Secret of Evermore:RAM map

From Data Crystal
Jump to: navigation, search


306000 = Bit 0: Control Prefs screen - Sound: 0 = Mono, 1 = Stereo, global across all save slots

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

7E0106 = Screen brightness setting
7E0133 to 7E013A = Shifting registers for random number generator

7E0A35 to 7E0A36 = Boy - Stats - Max HP
7E0A3F to 7E0A40 = Boy - Stats - Attack
7E0A41 to 7E0A42 = Boy - Stats - Defense
7E0A43 to 7E0A44 = Boy - Stats - Magic Def
7E0A45 to 7E0A46 = Boy - Stats - Evade %
7E0A47 to 7E0A48 = Boy - Stats - Hit %
7E0A49 to 7E0A4C = Boy - Stats - Experience
7E0A50 to 7E0A51 = Boy - Stats - Level

7E0A58 to 7E0A59 = Boy - Pointer to stationary sprites
7E0A5A to 7E0A5B = Boy - Pointer to walking sprites
7E0A5C to 7E0A5D = Boy - Pointer to running sprites
7E0A5E to 7E0A5F = Boy - Pointer to sub-100% weapon attack sprites
7E0A60 to 7E0A61 = Boy - Pointer to 100% weapon attack sprites
7E0A62 to 7E0A63 = Boy - Pointer to Level 2 weapon attack sprites
7E0A64 to 7E0A65 = Boy - Pointer to Level 3 weapon attack sprites
7E0A66 to 7E0A67 = Boy - Pointer to getting hit sprites

7E0A6E to 7E0A6F = Boy - Pointer to dodging hit sprites

7E0A7F to 7E0A80 = Dog - Stats - Max HP
7E0A89 to 7E0A8A = Dog - Stats - Attack
7E0A8B to 7E0A8C = Dog - Stats - Defense
7E0A8D to 7E0A8E = Dog - Stats - Magic Def
7E0A8F to 7E0A90 = Dog - Stats - Evade %
7E0A91 to 7E0A92 = Dog - Stats - Hit %
7E0A93 to 7E0A96 = Dog - Stats - Experience
7E0A9A to 7E0A9B = Dog - Stats - Level

7E0ABA to 7E0ABB = Current equipped weapon (0000 - 001A, even numbers, inclusive.  see
                   7E22DA and 7E22DB lists below for weapon order.)

7E0ABE to 7E0ABF = Dog - Pointer to current Collar stats
7E0AC0 to 7E0AC1 = Boy - Pointer to current Armor stats
7E0AC2 to 7E0AC3 = Boy - Pointer to current Helmet stats
7E0AC4 to 7E0AC5 = Boy - Pointer to current Armband stats
7E0AC6 to 7E0AC8 = Money - Talons
7E0AC9 to 7E0ACB = Money - Jewels
7E0ACC to 7E0ACE = Money - Gold Coins
7E0ACF to 7E0AD1 = Money - Credits
7E0AD2 to 7E0ADA = Equipped alchemy
          7E0ADB = Current map number

