Difference between revisions of "Secret of Evermore:ROM map"

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{{rommap|game=Secret of Evermore}}
+
{{rammap|game=Secret of Evermore}}
  
 
<pre>
 
<pre>
    0 to  7FFF = Text
 
  857F to  858B = Pointer to Frame update set to [$0128] 3 byte
 
  858C to  8596 = Frame update; also manages $8F85
 
  8597 to  859A = Disables buttons until release based on info in A
 
  859B to  85D7 = A set to new RNG Seed
 
  85ED to  85F5 = Brightness set to 15
 
  85F6 to  85F9 = Brightness set to 0
 
  85FA to  864F = Colors at CGRAM Address indicated by [$2E] updated to information at [$26] for X bytes
 
  8650 to  86B1 = Graphics Tiles at VRAM Address indicated by [$2E] updated to information at [$26] for X bytes
 
  86B2 to  870B = $8650 procedure with difference of VMain value set to Y instead of $80
 
  870C to  8756 = Address in [$02] holds Number in A ending with $FF, X = number of Digits
 
  8838 to  885D = Held button check for registered held button(s)
 
  AD62 to  ADEF = A set to (Value [$02] x RNG Seed) / 65536
 
  ADF0 to  AE5B = A set to Direction nearest angle to offset location of [$02],[$04] (BUG: AE32 being set to $30 (BMI) rather than $10 (BPL) results in Northeast never happening)
 
  AE5C to  AE77 = A set to default of 2 with Bit 2 set for both [$02] and [$04] being Positive or Negative, and Bit 3 set for [$02] being Negative
 
  AE78 to  AEAB = A set to dominant Direction (tie goes to North, then West/East, then South)
 
  B149 to  B159 = Text characters at address indicated by [$26] copied to address indicated by [$22]
 
  B21F to  B282 = Address in [$22] holds Number in [$02], X = [$22] + Characters
 
  B283 to  B2D9 = Direct Page [$06] holds Decimal Mode version of [$02]
 
  B2DA to  B379 = Decimal Mode tabling (Digits 9~12 for numbers above 65536, then Digits 5~8, then Digits 1~4, all sorted from top to bottom)
 
  B37A to  B393 = [$22] indicates address indicated by [$0B57] and changes [$0B57] to 64 bytes after that address
 
  
  A87F to  0A886 = Bit position to bit mask table
+
Direct Page $59 = Camera Coordinates (4 bytes: X for first 2, Y for second 2)
 +
Direct Page $BF = Camera Target (4 bytes)
  
10000 to  17FFF = Text
+
=====================================================================================
  
19903 to  199D7 = Music component-loading pointers
+
306000 = Bit 0: Control Prefs screen - Sound: 0 = Mono, 1 = Stereo, global across all save slots
  
19B30 to  19B4F = Related to sound
+
=====================================================================================
19B50 to  19BDB = Related to sound (Two-byte entries)
 
  
1A75C to 1AE4F = Related to sound (Four-byte entries)
+
7E0000 to ...... = Script interpreter? Contains mostly temporarily stored values and pointer to scripts
1AE50 to  1AFF3 = Related to sound (Two-byte entries)
+
                  0059 to 005A = (Sometimes) X position on map (Copy)
1AFF4 to  1B47D = Related to sound (Two-byte entries)
+
                  005B to 005C = (Sometimes) Y position on map (Copy)
1B47E to  1B645 = Related to sound (Two-byte entries)
+
                  0082 to 0084 = Pointer to the most recent script (0083 and 0084 get cleared afterwards)
1B646 to  1B6D9 = Related to sound (Two-byte entries)
+
                  0093 to 0095 = (Sometimes) Most recent ring menu (Copy?, 0093 and 0094 get cleared afterwards)
1B6DA to  1B70F = Related to sound (Two-byte entries)
+
                                    8C0000 = Boy
1B710 to  1B718 = Related to sound
+
                                    980000 = Dog
1B719 to  1B71E = Related to sound
+
                                    9C0000 = Buy consumables
1B71F to  1B746 = Related to sound
+
                                    AC0000 = Buy ingredients
1B747 to  1BDE5 = Related to sound
+
                                    A40000 = Sell consumables
1BDE6 to  1BE15 = Related to sound
+
                                    B00000 = Call Beads - Choose person
1BE16 to  1BE26 = Related to sound
+
                                    C20000 = Call Beads - Choose spell
1BE27 to  1BE2C = Related to sound
 
