jar | 0A | 7E091B bit 04 |
13 | Alunze Castle B2 | 020B0C | 02 | x3D, y06 | Magic guard | 0B | 7E091B bit 08 |
14 | Alunze Castle B3 | 000C89 | 00 | x07, y04 | Metal cloche | 0C | 7E091B bit 10 |
15 | Alunze Castle B4 | 000D03 | 00 | x3C, y04 | Ex-Potion | 0D | 7E019B bit 20 |
15 | Alunze Castle B4 | 010E16 | 01 | x14, y05 | Miracle | 0E | 7E091B bit 40 |
1A | Alunze Northwest Cave B1 | 400F09 | 00 | x11, y15 | Gladius | 0F | 7E039B bit 80 |
1B | Alunze Northwest Cave B2 | 001014 | 00 | x35, y0D | Prayer potion | 10 | 7E091C bit 01 |
1C | Alunze Northwest Cave B3 | 001149 | 00 | x28, y05 | Tight dress | 11 | 7E091C bit 02 |
1C | Alunze Northwest Cave B3 | 011209 | 01 | x13, y1F | Mystery pin | 12 | 7E091C bit 04 |
1C | Alunze Northwest Cave B3 | 021312 | 02 | x14, y1F | Mind potion | 13 | 7E091C bit 08 |
1C | Alunze Northwest Cave B3 | 0314A0 | 03 | x15, y1F | Mind ring | 14 | 7E091C bit 10 |
1D | Alunze Northwest Cave B4 | 40155B | 00 | x3F, y05 | Key 02 | 15 | 7E091C bit 20 |
23 | Tanbel Southeast Tower 3F | 40165C | 00 | x08, y17 | Key 03 | 16 | 7E019C bit 40 |
26 | Tanbel Southeast Tower 6F | 001702 | 00 | x0F, y05 | Hi-Potion | 17 | 7E093C bit 80 |
26 | Tanbel Southeast Tower 6F | 01180F | 01 | x11, y06 | Life potion | 18 | 7E091D bit 01 |
26 | Tanbel Southeast Tower 6F | 021913 | 02 | x13, y05 | Power potion | 19 | 7E091D bit 02 |
29 | Ruby Cave B1 | 001ACF | 00 | x15, y19 | Brone shield | 1A | 7E091D bit 04 |
2B | Ruby Cave B3 | 001BE2 | 00 | x09, y26 | Whirl Rock | 1B | 7E091D bit 08 |
2C | Ruby Cave B4 | 401C5E | 00 | x0B, y07 | Key 05 | 1C | 7E091D bit 10 |
3A | Gordovan West Tower 1F | 001D16 | 00 | x1F, y08 | Miracle | 1D | 7E091D bit 20 |
3B | Gordovan West Tower 2F | 001E11 | 00 | x19, y2A | Speed potion | 1E | 7E091D bit 40 |
3D | Gordovan West Tower 4F | 401F5E | 00 | x06, y20 | Key 05 | 1F | 7E093D bit 80 |
3D | Gordovan West Tower 4F | 01205F | 01 | x26, y1E | Quilted silk | 20 | 7E091E bit 01 |
Warp Data
Name (English) xx yy zz Name (Japanese) hex values Elcid 03 0A C8 98BDA0F400 Sundletan 08 02 C9 9FC2F3BDA4C200 Foomy Woods 0E 0F CA B51DA176808500 Alunze Kingdom 17 03 CB 95BDC2EE00 Tanbel 1E 0C CC A4C2F8BD00 Clamento 27 12 CD 9CBBB6C2A800 Parcelyte 2E 17 CE FA1DA2BB96A800 Gordovan 38 1B CF EA1DF4F5C200 Merix Village 40 1F D0 B6BC9CA100 Bound Kingdom 47 20 D1 F597C2F49BC2E8F0B500 Port Town of Aleyn 60 26 D2 95BE96C200 Gruberik 6A 28 D3 E8BDF8BCC89C00 Narcysus 6C 29 D4 A91DA09FA100 Karlloon 75 2B D5 9A1DBFC200 Treadool 7C 2F D6 A8BE95F41DBD00 Lexis Shaia Laboratory 1 7F 30 D7 A0C99695668B00 Forfeit Island 87 32 D8 696E72CD87716000 Dankirk Kingdom 8A 33 D9 F0C29DBD9C00 Auralio Kingdom 8C 35 DA 991DBBBC9900 Ferim Kingdom 93 36 DB B0C6BDB500 Agurio 9C 3A DC 95E8BC9900 Treble 9D 3B DD A8BEF7BD00 Pico Forest 9F 3C DE FB9E00 Portravia A2 3D E0 FE1DA8BBF69500 Eserikto A8 40 E1 98A198BC9CA800 Barnan AE 42 E2 F51DA9C200 Durale B8 44 E3 F0BB1DBD00 Chaed C1 46 E4 A5C9C8F400 Narvick E2 4A E6 A9BDF69C00 xx = destination location ID yy = index in location $00 World Map RN packet, see below list zz = TODO yy (range 01-51, 4E isn't valid) TODO - finish blank entries 01 Alunze Kingdom 02 Sundletan 03 Alunze Castle 04 Elcid South Cave 05 Elcid North Cave (Elcid entrance) 06 Elcid North Cave (Sundletan entrance) 07 Shrine to Alunze Kingdom (Sundletan entrance) 08 Shrine to Alunze Kingdom (Alunze entrance) 09 Nikoru 0A Elcid 0B Lake Cave 0C Tanbel 0D Alunze North Shrine (Alunze entrance) 0E Alunze North Shrine (Tanbel entrance) 0F Foomy Woods 10 Alunze Northwest Cave 11 Tanbel Southeast Tower (Tanbel entrance) 12 Clamento 13 Ruby Cave 14 Small Shrine to Parcelyte (Clamento entrance) 15 Small Shrine to Parcelyte (Parcelyte entrance) 16 Parcelyte 17 Parcelyte Castle 18 Treasure Sword Shrine 19 Small Shrine to Gordovan (Parcelyte entrance) 1A Small Shrine to Gordovan (Gordovan entrance) 1B Gordovan 1C Gordovan West Tower 1D Merix North Cave (Merix entrance) 1E Merix North Cave (Bound entrance) 1F Merix Village 20 Bound Kingdom 21 North Cave 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F 30 Lexis Shaia Laboratory 1 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 41 42 43 44 45 46 47 48 49 Gratze Kingdom 4A Narvick 4B (sealed tower) 4C (sealed tower) 4D (sealed tower) 4E (doesn't exist) 4F Shrine of Daos (hidden tiles in ocean) 50 Tanbel Southeast Tower (Clamento entrance) 51 Small Shrine to Dragon Egg
Misc.
PAR code 88F4DFxxxx item index for Green tea $0167 in Sundletan shop PAR code 9EA91Exx to alter event commands for hidden debug tile behind tree in Elcid