          (NOTE: the low part of the weapon levels / 256 * 100 is the right-hand value
           you'll see on the Level screen [or Stat screen for Dog])
          7E0ADD = Weapon level for bare hands, low part (you can't ever fight with them)
          7E0ADE = Weapon level for bare hands, high part (you can't ever fight with them)
          7E0ADF = Weapon level for Bone Crusher, low part (/256 * 100 gives in-game display)
          7E0AE0 = Weapon level for Bone Crusher, high part
          7E0AE1 = Weapon level for Gladiator Sword, low part
          7E0AE2 = Weapon level for Gladiator Sword, high part
          7E0AE3 = Weapon level for Crusader Sword, low part
          7E0AE4 = Weapon level for Crusader Sword, high part
          7E0AE5 = Weapon level for Neutron Blade, low part
          7E0AE6 = Weapon level for Neutron Blade, high part
          7E0AE7 = Weapon level for Spider's Claw, low part
          7E0AE8 = Weapon level for Spider's Claw, high part
          7E0AE9 = Weapon level for Bronze Axe, low part
          7E0AEA = Weapon level for Bronze Axe, high part
          7E0AEB = Weapon level for Knight Basher, low part
          7E0AEC = Weapon level for Knight Basher, high part
          7E0AED = Weapon level for Atom Smasher, low part
          7E0AEE = Weapon level for Atom Smasher, high part
          7E0AEF = Weapon level for Horn Spear, low part
          7E0AF0 = Weapon level for Horn Spear, high part
          7E0AF1 = Weapon level for Bronze Spear, low part
          7E0AF2 = Weapon level for Bronze Spear, high part
          7E0AF3 = Weapon level for Lance, low part
          7E0AF4 = Weapon level for Lance, high part
          7E0AF5 = Weapon level for Laser Lance, low part
          7E0AF6 = Weapon level for Laser Lance, high part
          7E0AF7 = Weapon level for Bazooka, low part
          7E0AF8 = Weapon level for Bazooka, high part (never initialized to 1 like the
                   other weapons are, and its default of 0 causes bugs with the
                   computer-controlled character and with Energize.)

          7E0B07 = Attack level for Dog, low part
          7E0B08 = Attack level for Dog, high part
          

7E0B09 to 7E0B0A = Action screen - Boy combativeness (00-06)
7E0B0B to 7E0B0C = Action screen - Boy AI weapon charging (Even numbers 00-06, inclusive)
7E0B0D to 7E0B0E = Action screen - Dog combativeness (00-06)
7E0B0F to 7E0B10 = Action screen - Dog AI weapon charging (Even numbers 00-06, inclusive)

7E0B15 to 7E0B16 = Window Prefs screen - Pattern (24, 34, ... A4)
7E0B17 to 7E0B18 = Window Prefs screen - Border (Even numbers 00-14, inclusive)

7E0B19 to 7E0B1C = "Timer" for scripted events

7E0B21 to 7E0B22 = Control Prefs screen - Configuration (00, 02)

7E0B2B to 7E0B2C = Countdown timer for a non-windowed message to be displayed.

7E0B95 to ...... = BYTE array holding items in the current shopping ring menu

7E0BC5 to ...... = WORD array holding item prices in the current shopping ring menu

7E0E4B to 7E0E4C = Current music

7E0E4F to 7E0E50 = Current sound effect

7E0E6C to 7E0E6D = Indicator for the type of current shopping ring menu active
                   (0002 = item shop, 0004 = armor shop, 0008 = ingredient shop, 0000 = no shopping menu)

7E0EA0 to 7E0EA1 = Amount of damage from most recent attack
7E0EA2 to 7E0EA3 = Flags that determine how monster remains event is activated (only 0040 works properly)
7E0EA4 to 7E0EA5 = Boolean that is set when there is a valid target for revealer
7E0EA6 to 7E0EA7 = Boolean that is set when there is a valid target for levitate
7E0EA8 to 7E0EA9 = Boolean that is set when a custom event occurs when you switch characters
7E0EAA to 7E0EAB = Boolean that is set when wings/escape can be used.
7E0EAC to 7E0EAD = Indicates Event script that executes when you pick up monster remains
7E0EAE to 7E0EAF = Indicates Event script that executes when you use revealer on a valid target.
7E0EB0 to 7E0EB1 = Indicates Event script that executes when you use levitate on a valid target.
7E0EB2 to 7E0EB3 = Indicates Event script that executes when you switch characters(used in pyramid)
7E0EB4 to 7E0EB5 = Indicates Event script that executes when you use wings/escape.