1BE2D to  1BE52 = Related to sound
 
1BE53 to  1BE5E = Related to sound
 
1BE5F to  1BE7A = Related to sound
 
1BE7B to  1BE8B = Related to sound
 
1BE8C to  1BE91 = Related to sound
 
1BE92 to  1BEAD = Related to sound
 
1BEAE to  1BEB6 = Related to sound
 
1BEB7 to  1BEBC = Related to sound
 
1BEBD to  1BEC7 = Related to sound
 
1BEC8 to  1BED0 = Related to sound
 
1BED1 to  1BED6 = Related to sound
 
1BED7 to  1BEEA = Related to sound
 
1BEEB to  1BF0C = Related to sound
 
1BF0D to  1BF15 = Related to sound
 
1BF16 to  1BF1B = Related to sound
 
1BF1C to  1BF37 = Related to sound
 
1BF38 to  1BF40 = Related to sound
 
1BF41 to  1BF46 = Related to sound
 
1BF47 to  1BF78 = Related to sound
 
1BF79 to  1BF81 = Related to sound
 
1BF82 to  1BF87 = Related to sound
 
1BF88 to  1BFAD = Related to sound
 
1BFAE to  1BFD3 = Related to sound
 
1BFD4 to  1BFDC = Related to sound
 
1BFDD to  1BFE2 = Related to sound
 
1BFE3 to  1C0CF = Related to sound
 
1C0D0 to  1C11D = Related to sound
 
1C11E to  1C129 = Related to sound
 
1C12A to  1C132 = Related to sound
 
1C133 to  1C138 = Related to sound
 
1C139 to  1C14A = Related to sound
 
1C14B to  1C15B = Related to sound
 
1C15C to  1C161 = Related to sound
 
1C162 to  1C187 = Related to sound
 
1C188 to  1C1AE = Related to sound
 
1C1AF to  1C1C7 = Related to sound
 
1C1C8 to  1C1CD = Related to sound
 
1C1CE to  1C1F3 = Related to sound
 
1C1F4 to  1C21A = Related to sound
 
1C21B to  1C24A = Related to sound
 
1C24B to  1C250 = Related to sound
 
1C251 to  1C2A8 = Related to sound
 
1C2A9 to  1C2AE = Related to sound
 
1C2AF to  1C2D5 = Related to sound
 
1C2D6 to  1C32D = Related to sound
 
1C32E to  1C346 = Related to sound
 
1C347 to  1C34C = Related to sound
 
1C34D to  1C37C = Related to sound
 
1C37D to  1C382 = Related to sound
 
1C383 to  1C393 = Related to sound
 
1C394 to  1C399 = Related to sound
 
1C39A to  1C3BF = Related to sound
 
1C3C0 to  1C3C5 = Related to sound
 
1C3C6 to  1C3CE = Related to sound
 
1C3CF to  1C3D4 = Related to sound
 
1C3D5 to  1C422 = Related to sound
 
1C423 to  1C486 = Related to sound
 
1C487 to  1C48F = Related to sound
 
1C490 to  1C495 = Related to sound
 
1C496 to  1C4AC = Related to sound
 
1C4AD to  1C4B5 = Related to sound
 
1C4B6 to  1C4BB = Related to sound
 
1C4BC to  1C881 = Related to sound
 
1C882 to  1C88A = Related to sound
 
1C88B to  1C890 = Related to sound
 
1C891 to  1CE06 = Related to sound
 
1CE07 to  1CE0F = Related to sound
 
1CE10 to  1CE15 = Related to sound
 
1CE16 to  1CE3B = Related to sound
 
1CE3C to  1CE50 = Related to sound
 
1CE51 to  1CE6C = Related to sound
 
1CE6D to  1CE85 = Related to sound
 
1CE86 to  1CE8B = Related to sound
 
1CE8C to  1CED9 = Related to sound
 
1CEDA to  1CF09 = Related to sound
 
1CF0A to  1CFAB = Related to sound
 
1CFAC to  1CFB1 = Related to sound
 
1CFB2 to  1CFB7 = Related to sound
 
1CFB8 to  1CFFB = Related to sound
 
1CFFC to  1D2FB = Related to sound
 
1D2FC to  1D304 = Related to sound
 
1D305 to  1D30A = Related to sound
 
1D30B to  1D326 = Related to sound
 
1D327 to  1D32F = Related to sound
 
1D330 to  1D335 = Related to sound
 
1D336 to  1D365 = Related to sound
 
1D366 to  1D383 = Related to sound
 
1D384 to  1D38C = Related to sound
 
1D38D to  1D392 = Related to sound
 
1D393 to  1D3A4 = Related to sound
 
1D3A5 to  1D3BD = Related to sound
 
1D3BE to  1D3C3 = Related to sound
 
1D3C4 to  1D3EE = Related to sound
 
1D3EF to  1D3FB = Related to sound
 
1D3FC to  1D404 = Related to sound
 
1D405 to  1D40A = Related to sound
 
1D40B to  1D41C = Related to sound
 
1D41D to  1D438 = Related to sound
 
1D439 to  1D441 = Related to sound
 
1D442 to  1D447 = Related to sound
 
1D448 to  1D463 = Related to sound
 
1D464 to  1D484 = Related to sound
 
1D485 to  1D48A = Related to sound
 
1D48B to  1D4BA = Related to sound
 
1D4BB to  1D4C0 = Related to sound
 
1D4C1 to  1D4C9 = Related to sound
 
1D4CA to  1D4CF = Related to sound
 
1D4D0 to  1D4D8 = Related to sound
 
1D4D9 to  1D501 = Related to sound
 
1D502 to  1D507 = Related to sound
 
1D508 to  1D596 = Related to sound
 
1D597 to  1D69C = Related to sound
 
1D69D to  1D6A2 = Related to sound
 
1D6A3 to  1D6CD = Related to sound
 
1D6CE to  1D6D9 = Related to sound
 
1D6DA to  1D709 = Related to sound
 
1D70A to  1D722 = Related to sound
 
1D723 to  1D728 = Related to sound
 
1D729 to  1D749 = Related to sound
 
1D74A to  1D75A = Related to sound
 
1D75B to  1D773 = Related to sound
 
1D774 to  1D779 = Related to sound
 
1D77A to  1D78A = Related to sound
 
1D78B to  1D790 = Related to sound
 
1D791 to  1D7B9 = Related to sound
 
1D7BA to  1D7BF = Related to sound
 
1D7C0 to  1DA6E = Related to sound
 
1DA6F to  1DB3E = Related to sound
 
1DB3F to  1DB44 = Related to sound
 
1DB45 to  1DB92 = Related to sound
 
1DB93 to  1DBFE = Related to sound
 
1DBFF to  1DC27 = Related to sound
 
1DC28 to  1DC38 = Related to sound
 
1DC39 to  1DC3E = Related to sound
 
1DC3F to  1DC67 = Related to sound
 
1DC68 to  1DC6D = Related to sound
 
1DC6E to  1DC96 = Related to sound
 
1DC97 to  1DC9C = Related to sound
 
1DC9D to  1DCEA = Related to sound
 
1DCEB to  1DD03 = Related to sound
 
1DD04 to  1DD09 = Related to sound
 
1DD0A to  1DD12 = Related to sound
 
1DD13 to  1DD18 = Related to sound
 
1DD19 to  1DD2A = Related to sound
 
1DD2B to  1DD82 = Related to sound
 
1DD83 to  1DD8B = Related to sound
 
1DD8C to  1DD91 = Related to sound
 
1DD92 to  1DDC3 = Related to sound
 
1DDC4 to  1DDD4 = Related to sound
 
1DDD5 to  1DDDA = Related to sound
 
1DDDB to  1DE19 = Related to sound
 
1DE1A to  1DE81 = Related to sound
 
1DE82 to  1DE87 = Related to sound
 
1DE88 to  1DE90 = Related to sound
 
1DE91 to  1DE96 = Related to sound
 
1DE97 to  1DEDA = Related to sound
 
1DEDB to  1DEEB = Related to sound
 
1DEEC to  1DEF1 = Related to sound
 
1DEF2 to  1DF08 = Related to sound
 
1DF09 to  1DF19 = Related to sound
 
1DF1A to  1DF1F = Related to sound
 
1DF20 to  1DF30 = Related to sound
 
1DF31 to  1DF36 = Related to sound
 
1DF37 to  1DF4F = Related to sound
 
1DF50 to  1DF60 = Related to sound
 
1DF61 to  1DF66 = Related to sound
 
1DF67 to  1DF77 = Related to sound
 
1DF78 to  1DF80 = Related to sound
 
1DF81 to  1DF89 = Related to sound
 
1DF8A to  1DF8F = Related to sound
 
1DF90 to  1DFA0 = Related to sound
 
1DFA1 to  1DFB9 = Related to sound
 
1DFBA to  1DFCA = Related to sound
 
1DFCB to  1DFD0 = Related to sound
 
1DFD1 to  1E039 = Related to sound
 
1E03A to  1E13F = Related to sound
 
1E140 to  1E150 = Related to sound
 
1E151 to  1E156 = Related to sound
 
1E157 to  1E17C = Related to sound
 
1E17D to  1E18E = Related to sound
 
1E18F to  1E1A7 = Related to sound
 
1E1A8 to  1E1AD = Related to sound
 
1E1AE to  1E1E7 = Related to sound
 
1E1E8 to  1E1F0 = Related to sound
 
1E1F1 to  1E201 = Related to sound
 
1E202 to  1E207 = Related to sound
 
1E208 to  1E2F0 = Related to sound
 
1E2F1 to  1E348 = Related to sound
 
1E349 to  1E34E = Related to sound
 
1E34F to  1E35F = Related to sound
 
1E360 to  1E365 = Related to sound
 
1E366 to  1E3BD = Related to sound
 
1E3BE to  1E3C3 = Related to sound
 
1E3C4 to  1E3CC = Related to sound
 
1E3CD to  1E3D2 = Related to sound
 
1E3D3 to  1E3DD = Related to sound
 
1E3DE to  1E3EE = Related to sound
 
1E3EF to  1E415 = Related to sound
 
1E416 to  1E41B = Related to sound
 
1E41C to  1F7B3 = Sound sample (3 bytes and BRR data)
 
1F7B4 to  1F7F1 = Related to sound
 
1F7F2 to  1F830 = Related to sound
 
1F831 to  1F846 = Related to sound
 
1F847 to  1F84C = Related to sound
 
1F84D to  1FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 28000)
 
20000 to  27FFF = Text
 
28000 to  28293 = Sound sample (3 bytes and BRR data) (Split sample: former half at 1F84D)
 
28294 to  282B0 = Related to sound
 
282B1 to 282B6 = Related to sound
 
282B7 to  29EBE = Sound sample (3 bytes and BRR data)
 
29EBF to  29EEE = Related to sound
 
29EEF to  29EF4 = Related to sound
 
29EF5 to  29F7E = Related to sound
 
29F7F to  2A7A0 = Sound sample (3 bytes and BRR data)
 
2A7A1 to  2A7CA = Related to sound
 
2A7CB to  2A7D0 = Related to sound
 
2A7D1 to  2A7FB = Related to sound
 
2A7FC to  2BFC2 = Sound sample (3 bytes and BRR data)
 
