Final Fantasy IV:ROM map

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Japanese

Pointer tables are at the same bank, that seems to be split in two like the dialogues (32768 bytes).

  • 0x57000: boxes and font, 2BPP (NES).
  • 0x70000: listing and battle dialogues.
  • 0x80000: general dialogues.
    • 0x8070B (0x80709 in Easy Type): first dialogue.
    • Split in two parts, the second one begins at 0x88000!

North American

Exit Data

This data is apparently some kind of exit data, maybe all locations, or just towns. First location - Town of Baron.

  • 158000 (SNES Address)
  • A800 (File Address - Unheadered)

Object Data

Location map object event type data (locked doors, healing jars, etc....

  • 138300 (SNES Address)
  • 98300 (File Address - Unheadered)
Byte 1 - Object type
Byte 2 - X position
Byte 3 - Y position
Byte 4 - Unknown

Tile Properties

Tile properties for locations (i.e. collision data.) Make grass unwalkable, trees walkable, make them exits, or harmful to walk on, etc.. These are copied to RAM at 7E0EDB

  • 149200 (SNES Address)
  • A1200 (File Address - Unheadered)

Dump of Final Fantasy II (US) ROM

Addresses are for unheadered ROM. Any address without a range is the starting point for that set of data.

  • 00BA30 = Menu Text
  • 071800-071EFF (0006FF) = Enemy names
  • 077370 = Battle Dialogue
  • 078000 = Item Names
  • 078900 = Spell Names
  • 07A710 = Actor/Job/Command Names
  • 07AE20 = Medicine Descriptions
  • 07B070 = Battle Messages
  • 07B440 = Status Names

Dialogue banks use DTE.

  • 080400 = Dialogue Bank 1
  • 088300 = Dialogue Bank 2
  • 09A700 = Dialogue Bank 3
  • 09E9C0 = Mysidian Legend/Ending dialogue
  • 09F360 = Credits
  • 0A9620 = Location Names

Other

  • 2053-20B2 - SaveRAM File: The party's inventory. Set any of these bytes to any value you like to get different items, including some removed from the U.S. version.


Internal Data for Final Fantasy IV

ROM MapRAM MapText TableNotesTutorials