7E0F3E to 7E0F3F = Pointer to Boy's data block (generally 4E89)
7E0F40 to 7E0F41 = Pointer to Dog's data block (generally 4F37)
7E0F42 to 7E0F43 = Pointer to data block of character being controlled by player

7E0FB2 to 7E0FB3 = Number of total statuses on all entities; briefly set to token value of 1 when
                   inflicting status

7E107E to 7E10CD = Current Room treasure/event status indicators (1 byte per treasure/event)
7E10CE to 7E111D = Previous Room treasure/event status indicators (1 byte per treasure/event)
7E111E to 7E116D = Room treasure/event status change indicators (1 byte per treasure/event)

7E2210 to 7E2233 = Boy - Name
7E2234 to 7E2257 = Dog - Name
          7E2258 = Known alchemy
                     01 = Acid Rain
                     02 = Atlas
                     04 = Barrier
                     08 = Call Up
                     10 = Corrosion
                     20 = Crush
                     40 = Cure
                     80 = Defend
          7E2259 = Known alchemy
                     01 = Double Drain
                     02 = Drain
                     04 = Energize
                     08 = Escape
                     10 = Explosion
                     20 = Fireball
                     40 = Fire Power
                     80 = Flash
          7E225A = Known alchemy
                     01 = Force Field
                     02 = Hard Ball
                     04 = Heal
                     08 = Lance
                     10 = Laser
                     20 = Levitate
                     40 = Lightning Storm
                     80 = Miracle Cure
          7E225B = Known alchemy
                     01 = Nitro
                     02 = One Up
                     04 = Reflect
                     08 = Regrowth
                     10 = Revealer
                     20 = Revive
                     40 = Slow Burn
                     80 = Speed
          7E225C = Known alchemy and call bead summons
                     01 = Sting
                     02 = Stop
                     04 = Super Heal
                     .....
                     80 = Horace
          7E225D = Known call bead summons
                     01 = Camellia
                     02 = Sidney
                     .....



          7E2261 = Charms
                     .....
                     20 = Armor Polish
                     40 = Chocobo Egg
                     80 = Insect Incense
          7E2262 = Charms
                     01 = Jade Disk
                     02 = Jaguar Ring
                     04 = Magic Gourd
                     08 = Moxa Stick
                     10 = Oracle Bone
                     20 = Ruby Heart
                     40 = Silver Sheath
                     80 = Staff of Life
          7E2263 = Charms
                     01 = Sun Stone
                     02 = Thug's Cloak
                     04 = Wizard's Coin
                     .....
          7E2264 = Rare items
                     01 = Diamond Eye
                     02 = Diamond Eyes
                     04 = Gauge
                     08 = Wheel
                     10 = Queen's Key
                     20 = Energy Core
                     .....


FE Village Inn treasure pots: 7E2265, 08 10 20 bits

7E228x to 7E22Dx = Found hidden ingredients, 1 bit each (exact address range not yet known)

          7E22DA = Weapons
                     01 = ???
                     02 = Bone Crusher
                     04 = Gladiator Sword
                     08 = Crusader Sword
                     10 = Neutron Blade
                     20 = Spider's Claw
                     40 = Bronze Axe
                     80 = Knight Basher
          7E22DB = Weapons and call bead spells
                     01 = Atom Smasher
                     02 = Horn Spear
                     04 = Bronze Spear
                     08 = Lance
                     10 = Laser Lance
                     20 = Bazooka
                     40 = Horace - Aura
                     80 = Horace - Regenerate