2BFC3 to  2BFF9 = Related to sound
 
2BFFA to 2C004 = Related to sound
 
2C005 to  2C035 = Related to sound
 
2C036 to  2C03B = Related to sound
 
2C03C to  2C8C0 = Sound sample (3 bytes and BRR data)
 
2C8C1 to  2C8C7 = Related to sound
 
2C8C8 to  2C901 = Related to sound
 
2C902 to  2C907 = Related to sound
 
2C908 to  2D0CF = Sound sample (3 bytes and BRR data)
 
2D0D0 to  2D15E = Related to sound
 
2D15F to 2D164 = Related to sound
 
2D165 to  2D194 = Related to sound
 
2D195 to  2DE09 = Sound sample (3 bytes and BRR data)
 
2DE0A to  2DE27 = Related to sound
 
2DE28 to  2DE30 = Related to sound
 
2DE31 to 2DE36 = Related to sound
 
2DE37 to  2E9DC = Sound sample (3 bytes and BRR data)
 
2E9DD to  2E9ED = Related to sound
 
2E9EE to  2EA17 = Related to sound
 
2EA18 to  2EA48 = Related to sound
 
2EA49 to  2EA74 = Related to sound
 
2EA75 to  2EA7A = Related to sound
 
2EA7B to  2EB04 = Related to sound
 
2EB05 to  2FAFD = Sound sample (3 bytes and BRR data)
 
2FAFE to  2FB26 = Related to sound
 
2FB27 to  2FB4D = Related to sound
 
2FB4E to  2FB74 = Related to sound
 
2FB75 to  2FB99 = Related to sound
 
2FB9A to  2FBC0 = Related to sound
 
2FBC1 to  2FBC9 = Related to sound
 
2FBCA to  2FBD2 = Related to sound
 
2FBD3 to  2FBDB = Related to sound
 
2FBDC to  2FBE1 = Related to sound
 
2FBE2 to  2FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 38000)
 
30000 to  32DB3 = Text
 
  
38000 to 3801C = Sound sample (3 bytes and BRR data) (Split sample: former half at 2FBE2)
+
7E0100 to 7E0103 = Frame counter
3801D to  3802D = Related to sound
+
7E0104 to 7E0105 = Inputs player 1 (Copy) (Mnemonic: BYsS ↑↓←→ AXLR 0123)
3802E to  382D8 = Related to sound
+
          7E0106 = Screen brightness setting
382D9 to  382DE = Related to sound
 
382DF to  382FA = Related to sound
 
382FB to  38C8D = Sound sample (3 bytes and BRR data)
 
38C8E to  38CA1 = Related to sound
 
38CA2 to  38D33 = Related to sound
 
38D34 to  38D8E = Related to sound
 
38D8F to  38DD7 = Related to sound
 
38DD8 to  38E5A = Related to sound
 
38E5B to  38E60 = Related to sound
 
38E61 to  39C8E = Sound sample (3 bytes and BRR data)
 
39C8F to  39D2D = Related to sound
 
39D2E to  39D33 = Related to sound
 
39D34 to  3A38A = Sound sample (3 bytes and BRR data)
 
3A38B to  3A396 = Related to sound
 
3A397 to  3A39C = Related to sound
 
3A39D to  3AD4A = Sound sample (3 bytes and BRR data)
 
3AD4B to  3AE50 = Related to sound
 
3AE51 to  3AE69 = Related to sound
 
3AE6A to  3AE6F = Related to sound
 
3AE70 to  3D11C = Sound sample (3 bytes and BRR data)
 
3D11D to  3D122 = Related to sound
 
3D123 to  3D128 = Related to sound
 
3D129 to  3D139 = Related to sound
 
3D13A to  3D18B = Related to sound
 
3D18C to  3D191 = Related to sound
 
3D192 to  3D197 = Related to sound
 
3D198 to  3D1D6 = Related to sound
 
3D1D7 to  3D22F = Related to sound
 
3D230 to  3D271 = Related to sound
 
3D272 to  3D2BA = Related to sound
 
3D2BB to  3D301 = Related to sound
 
3D302 to  3D338 = Related to sound
 
3D339 to  3D34E = Related to sound
 
3D34F to  3D354 = Related to sound
 
3D355 to  3D3F2 = Related to sound
 
3D3F3 to  3EC0A = Sound sample (3 bytes and BRR data)
 
3EC0B to  3EC76 = Related to sound
 
3EC77 to  3ECAD = Related to sound
 
3ECAE to  3ECBE = Related to sound
 
3ECBF to  3EDB8 = Related to sound
 
3EDB9 to  3EDCE = Related to sound
 
3EDCF to 3EDD4 = Related to sound
 
3EDD5 to  3EEDB = Related to sound
 
3EEDC to  3F892 = Sound sample (3 bytes and BRR data)
 
3F893 to  3F962 = Related to sound
 
3F963 to  3F970 = Related to sound
 
3F971 to  3F976 = Related to sound
 
3F977 to  3FA7D = Related to sound
 
3FA7E to  3FA96 = Related to sound
 
3FA97 to  3FA9C = Related to sound
 
3FA9D to  3FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 48000)
 
40000 to  40001 = Values used in calculating regular font character data size
 
40002 to  40C01 = 1bpp regular font graphics
 
40C02 to  40C81 = Regular font width table
 
40C82 to  40C83 = Values used in calculating small font character data size
 
40C84 to  41883 = Small font
 
41884 to  41903 = Small font width table
 
  
41924 to 419B3 = Text Window Pattern graphics tiles (16 bytes per tile, 1 tile per Pattern)
+
7E0133 to 7E013A = Shifting registers for random number generator
419B4 to 41E83 = Text Window Border graphics tiles (7 tiles per Pattern)
+
7E013B to 7E013C = Location 0~511 (always multiple of 8) in Graphics Tiles Queue - update progress
 +
7E013D to 7E013E = Location 0~511 (always multiple of 8) in Graphics Tiles Queue - update quota
 +
7E013F to 7E033E = Graphics Tiles Queue
 +
                  x00-x00 = VMain value (set to $80 in general)
 +
                  x01-x03 = Location of Graphics Tile on ROM
 +
                  x04-x05 = Designated VRAM Address / 2
 +
                  x06-x07 = Number of Graphics Tiles to store x 16
  
43876 to 438E5 = Weapon and armor pointers
+
7E0341 to 7E0342 = Pointer of NPC to load data for (excludes monsters)
438E6 to 43B01 = Weapon data (36 bytes per weapon, weapons arranged by families then types; 0x00 holds Attack Power, 0x02 holds Name Pointer)
+
7E0343 to 7E0344 = Number of frames left before choice shift happens from holding button
43B02 to 43C91 = Armor data
+
7E0345 to 7E0346 = Buttons being held (only changed when any registered buttons are released)
 +
7E0347 to 7E0348 = Frames to hold button before fast-shifting starts
 +
7E0349 to 7E034A = Frames between each choice shift during fast-shifting
  