          7E22FF = Alchemy - Ingredient amount - Wax
          7E2300 = Alchemy - Ingredient amount - Water
          7E2301 = Alchemy - Ingredient amount - Vinegar
          7E2302 = Alchemy - Ingredient amount - Root
          7E2303 = Alchemy - Ingredient amount - Oil
          7E2304 = Alchemy - Ingredient amount - Mushroom
          7E2305 = Alchemy - Ingredient amount - Mud Pepper
          7E2306 = Alchemy - Ingredient amount - Meteorite
          7E2307 = Alchemy - Ingredient amount - Limestone
          7E2308 = Alchemy - Ingredient amount - Iron
          7E2309 = Alchemy - Ingredient amount - Gunpowder
          7E230A = Alchemy - Ingredient amount - Grease
          7E230B = Alchemy - Ingredient amount - Feather
          7E230C = Alchemy - Ingredient amount - Ethanol
          7E230D = Alchemy - Ingredient amount - Dry Ice
          7E230E = Alchemy - Ingredient amount - Crystal
          7E230F = Alchemy - Ingredient amount - Clay
          7E2310 = Alchemy - Ingredient amount - Brimstone
          7E2311 = Alchemy - Ingredient amount - Bone
          7E2312 = Alchemy - Ingredient amount - Atlas Amulet
          7E2313 = Alchemy - Ingredient amount - Ash
          7E2314 = Alchemy - Ingredient amount - Acorn
          7E2315 = Inventory - Item amount - Petal
          7E2316 = Inventory - Item amount - Nectar
          7E2317 = Inventory - Item amount - Honey
          7E2318 = Inventory - Item amount - Dog Biscuit
          7E2319 = Inventory - Item amount - Wings
          7E231A = Inventory - Item amount - Essence
          7E231B = Inventory - Item amount - Pixie Dust
          7E231C = Inventory - Item amount - Call Bead
          7E231D = Inventory - Armor amount - Grass Vest
          7E231E = Inventory - Armor amount - Shell Plate
          7E231F = Inventory - Armor amount - Dino Skin
          7E2320 = Inventory - Armor amount - Bronze Armor
          7E2321 = Inventory - Armor amount - Stone Plate
          7E2322 = Inventory - Armor amount - Centurion Cape
          7E2323 = Inventory - Armor amount - Silver Mail
          7E2324 = Inventory - Armor amount - Gold-Plated Vest
          7E2325 = Inventory - Armor amount - Shining Armor
          7E2326 = Inventory - Armor amount - Magna Mail
          7E2327 = Inventory - Armor amount - Titanium Vest
          7E2328 = Inventory - Armor amount - Virtual Vest
          7E2329 = Inventory - Helm amount - Grass Hat
          7E232A = Inventory - Helm amount - Shell Hat
          7E232B = Inventory - Helm amount - Dino Helm
          7E232C = Inventory - Helm amount - Bronze Helm
          7E232D = Inventory - Helm amount - Obsidian Helm
          7E232E = Inventory - Helm amount - Centurion Helm
          7E232F = Inventory - Helm amount - Titan Crown
          7E2330 = Inventory - Helm amount - Dragon Helm
          7E2331 = Inventory - Helm amount - Knight Helm
          7E2332 = Inventory - Helm amount - Lightning Helm
          7E2333 = Inventory - Helm amount - Old Reliable
          7E2334 = Inventory - Helm amount - Brainstorm
          7E2335 = Inventory - Armband amount - Vine Bracelet
          7E2336 = Inventory - Armband amount - Mammoth Guard
          7E2337 = Inventory - Armband amount - Claw Guard
          7E2338 = Inventory - Armband amount - Serpent Bracer
          7E2339 = Inventory - Armband amount - Bronze Gauntlet
          7E233A = Inventory - Armband amount - Gloves of Ra
          7E233B = Inventory - Armband amount - Iron Bracer
          7E233C = Inventory - Armband amount - Magician Ring
          7E233D = Inventory - Armband amount - Dragon Claw
          7E233E = Inventory - Armband amount - Cyberglove
          7E233F = Inventory - Armband amount - Protector Ring
          7E2340 = Inventory - Armband amount - Virtual Glove
          7E2341 = Inventory - Collar amount - Leather Collar
          7E2342 = Inventory - Collar amount - Spiky Collar
          7E2343 = Inventory - Collar amount - Defender Collar
          7E2344 = Inventory - Collar amount - Spot's Collar
          7E2345 = Inventory - Bazooka ammo amount - Thunder Ball
          7E2346 = Inventory - Bazooka ammo amount - Particle Bomb
          7E2347 = Inventory - Bazooka ammo amount - Cryo-Blast

          7E2349 = Ammunition type of currently chosen shell
                   (0 = Thunder Ball, 2 = Particle Bomb, 4 = Cryo Blast)

          7E2355 = Flying machine type
                   (00 = none, 01 = Windwalker, 02 = Escape Pod)