459A4 to 459BF = Weapon Obtained Flag - Addresses
+
7E034D to ...... = Text basic information, likely x2C bytes
459C0 to  459DB = Weapon Obtained Flag - Bit Weights
+
                  x00-x01 = Progress X
459DC to  459F9 = Weapon Families (0 = Sword, 2 = Axe, 4 = Spear, 6 = Bazooka (substituted for Sword in all relevant cases))
+
                  x02-x03 = Progress Y
459FA to  45A11 = Weapon description pointers
+
                  x04-x05 = Pixels length of each Space character
45A12 to  45A4D = Charm/Rare Item Sprite Pointers
+
                  x06-x07 = Space in pixels between each character
45A4E to  45A74 = Trade Good Sprite Pointers
+
                  x08-x09 = Space in pixels between each line
45A75 to  45A83 = Hero Equipment Icon Pointers
+
                  x0A-x0B = Offset X
45A84 to  45A91 = Item Targeting Flags
+
                  x0C-x0D = Offset Y
45A92 to  45A9F = Item Invocation Script Pointer #s
+
                  x0E-x0F = Allowed width in pixels per line
45AA0 to  45AAD = Item HP Recovery Amounts
+
                  x10-x11 = Number of Text Pointers in Stack for Window
45AAE to  45ABF = Item Sprite Info Pointer #s
+
                  x14-x15 = Window Base Tile Y
45AC0 to  45B0F = Armor Sprite Info Pointer #s
+
                  x16-x17 = Window Base Tile X
45B10 to  45B3B = Ingredient Sprite Info Pointer #s (uses reverse alphabetical, of course)
+
                  x18-x19 = Window Location pointer
45B3C to  45B49 = Item Default Sell Prices
+
                  x1A-x1B = Window VRAM Destination pointer
45B4A to  45B9B = Armor Default Sell Prices (first entry is actually at $C45B4C but relevant procedure uses $C45B4A)
+
                  x1C-x1D = Window Width
45B9C to  45BA4 = Spell Level EXP Rates
+
                  x1E-x1F = Window Height
45BA5 to  45BAE = Spell Level Power Multipliers
+
                  x20-x21 = Number if row bytes for each column of text print
45BAF to 45BF4 = Spell Sprite Info Pointer #s
+
                  x24-x25 = ? (seems to always be 0)
45BF5 to  45C3A = Spell Targeting Flags
+
                  x26-x27 = Window Pattern pointer
45C3B to  45C80 = Learned Alchemy flags - Addresses
+
                  x28-x29 = Value used for OR command with Window VRAM Destination pointer (seems to always be 0)
45C81 to  45CC6 = Learned Alchemy flags - Bit weights
+
                  x2A-x2B = Bit 0 - Window allows Continue Arrow; Bit 1 - Message Finished
45CC7 to  45D08 = Ingredient Sprite Pointers
 
45D09 to  45D4E = Alchemy name pointers
 
  
45D51 to 45D96 = Alchemy description pointers
+
7E05A7 to 7E05A8 = Menu Ring Character
 +
7E05A9 to 7E05AA = Menu Ring Establish Flags (Flags: Locked (caused by Boy Heat Wave/Cure/Miracle Cure/Essence usage), Boy Menu, Dog Menu, unused, Insufficient Funds/No Choices, Too Many of Item, Armor Equipped w/o Spares; Bit 15 is for establishing Ring Menu)
 +
7E05AB to 7E05AC = Menu Ring Activity Flags (Flags: Switch Character validity, Ask for Choice Confirm, unused, Armor Menu, unused, unused, Weapons Menu)
 +
7E05AD to 7E05AE = Targeting Flags (Flags: Multitarget, Forced Singletarget, Ignore Camera, Player Character, Offensive, Levitate, Ignore Stop (unused), Time Warp, Loading Target Info, Forced All Target, Dog Exclusive, Boy Exclusive, Revival, Attack Spell, Revealer, ? (unused))
 +
7E05AF to 7E05B0 = Targeting 1st enemy pointer
 +
7E05B1 to ...... = Current line text including procedure bytes
  
45D99 to  45DDE = Spell Behavior Script Pointer Locations
 
45DDF to  45E24 = Spell Invocation Script Pointer #s
 
45E25 to  45E6A = (Seems to involve Alchemy Spell Sprites)
 
45E6B to  45EB0 = Alchemy Spell Might values (2 bytes each, but top byte rightfully always zero)
 
45EB1 to  45EF6 = Spell Call Bead Influence Type (0 = Direct Attack, 2 = Healing, -1 = Other)
 
45EF7 to  45F16 = Call Bead Spell Targeting Flags
 
45F17 to  45F36 = Call Bead Spell Might values
 
45F37 to  45F56 = Call Bead Spell Types (0 = Direct Attack, 2 = Healing, -1 = Other; -1 is invalid)
 
45F57 to  45F76 = Call Bead Spell Invocation Script Pointer #s
 
45F77 to  45F96 = Call Bead Spell Sprite Info Pointer #s
 
45F97 to  45FC4 = Enemy Spell Invocation Script Pointer #s
 
45FC5 to  45FF2 = Spell Name Pointers
 
45FF3 to  4601E = Ingredient Name Pointers
 
4601F to  460AA = Alchemy cost data  (4 bytes each: Ingredient #1, Ingredient #2,
 
                  Amount of ingredient #1, Amount of ingredient #2)
 
  
460AE to 460CF = Currency names
+
7E0615 to 7E0616 = Ring Menu central X Position
460D0 to 46195 = Weapon names
+
7E0617 to 7E0618 = Ring Menu central Y Position
46196 to 463CC = Weapon descriptions
+
7E0619 to 7E061A = Ring Menu icon dispersal space
463CD to 465DC = Armor names
+
7E061B to 7E061C = Ring Menu anticlockwise rotation progress
 +
7E061D to 7E061E = Ring Menu anticlockwise rotation total
 +
7E061F to 7E0622 = Dialogue Choice count
 +
7E0623 to ...... = Dialogue Choice values (4 values per choice: x00 holds Y coordinate, x01 holds X coordinate, x02 holds ASCII character on highlight, x03 is unused)
  
467E9 to 4692B = Alchemy names
+
7E07A4 to 7E07A5 = Weapon Ring Menu number of choices
4692C to 46C77 = Alchemy descriptions
+
7E07A6 to 7E07A7 = Weapon Ring Menu choice highlight number
46C78 to 46D1B = Alchemy ingredient names <-- Where are the pointers to these?
+
7E07A8 to 7E07C1 = Weapon Ring Menu sprite numbers
46D1C to  46D3C = Call Bead summon names
 
46D3D to  46DD2 = Call Bead spell names
 
46DD3 to  471FA = NPC/enemy names
 
471FB to  47249 = Item names
 
4724A to  47256 = NPC/enemy names
 
47257 to  472E9 = Trade good names
 
472EA to  47396 = Charm names
 
47397 to  473D3 = Rare item names
 
473D4 to  473DD = Rare item descriptions
 
473DE to  47712 = Charm descriptions
 
  
48000 to 48477 = Sound sample (3 bytes and BRR data) (Split sample: former half at 3FA9D)
+
7E07C8 to 7E07C9 = Item Ring Menu number of choices
48478 to 48485 = Related to sound
+
7E07CA to 7E07CB = Item Ring Menu choice highlight number
48486 to  4848B = Related to sound
+
7E07CC to 7E07DD = Item Ring Menu sprite numbers
4848C to  48592 = Related to sound
 
48593 to  485A6 = Related to sound
 
485A7 to  485B5 = Related to sound
 
485B6 to  485BB = Related to sound
 
485BC to  486E0 = Related to sound
 
486E1 to  486E6 = Related to sound
 
486E7 to  489A7 = Sound sample (3 bytes and BRR data)
 
489A8 to  489B0 = Related to sound
 
489B1 to  489B6 = Related to sound
 
489B7 to  49055 = Sound sample (3 bytes and BRR data)
 
49056 to  49062 = Related to sound
 
49063 to  49076 = Related to sound
 
49077 to  49088 = Related to sound
 
49089 to  490A1 = Related to sound
 
490A2 to  490A7 = Related to sound
 
490A8 to  490EB = Related to sound
 
490EC to  49151 = Related to sound
 
49152 to  4916F = Related to sound
 
49170 to  49175 = Related to sound
 
49176 to  49199 = Related to sound
 
4919A to  491A2 = Related to sound
 
491A3 to  491A8 = Related to sound
 
491A9 to  49484 = Sound sample (3 bytes and BRR data)
 