          7E235F = Current equipped weapon (00 - 1A, even numbers, inclusive.  see 7E22DA
                   and 7E22DB lists above for weapon order.)
          7E2363 = Dog state
                   02 = Prehistorica (wolf)
                   04 = Prehistorica (bonechaser) - only used in the scene where the
                        dog fetches the Bone Crusher.  It is mostly identical to 02.
                   06 = Antiqua (greyhound)
                   08 = Gothica (poodle)
                   0A = Podunk (normal)
                   0C = Omnitopia (toaster)

7E237B to 7E237C = Last landing location of the flying machine

7E2391 to 7E2392 = ID of prize you're currently retrieving
7E2393 to 7E2394 = Quantity of prize you're currently retrieving  (seems to be quickly decremented
                                                                   to 0001, though)

7E239B to 7E239C = Probability (numerator) of winning 1st prize from monster remains in screen/area
7E239D to 7E239E = Probability (numerator) of winning 2nd prize in area
7E239F to 7E23A0 = Probability (numerator) of winning 3rd prize in area
(Denominator of the prize probability is the sum of the 3 above variables.)

7E23A1 to 7E23A2 = ID of 1st prize from monster remains in area
7E23A3 to 7E23A4 = ID of 2nd prize in area
7E23A5 to 7E23A6 = ID of 3rd prize in area
 Prize ID list:
  00 00 = Nothing
  01 00 = Money (currency depends on current world)
  XX 08 = Item (XX = 00 - 07.  see 7E2315 list above for ordering.)
  XX 02 = Ingredient (XX = 00 - 15.  see 7E22FF list above for ordering, EXCEPT Mud Pepper and
                      Mushroom are oddly reversed.  also, winning Mud Pepper has issues.)
  XX 04 = Equipment (XX = 01 - 28.  see 7E231D list above for ordering.)
  01 01 = Chocobo Egg  (can't figure out how to make other Charms be won.)

7E23A7 to 7E23A8 = Quantity of 1st prize from monster remains in area
7E23A9 to 7E23AA = Quantity of 2nd prize in area
7E23AB to 7E23AC = Quantity of 3rd prize in area

          7E2461 = Incrementor to found ingredient or item quantity.  Game can set immediately
                   before or after retrieval.  Set to 0 when you enter a new screen.

7E2517 to 7E2518 = Trade good amount - Annihilation Amulet
7E2519 to 7E251A = Trade good amount - Bead
7E251B to 7E251C = Trade good amount - Ceramic Pot
7E251D to 7E251E = Trade good amount - Chicken
7E251F to 7E2520 = Trade good amount - Golden Jackal
7E2521 to 7E2522 = Trade good amount - Jeweled Scarab
7E2523 to 7E2524 = Trade good amount - Limestone Tablet
7E2525 to 7E2526 = Trade good amount - Perfume
7E2527 to 7E2528 = Trade good amount - Rice
7E2529 to 7E252A = Trade good amount - Spice
7E252B to 7E252C = Trade good amount - Spoon
7E252D to 7E252E = Trade good amount - Tapestry
7E252F to 7E2530 = Trade good amount - Ticket for Exhibition

7E2F52 to 7E2F97 = Alchemy spell levels (low component). One word per spell. Alphabetical order.
7E2F98 to 7E2FDD = Alchemy spell levels (high component). One word per spell. Alphabetical order.

7E3364 to 7E3563 = Alchemy attack slots (x40 bytes per active alchemy attack).
                   x28-x29 = Pointer to caster
                   x2A-x2B = Alchemy power/damage
                   x2E-x40 = Pointers to target players/monsters/npcs

7E3564 to ...... = Alchemy attack slots (x76 bytes per active alchemy attack).  Filled by
                   projectile type alchemy like flash and fireball.
                   x28-x29 = Pointer to caster
                   x2A-x2B = Alchemy power/damage
                   x2E-x40 = Pointers to target players/monsters/npcs