49485 to  49495 = Related to sound
 
49496 to  4949B = Related to sound
 
4949C to  49C00 = Sound sample (3 bytes and BRR data)
 
49C01 to  49C06 = Related to sound
 
49C07 to  49C4A = Related to sound
 
49C4B to  49C63 = Related to sound
 
49C64 to  49C69 = Related to sound
 
49C6A to  49C80 = Related to sound
 
49C81 to  49CC4 = Related to sound
 
49CC5 to  49CCA = Related to sound
 
49CCB to  49CD0 = Related to sound
 
49CD1 to  4ABB2 = Sound sample (3 bytes and BRR data)
 
4ABB3 to  4ABC3 = Related to sound
 
4ABC4 to  4ABDC = Related to sound
 
4ABDD to  4ABE2 = Related to sound
 
4ABE3 to  4C4D2 = Sound sample (3 bytes and BRR data)
 
4C4D3 to  4C4FF = Related to sound
 
4C500 to  4C505 = Related to sound
 
4C506 to  4C571 = Related to sound
 
4C572 to  4D97E = Sound sample (3 bytes and BRR data)
 
4D97F to  4D9AC = Related to sound
 
4D9AD to  4D9B2 = Related to sound
 
4D9B3 to  4E276 = Sound sample (3 bytes and BRR data)
 
4E277 to  4E304 = Related to sound
 
4E305 to  4E30A = Related to sound
 
4E30B to  4E58C = Sound sample (3 bytes and BRR data)
 
4E58D to  4E592 = Related to sound
 
4E593 to  4E82F = Sound sample (3 bytes and BRR data)
 
4E830 to  4E835 = Related to sound
 
4E836 to  4EA42 = Sound sample (3 bytes and BRR data)
 
4EA43 to  4EAAB = Related to sound
 
4EAAC to  4EAB1 = Related to sound
 
4EAB2 to  4EAF5 = Related to sound
 
4EAF6 to  4F65C = Sound sample (3 bytes and BRR data)
 
4F65D to  4F73A = Related to sound
 
4F73B to  4F740 = Related to sound
 
4F741 to  4FA25 = Sound sample (3 bytes and BRR data)
 
4FA26 to  4FA56 = Related to sound
 
4FA57 to  4FA6B = Related to sound
 
4FA6C to  4FA71 = Related to sound
 
4FA72 to 4FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 58000)
 
  
 +
7E07EC to 7E07ED = Spells Ring Menu number of choices
 +
7E07EE to 7E07EF = Spells Ring Menu choice highlight number
 +
7E07F0 to 7E0801 = Spells Ring Menu sprite numbers
  
58000 to 586A7 = Sound sample (3 bytes and BRR data) (Split sample: former half at 4FA72)
+
7E0810 to 7E0811 = Boy's Menu Ring Menu number of choices
586A8 to 587AE = Related to sound
+
7E0812 to 7E0813 = Boy's Menu Ring Menu choice highlight number
587AF to  587B7 = Related to sound
+
7E0814 to 7E0823 = Boy's Menu Ring Menu sprite numbers
587B8 to  587BD = Related to sound
 
587BE to  587CE = Related to sound
 
587CF to  587E4 = Related to sound
 
587E5 to  58807 = Related to sound
 
58808 to  58816 = Related to sound
 
58817 to  58821 = Related to sound
 
58822 to  58837 = Related to sound
 
58838 to  58845 = Related to sound
 
58846 to  5885E = Related to sound
 
5885F to  5886E = Related to sound
 
5886F to  58877 = Related to sound
 
58878 to  5887D = Related to sound
 
5887E to  58C43 = Sound sample (3 bytes and BRR data)
 
58C44 to  58C52 = Related to sound
 
58C53 to  58C5C = Related to sound
 
58C5D to  58C68 = Related to sound
 
58C69 to  58C6E = Related to sound
 
58C6F to  58D16 = Related to sound
 
58D17 to  58D3C = Related to sound
 
58D3D to  58D4B = Related to sound
 
58D4C to  58D55 = Related to sound
 
58D56 to  58D67 = Related to sound
 
58D68 to  58D78 = Related to sound
 
58D79 to  58D7E = Related to sound
 
58D7F to  5932A = Sound sample (3 bytes and BRR data)
 
5932B to  59330 = Related to sound
 
59331 to  59341 = Related to sound
 
59342 to  59347 = Related to sound
 
59348 to  5995F = Sound sample (3 bytes and BRR data)
 
59960 to  59965 = Related to sound
 
59966 to  59976 = Related to sound
 
59977 to  59982 = Related to sound
 
59983 to  59992 = Related to sound
 
59993 to  599A4 = Related to sound
 
599A5 to  599B3 = Related to sound
 
599B4 to  599D0 = Related to sound
 
599D1 to  599DC = Related to sound
 
599DD to  599ED = Related to sound
 
599EE to  599F9 = Related to sound
 
599FA to  599FF = Related to sound
 
59A00 to  59A11 = Related to sound
 
59A12 to  59A22 = Related to sound
 
59A23 to  59ADB = Related to sound
 
59ADC to  59AE1 = Related to sound
 
59AE2 to  59AFD = Related to sound
 
59AFE to  5C530 = Sound sample (3 bytes and BRR data)
 
5C531 to  5C607 = Related to sound
 
5C608 to  5C6CF = Related to sound
 
5C6D0 to  5C7EA = Related to sound
 
5C7EB to  5C832 = Related to sound
 
5C833 to  5C879 = Related to sound
 
5C87A to  5C9A0 = Related to sound
 
5C9A1 to  5C9A6 = Related to sound
 
5C9A7 to  5C9EA = Related to sound
 
5C9EB to  5CC48 = Sound sample (3 bytes and BRR data)
 
5CC49 to  5CD68 = Related to sound
 
5CD69 to  5CD71 = Related to sound
 
5CD72 to  5CD77 = Related to sound
 
5CD78 to  5D16A = Sound sample (3 bytes and BRR data)
 
5D16B to  5D173 = Related to sound
 
5D174 to  5D179 = Related to sound
 
5D17A to  5D186 = Related to sound
 
5D187 to  5D197 = Related to sound
 
5D198 to  5D4D2 = Related to sound
 
5D4D3 to  5D699 = Related to sound
 
5D69A to  5D6F3 = Related to sound
 
5D6F4 to  5D74D = Related to sound
 
5D74E to  5DA85 = Related to sound
 
5DA86 to  5DC9A = Related to sound
 
5DC9B to  5DCA0 = Related to sound
 
5DCA1 to  5DCC1 = Related to sound
 
5DCC2 to  5DF0D = Sound sample (3 bytes and BRR data)
 
5DF0E to  5E121 = Related to sound
 
5E122 to  5E1F4 = Related to sound
 
5E1F5 to  5E205 = Related to sound
 
5E206 to  5E400 = Related to sound
 
5E401 to  5E406 = Related to sound
 
5E407 to  5E664 = Sound sample (3 bytes and BRR data)
 
5E665 to  5E6C4 = Related to sound
 
5E6C5 to  5E6CA = Related to sound
 
5E6CB to  5EBE6 = Sound sample (3 bytes and BRR data)
 
5EBE7 to  5EC67 = Related to sound
 
5EC68 to  5EC6D = Related to sound
 
5EC6E to  5EEB9 = Sound sample (3 bytes and BRR data)
 
5EEBA to  5EEE1 = Related to sound
 
5EEE2 to  5EF08 = Related to sound
 
5EF09 to  5EF17 = Related to sound
 
5EF18 to  5EF1D = Related to sound
 
5EF1E to  5F10F = Related to sound
 
5F110 to  5F120 = Related to sound
 
5F121 to  5F131 = Related to sound
 
5F132 to  5F23E = Related to sound
 
5F23F to  5F300 = Related to sound
 
5F301 to  5F3E5 = Related to sound
 
5F3E6 to  5F52E = Related to sound
 
5F52F to  5F5FF = Related to sound
 
5F600 to  5F752 = Related to sound
 
5F753 to  5F853 = Related to sound
 
5F854 to  5F98A = Related to sound
 
5F98B to  5F99B = Related to sound
 
5F99C to  5FA6E = Related to sound
 
5FA6F to  5FA93 = Related to sound
 
5FA94 to  5FAB1 = Related to sound
 
5FAB2 to  5FC2A = Related to sound
 
5FC2B to  5FC61 = Related to sound
 
5FC62 to  5FC87 = Related to sound
 
5FC88 to  5FDB9 = Related to sound
 
5FDBA to  5FE67 = Related to sound
 
5FE68 to  5FE78 = Related to sound
 
5FE79 to  5FE9E = Related to sound
 
5FE9F to  5FEB5 = Related to sound
 
5FEB6 to  5FEDC = Related to sound
 
5FEDD to 5FF02 = Related to sound
 
5FF03 to  5FF27 = Related to sound
 
5FF28 to  5FF59 = Related to sound
 
5FF5A to  5FF7E = Related to sound
 
5FF7F to  5FF8A = Related to sound
 
5FF8B to  5FF9B = Related to sound
 
5FF9C to  5FFA1 = Related to sound
 
5FFA2 to  5FFB0 = Related to sound
 
5FFB1 to  5FFCD = Related to sound
 
5FFCE to  5FFD3 = Related to sound
 
5FFD4 to  5FFE0 = Related to sound
 
5FFE1 to  5FFFF = Related to sound (Split data: latter half at 68000)
 
  
 +
7E0834 to 7E0835 = Dog's Menu Ring Menu number of choices
 +
7E0836 to 7E0837 = Dog's Menu Ring Menu choice highlight number
 +
7E0838 to 7E0843 = Dog's Menu Ring Menu sprite numbers
  
68000 to 680B3 = Related to sound (Split data: former half at 5FFE1)
+
7E087A to 7E0889 = Targeting Marker Behavior Script information
680B4 to  68188 = Related to sound
 
68189 to  6825B = Related to sound
 
6825C to  6832F = Related to sound
 
68330 to  6834C = Related to sound
 
6834D to  68365 = Related to sound
 
68366 to  68376 = Related to sound
 
68377 to  683E6 = Related to sound
 
683E7 to  6845C = Related to sound
 
6845D to  685F3 = Related to sound
 
685F4 to  6867F = Related to sound
 
68680 to  68709 = Related to sound
 
6870A to  6877B = Related to sound
 
6877C to  68853 = Related to sound
 
68854 to  68862 = Related to sound
 
68863 to  6886F = Related to sound
 
68870 to  68A1D = Related to sound
 
68A1E to  68BCC = Related to sound
 
68BCD to  68D79 = Related to sound
 
68D7A to  68E81 = Related to sound
 
68E82 to  68EAE = Related to sound
 
68EAF to  68EB4 = Related to sound
 
68EB5 to  68F58 = Related to sound
 
68F59 to  68FA3 = Related to sound
 
68FA4 to  68FA9 = Related to sound
 
68FAA to  69852 = Sound sample (3 bytes and BRR data)
 
69853 to  69864 = Related to sound
 
69865 to  6986D = Related to sound
 
6986E to  69873 = Related to sound
 
69874 to  6A0C2 = Sound sample (3 bytes and BRR data)
 
6A0C3 to  6A0D3 = Related to sound
 
6A0D4 to  6A0FB = Related to sound
 
6A0FC to  6A17B = Related to sound
 
6A17C to  6A181 = Related to sound
 
6A182 to  6A4F6 = Sound sample (3 bytes and BRR data)
 
6A4F7 to  6A54D = Related to sound
 
6A54E to  6A553 = Related to sound
 
6A554 to  6A579 = Related to sound
 
6A57A to  6B25A = Sound sample (3 bytes and BRR data)
 
6B25B to  6B260 = Related to sound
 
6B261 to  6BF6E = Sound sample (3 bytes and BRR data)
 
6BF6F to  6BF74 = Related to sound
 
6BF75 to  6CD36 = Sound sample (3 bytes and BRR data)
 
6CD37 to  6CD3C = Related to sound
 
6CD3D to  6D813 = Sound sample (3 bytes and BRR data)
 
6D814 to  6D819 = Related to sound
 
6D81A to  6E1A3 = Sound sample (3 bytes and BRR data)
 
6E1A4 to  6E1E2 = Related to sound
 
6E1E3 to  6E21D = Related to sound
 
6E21E to  6E25B = Related to sound
 
6E25C to  6E28C = Related to sound
 
6E28D to  6E2CF = Related to sound
 
6E2D0 to  6E2D5 = Related to sound
 
6E2D6 to  6E653 = Sound sample (3 bytes and BRR data)
 
6E654 to  6E659 = Related to sound
 
6E65A to  6E8ED = Sound sample (3 bytes and BRR data)
 
6E8EE to  6E8F3 = Related to sound
 
6E8F4 to  6EFA4 = Sound sample (3 bytes and BRR data)
 
6EFA5 to  6EFAD = Related to sound
 
6EFAE to  6EFB3 = Related to sound
 
6EFB4 to  6F66D = Sound sample (3 bytes and BRR data)
 
6F66E to  6F676 = Related to sound
 
6F677 to  6F687 = Related to sound
 
6F688 to  6F6A0 = Related to sound
 
6F6A1 to  6F6A6 = Related to sound
 
6F6A7 to  6FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 78000)
 
  
700E0 to 70137 = Alchemy Ingredients Graphics setup (alphabetical order except Acorn placed last and Atlas Amulet place between Gunpowder and Iron)
+
7E0A26 to 7E0A28 = Boy - Pointer to name
70DDF to  70E15 = Victory Pose Scripts
 
70E16 to  70E4D = Unequipped Standing Scripts
 
70E4E to  70EC5 = Ingredient Pickup Animation Scripts
 
70EC6 to  70FBF = Boy Spell Animation Scripts
 
70FC0 to  710F7 = Unequipped Walking/Running Scripts
 
710F8 to  711CD = Boy Recoil Scripts
 
711CE to  7170A = Bone Crusher Scripts
 
7170B to  718F2 = Boy Idling Yawn Scripts
 
718F3 to  71F4D = Sword Scripts
 
71F4E to  727EB = Axe Scripts
 
727EC to  72CCC = Spear Scripts
 
72CCD to  7322A = Bazooka Scripts
 
7322B to  733E1 = Boy Miscellaneous Scripts
 
733E2 to 73A02 = Dog Prehistoria Scripts
 
73A03 to  73F85 = Dog Antiqua Scripts
 
73F86 to  744E8 = Dog Gothica Scripts
 
744E9 to  74626 = Dog Podunk Scripts
 
74627 to  74EB8 = Dog Omnitopia Scripts
 
  
78000 to 7891E = Sound sample (3 bytes and BRR data) (Split sample: former half at 6F6A7)
+
7E0A35 to 7E0A36 = Boy - Stats - Max HP
7891F to 78930 = Related to sound
+
7E0A3F to 7E0A40 = Boy - Stats - Attack
78931 to  78943 = Related to sound
+
7E0A41 to 7E0A42 = Boy - Stats - Defense
78944 to  78955 = Related to sound
+
7E0A43 to 7E0A44 = Boy - Stats - Magic Def
78956 to  78984 = Related to sound
+
7E0A45 to 7E0A46 = Boy - Stats - Evade %
78985 to  7898A = Related to sound
+
7E0A47 to 7E0A48 = Boy - Stats - Hit %
7898B to  78E3A = Sound sample (3 bytes and BRR data)
+
7E0A49 to 7E0A4C = Boy - Stats - Experience
78E3B to  78E40 = Related to sound
+
7E0A50 to 7E0A51 = Boy - Stats - Level
78E41 to  798B4 = Sound sample (3 bytes and BRR data)
+
7E0A52 to 7E0A53 = Boy - Max Chargeup
798B5 to  798BA = Related to sound
+
7E0A54 to 7E0A55 = Boy - Chargeup Rate
798BB to  79CBF = Sound sample (3 bytes and BRR data)
 