7E3DDF to 7E3DE0 = Pointer to data structure for first valid entity

7E3DE5 to 7E4E88 = Monster/NPC data for the current room. Each Monster/NPC gets x8E bytes of data.
                  x00-x02 = Sprite/Animation script pointer
                  x03-x05 = Sprite/Animation script pointer
                  x06-x07 = Partial pointer to a ROM location with Monster/NPC data
                  x1A-x1B = X position on map
                  x1C-x1D = Y position on map
                  x22-x23 = Used to determine the direction creature is facing
                  x24-x25 = Pointer to ram address of the target of the monster's attacks
                  x2A-x2B = Hit Points
                  x2E-x2F = Charge level for attack.
                  x5E-x5F = Pointer to data structure of next valid entity.  0 if end of list.
                  x60-x61 = Used to identify the type of monster/npc
                  x62-x63 = X,Y position on the map in terms of tiles
                  x66-x67 = Dialog/Event indicator
                  x68-x69 = Flags that determine when Event specified in x66-x67 is triggered
                            (0040 = occurs when player presses talk/activate in proximity to NPC)
                            (0100 = occurs when NPC takes damage)
                            (0200 = occurs when NPC is killed)
                  x76-x77 = damage taken from last attack

7E4E89 to 7E4E8B = Boy - Sprite/animation script pointer
7E4E8C to 7E4E8E = Boy - Sprite/animation script pointer
7E4EA3 to 7E4EA4 = Boy - X position on map
7E4EA5 to 7E4EA6 = Boy - Y position on map
7E4EAB to 7E4EAC = Direction the boy is facing
7E4EB3 to 7E4EB4 = Boy - Current HP
7E4EB7 to 7E4EB8 = Boy - Current weapon charging level (0400 = 100%)

7E4ECF to 7E4ED0 = Boy - Status 1 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
                   list of IDs below)
7E4ED1 to 7E4ED2 = Boy - Status 1 - Main Timer (ascending from 0, frame-based)
7E4ED3 to 7E4ED4 = Boy - Status 1 - Boost provided to statistic(s), OR Time since/until last/next
                   damage/healing interval

7E4ED5 to 7E4ED6 = Boy - Status 2 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
                   list of IDs below)
7E4ED7 to 7E4ED8 = Boy - Status 2 - Main Timer (ascending from 0, frame-based)
7E4ED9 to 7E4EDA = Boy - Status 2 - Boost provided to statistic(s), OR Time since/until last/next
                   damage/healing interval

7E4EDB to 7E4EDC = Boy - Status 3 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
                   list of IDs below)
7E4EDD to 7E4EDE = Boy - Status 3 - Main Timer (ascending from 0, frame-based)
7E4EDF to 7E4EE0 = Boy - Status 3 - Boost provided to statistic(s), OR Time since/until last/next
                   damage/healing interval

7E4EE1 to 7E4EE2 = Boy - Status 4 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
                   list of IDs below)
7E4EE3 to 7E4EE4 = Boy - Status 4 - Main Timer (ascending from 0, frame-based)
7E4EE5 to 7E4EE6 = Boy - Status 4 - Boost provided to statistic(s), OR Time since/until last/next
                   damage/healing interval

NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go,
      and an unknown value in the third (Time interval) slot.

7E4EE7 to 7E4EE8 = Boy - Pointer to data structure of next valid entity.  0 if end of list.

7E4F1D to 7E4F20 = Boy - Total experience needed to reach next level

7E4F29 to 7E4F2A = Boy - Overall boost to Attack statistic from alchemy/items/statuses
7E4F2B to 7E4F2C = Boy - Overall boost to Defense statistic from alchemy/items/statuses
7E4F2D to 7E4F2E = Boy - Overall boost to Evade % statistic from alchemy/items/statuses
7E4F2F to 7E4F30 = Boy - Overall boost to Hit % statistic from alchemy/items/statuses
7E4F31 to 7E4F32 = Boy - Overall boost to Magic Defense statistic from alchemy/items/statuses (unused)
7E4F33 to 7E4F34 = Boy - Last damage taken.  Used by time Warp (Horace).
7E4F35 to 7E4F36 = Boy - Regenerate (Horace) or Pixie Dust protection in effect (0001 = yes, 0000 = no)
7E4F37 to 7E4F39 = Dog - Animation/Sprite script pointer
7E4F3A to 7E4F3C = Dog - Animation/Sprite script pointer
7E4F51 to 7E4F52 = Dog - X position on map
7E4F53 to 7E4F54 = Dog - Y position on map
7E4F59 to 7E4F5A = Direction that the dog is facing
7E4F61 to 7E4F62 = Dog - Current HP
7E4F65 to 7E4F66 = Dog - Current weapon charging level (0400 = 100%)