79CC0 to  79CFE = Related to sound
 
79CFF to  79D8F = Related to sound
 
79D90 to 79DAC = Related to sound
 
79DAD to 79DB5 = Related to sound
 
79DB6 to 79DBE = Related to sound
 
79DBF to 79DCB = Related to sound
 
79DCC to 79DD9 = Related to sound
 
79DDA to 79DE6 = Related to sound
 
79DE7 to 79DF6 = Related to sound
 
79DF7 to  79DFF = Related to sound
 
79E00 to  79E05 = Related to sound
 
79E06 to  7B1D3 = Sound sample (3 bytes and BRR data)
 
7B1D4 to  7B1E4 = Related to sound
 
7B1E5 to  7B1F7 = Related to sound
 
7B1F8 to  7B1FD = Related to sound
 
7B1FE to  7B2AF = Related to sound
 
7B2B0 to  7E858 = Sound sample (3 bytes and BRR data)
 
7E859 to  7E86C = Related to sound
 
7E86D to  7E880 = Related to sound
 
7E881 to  7E895 = Related to sound
 
7E896 to  7E8AA = Related to sound
 
7E8AB to  7E8BF = Related to sound
 
7E8C0 to  7E8D4 = Related to sound
 
7E8D5 to  7E8EA = Related to sound
 
7E8EB to  7E8FB = Related to sound
 
7E8FC to  7E9C9 = Related to sound
 
7E9CA to  7EA97 = Related to sound
 
7EA98 to  7EB75 = Related to sound
 
7EB76 to  7EC82 = Related to sound
 
7EC83 to  7EC98 = Related to sound
 
7EC99 to  7ECA5 = Related to sound
 
7ECA6 to  7ECB3 = Related to sound
 
7ECB4 to  7ECC5 = Related to sound
 
7ECC6 to  7ECD6 = Related to sound
 
7ECD7 to  7ECE4 = Related to sound
 
7ECE5 to  7ECF2 = Related to sound
 
7ECF3 to  7ED02 = Related to sound
 
7ED03 to  7ED12 = Related to sound
 
7ED13 to  7ED21 = Related to sound
 
7ED22 to  7ED3D = Related to sound
 
7ED3E to  7ED60 = Related to sound
 
7ED61 to  7ED85 = Related to sound
 
7ED86 to  7ED96 = Related to sound
 
7ED97 to  7EDA6 = Related to sound
 
7EDA7 to  7EDB7 = Related to sound
 
7EDB8 to  7EDCA = Related to sound
 
7EDCB to  7EDDD = Related to sound
 
7EDDE to  7EDF0 = Related to sound
 
7EDF1 to  7EE03 = Related to sound
 
7EE04 to  7EE16 = Related to sound
 
7EE17 to  7EE2A = Related to sound
 
7EE2B to  7EE39 = Related to sound
 
7EE3A to  7EE64 = Related to sound
 
7EE65 to  7EEAA = Related to sound
 
7EEAB to  7EED8 = Related to sound
 
7EED9 to  7EF06 = Related to sound
 
7EF07 to  7EF2B = Related to sound
 
7EF2C to  7EF3C = Related to sound
 
7EF3D to  7EF51 = Related to sound
 
7EF52 to  7EF5A = Related to sound
 
7EF5B to  7EF60 = Related to sound
 
7EF61 to  7F90E = Sound sample (3 bytes and BRR data)
 
7F90F to  7F91F = Related to sound
 
7F920 to  7F95D = Related to sound
 
7F95E to  7F9A0 = Related to sound
 
7F9A1 to  7F9E8 = Related to sound
 
7F9E9 to  7FA2F = Related to sound
 
7FA30 to  7FA4D = Related to sound
 
7FA4E to  7FA75 = Related to sound
 
7FA76 to  7FA86 = Related to sound
 
7FA87 to  7FAAD = Related to sound
 
7FAAE to  7FAB8 = Related to sound
 
7FAB9 to  7FB0A = Related to sound
 
7FB0B to  7FB10 = Related to sound
 
7FB11 to  7FB27 = Related to sound
 
7FB28 to  7FB33 = Sound sample (3 bytes and BRR data)
 
7FB34 to  7FB85 = Related to sound
 
7FB86 to  7FB99 = Related to sound
 
7FB9A to  7FB9F = Related to sound
 
7FBA0 to 7FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 88000)
 
  
 +
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
  
88000 to 8882F = Sound sample (3 bytes and BRR data) (Split sample: former half at 7FBA0)
+
7E0A6E to 7E0A6F = Boy - Pointer to dodging hit sprites
88830 to 88839 = Related to sound
 
8883A to  88845 = Related to sound
 
88846 to  8884E = Related to sound
 
8884F to  88854 = Related to sound
 
88855 to  8946F = Sound sample (3 bytes and BRR data)
 
89470 to  8947A = Related to sound
 
8947B to  894AE = Related to sound
 
894AF to  894B4 = Related to sound
 
894B5 to  89D93 = Sound sample (3 bytes and BRR data)
 
89D94 to  89D99 = Related to sound
 
89D9A to  8A306 = Sound sample (3 bytes and BRR data)
 
8A307 to  8A30C = Related to sound
 
8A30D to  8AAF8 = Sound sample (3 bytes and BRR data)
 
8AAF9 to  8AB27 = Related to sound
 
8AB28 to  8AB56 = Related to sound
 
8AB57 to  8AB8B = Related to sound
 
8AB8C to  8ABC2 = Related to sound
 
8ABC3 to  8ABD3 = Related to sound
 
8ABD4 to  8AD39 = Related to sound
 
8AD3A to  8AD4B = Related to sound
 
8AD4C to  8AD5F = Related to sound
 
8AD60 to  8AD76 = Related to sound
 
8AD77 to  8AD92 = Related to sound
 
8AD93 to  8AD9E = Related to sound
 
8AD9F to  8ADAA = Related to sound
 
8ADAB to  8AF11 = Related to sound
 
8AF12 to  8AF16 = Related to sound
 
8AF17 to  8AF86 = Related to sound
 
8AF87 to  8B0B0 = Related to sound
 
8B0B1 to  8B0C1 = Related to sound
 
8B0C2 to  8B202 = Related to sound
 
8B203 to  8B28C = Related to sound
 
8B28D to  8B339 = Related to sound
 
8B33A to  8B414 = Related to sound
 
8B415 to  8B41A = Related to sound
 
8B41B to  8B486 = Related to sound
 
8B487 to  8B609 = Related to sound
 
8B60A to  8B6DE = Related to sound
 
8B6DF to  8B7B4 = Related to sound
 
8B7B5 to  8B872 = Related to sound
 
8B873 to  8B87F = Related to sound
 
8B880 to  8B88B = Related to sound
 
8B88C to  8B897 = Related to sound
 
8B898 to  8B8A9 = Related to sound
 
8B8AA to  8B8B5 = Related to sound
 
8B8B6 to  8B8C1 = Related to sound
 
8B8C2 to  8B8D3 = Related to sound
 
8B8D4 to  8B8DC = Related to sound
 
8B8DD to  8B8ED = Related to sound
 
8B8EE to  8B8FF = Related to sound
 
8B900 to  8B911 = Related to sound
 
8B912 to  8B924 = Related to sound
 
8B925 to  8B936 = Related to sound
 
8B937 to  8B93F = Related to sound
 
8B940 to  8B989 = Related to sound
 
8B98A to  8B999 = Related to sound
 
8B99A to  8B9A9 = Related to sound
 
8B9AA to  8B9BA = Related to sound
 
8B9BB to  8BB23 = Related to sound
 
8BB24 to  8BB29 = Related to sound
 
8BB2A to  8BB4F = Related to sound
 
8BB50 to  8C4C7 = Sound sample (3 bytes and BRR data)
 