7E4F7D to 7E4F7E = Dog - Status 1 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
                   list of IDs below)
7E4F7F to 7E4F80 = Dog - Status 1 - Main Timer (ascending from 0, frame-based)
7E4F81 to 7E4F82 = Dog - Status 1 - Boost provided to statistic(s), OR Time since/until last/next
                   damage/healing interval

7E4F83 to 7E4F84 = Dog - Status 2 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
                   list of IDs below)
7E4F85 to 7E4F86 = Dog - Status 2 - Main Timer (ascending from 0, frame-based)
7E4F87 to 7E4F88 = Dog - Status 2 - Boost provided to statistic(s), OR Time since/until last/next
                   damage/healing interval

7E4F89 to 7E4F8A = Dog - Status 3 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
                   list of IDs below)
7E4F8B to 7E4F8C = Dog - Status 3 - Main Timer (ascending from 0, frame-based)
7E4F8D to 7E4F8E = Dog - Status 3 - Boost provided to statistic(s), OR Time since/until last/next
                   damage/healing interval

7E4F8F to 7E4F90 = Dog - Status 4 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
                   list of IDs below)
7E4F91 to 7E4F92 = Dog - Status 4 - Main Timer (ascending from 0, frame-based)
7E4F93 to 7E4F94 = Dog - Status 4 - Boost provided to statistic(s), OR Time since/until last/next
                   damage/healing interval

NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go,
      and an unknown value in the third (Time interval) slot.

Status ID list for above structures:
00h = Atlas, 08h = Aura (Horace) ,
10h = Barrier, 18h = Defend,
20h = Energize, 28h = Force Field,
30h = Reflect, 38h = Shield (Camellia),
40h = Regrowth, 48h = Speed,
50h = Regenerate (Horace) and Pixie Dust, 58h = Stop * ,
60h = Confound, 68h = Disrupt * ,
70h = Slow Burn, 78h = Corrosion,
80h = Hypnotize *, 88h = Plague,
90h = Poison, 98h = Wings helper status
FFFFh = Nothing
* Boy and Dog don't receive

7E4F95 to 7E4F96 = Dog - Pointer to data structure of next valid entity.  0 if end of list.

7E4FCB to 7E4FCE = Dog - Total experience needed to reach next level

7E4FD7 to 7E4FD8 = Dog - Overall boost to Attack statistic from alchemy/items/statuses
7E4FD9 to 7E4FDA = Dog - Overall boost to Defense statistic from alchemy/items/statuses
7E4FDB to 7E4FDC = Dog - Overall boost to Evade % statistic from alchemy/items/statuses
7E4FDD to 7E4FDE = Dog - Overall boost to Hit % statistic from alchemy/items/statuses
7E4FDF to 7E4FE0 = Dog - Overall boost to Magic Defense statistic from alchemy/items/statuses (unused)
7E4FE1 to 7E4FE2 = Dog - Last damage taken.  Used by time Warp (Horace).
7E4FE3 to 7E4FE4 = Dog - Regenerate (Horace) or Pixie Dust protection in effect (0001 = yes, 0000 = no)

7E5DC3 to 7E6182 = Conditional NPC/Monster Spawn List, 16 bytes per entry
                  x00-x01 = Offset for specific type of monster/npc
                  x02-x03 = X position for spawn
                  x04-x05 = Y position for spawn

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

7FC300 to ------ = Current map arrangement? (unsure)


Internal Data for Secret of Evermore

ROM MapRAM MapText TableNotesTutorials