8C4C8 to  8C630 = Related to sound
 
8C631 to  8C749 = Related to sound
 
8C74A to  8C89F = Related to sound
 
8C8A0 to  8C908 = Related to sound
 
8C909 to  8C996 = Related to sound
 
8C997 to  8CABC = Related to sound
 
8CABD to  8CAD1 = Related to sound
 
8CAD2 to  8CAD7 = Related to sound
 
8CAD8 to  8D15B = Sound sample (3 bytes and BRR data)
 
8D15C to  8D16C = Related to sound
 
8D16D to  8D26B = Related to sound
 
8D26C to  8D2D5 = Related to sound
 
8D2D6 to  8D2FA = Related to sound
 
8D2FB to  8D33F = Related to sound
 
8D340 to  8D36F = Related to sound
 
8D370 to  8D48F = Related to sound
 
8D490 to  8D525 = Related to sound
 
8D526 to  8D585 = Related to sound
 
8D586 to  8D58E = Related to sound
 
8D58F to  8D597 = Related to sound
 
8D598 to  8D59D = Related to sound
 
8D59E to  8D5C3 = Related to sound
 
8D5C4 to  8D5CC = Related to sound
 
8D5CD to  8D5D5 = Related to sound
 
8D5D6 to  8D5E1 = Related to sound
 
8D5E2 to  8D5E4 = Related to sound
 
8D5E5 to  8D5E9 = Related to sound
 
8D5EA to  8D5F6 = Related to sound
 
8D5F7 to  8D60D = Related to sound
 
8D60E to  8D634 = Related to sound
 
8D635 to  8D658 = Related to sound
 
8D659 to  8D67B = Related to sound
 
8D67C to  8D6AD = Related to sound
 
8D6AE to  8D6D4 = Related to sound
 
8D6D5 to  8D6DD = Related to sound
 
8D6DE to  8D6E3 = Related to sound
 
8D6E4 to  8D763 = Related to sound
 
8D764 to  8EE64 = Sound sample (3 bytes and BRR data)
 
8EE65 to  8EE73 = Related to sound
 
8EE74 to  8EE85 = Related to sound
 
8EE86 to  8EE97 = Related to sound
 
8EE98 to  8EEAA = Related to sound
 
8EEAB to  8EEBC = Related to sound
 
8EEBD to  8EF2C = Related to sound
 
8EF2D to  8EF71 = Related to sound
 
8EF72 to  8EFD9 = Related to sound
 
8EFDA to  8EFEA = Related to sound
 
8EFEB to  8F145 = Related to sound
 
8F146 to  8F16A = Related to sound
 
8F16B to  8F1F2 = Related to sound
 
8F1F3 to  8F296 = Related to sound
 
8F297 to  8F2AC = Related to sound
 
8F2AD to  8F2BC = Related to sound
 
8F2BD to  8F2C9 = Related to sound
 
8F2CA to  8F2DB = Related to sound
 
8F2DC to  8F2EC = Related to sound
 
8F2ED to  8F35A = Related to sound
 
8F35B to  8F3B5 = Related to sound
 
8F3B6 to  8F574 = Related to sound
 
8F575 to  8F5CA = Related to sound
 
8F5CB to  8F622 = Related to sound
 
8F623 to  8F6EF = Related to sound
 
8F6F0 to  8F78E = Related to sound
 
8F78F to  8F82D = Related to sound
 
8F82E to  8F83E = Related to sound
 
8F83F to  8F878 = Related to sound
 
8F879 to  8F927 = Related to sound
 
8F928 to  8F9D2 = Related to sound
 
8F9D3 to  8FA27 = Related to sound
 
8FA28 to  8FAD7 = Related to sound
 
8FAD8 to  8FB30 = Related to sound
 
8FB31 to  8FBA5 = Related to sound
 
8FBA6 to  8FC1B = Related to sound
 
8FC1C to  8FC22 = Related to sound
 
8FC23 to  8FC39 = Related to sound
 
8FC3A to  8FC47 = Related to sound
 
8FC48 to  8FC60 = Related to sound
 
8FC61 to  8FC71 = Related to sound
 
8FC72 to  8FC77 = Related to sound
 
8FC78 to  8FC85 = Related to sound
 
8FC86 to  8FC96 = Related to sound
 
8FC97 to  8FCD5 = Related to sound
 
8FCD6 to  8FCDB = Related to sound
 
8FCDC to  8FD51 = Related to sound
 
8FD52 to  8FDE8 = Related to sound
 
8FDE9 to  8FFAA = Related to sound
 
8FFAB to  8FFFF = Related to sound (Split data: latter half at 98000)
 
  
 +
7E0A70 to 7E0A72 = Dog - Pointer to name
  
98000 to 9816B = Related to sound (Split data: former half at 8FFAB)
+
7E0A7F to 7E0A80 = Dog - Stats - Max HP
9816C to  98196 = Related to sound
+
7E0A89 to 7E0A8A = Dog - Stats - Attack
98197 to  981CA = Related to sound
+
7E0A8B to 7E0A8C = Dog - Stats - Defense
981CB to  981D0 = Related to sound
+
7E0A8D to 7E0A8E = Dog - Stats - Magic Def
981D1 to  98207 = Related to sound
+
7E0A8F to 7E0A90 = Dog - Stats - Evade %
98208 to 98241 = Related to sound
+
7E0A91 to 7E0A92 = Dog - Stats - Hit %
98242 to 98252 = Related to sound
+
7E0A93 to 7E0A96 = Dog - Stats - Experience
98253 to 98262 = Related to sound
+
7E0A9A to 7E0A9B = Dog - Stats - Level
98263 to 98275 = Related to sound
+
7E0A9C to 7E0A9D = Dog - Max Chargeup
98276 to 98288 = Related to sound
+
7E0A9E to 7E0A9F = Dog - Chargeup Rate
98289 to 9829A = Related to sound
 
9829B to 982AC = Related to sound
 
982AD to 98303 = Related to sound
 
98304 to 9835A = Related to sound
 
9835B to  98365 = Related to sound
 
98366 to  98376 = Related to sound
 
98377 to  983BA = Related to sound
 
983BB to  983FE = Related to sound
 
983FF to  98441 = Related to sound
 
98442 to  98485 = Related to sound
 
98486 to  984C9 = Related to sound
 
984CA to  9850E = Related to sound
 
9850F to  985AE = Related to sound
 
985AF to  985B4 = Related to sound
 
985B5 to  985F8 = Related to sound
 
985F9 to  9872B = Related to sound
 
9872C to  9873A = Related to sound
 
9873B to  98748 = Related to sound
 
98749 to  9875E = Related to sound
 
9875F to  987B9 = Related to sound
 
987BA to  98814 = Related to sound
 
98815 to  98821 = Related to sound
 
98822 to  98835 = Related to sound
 
98836 to  98849 = Related to sound
 
9884A to  98862 = Related to sound
 
98863 to  98868 = Related to sound
 
98869 to  988AC = Related to sound
 
988AD to  98904 = Related to sound
 
98905 to  98915 = Related to sound
 
98916 to  98938 = Related to sound
 
98939 to  98954 = Related to sound
 
98955 to  98970 = Related to sound
 
98971 to  98991 = Related to sound
 
98992 to  989B7 = Related to sound
 
989B8 to  98A2C = Related to sound
 
98A2D to  98A9F = Related to sound
 
98AA0 to  98AAD = Related to sound
 
98AAE to  98ABE = Related to sound
 
98ABF to  98B08 = Related to sound
 
98B09 to  98B0E = Related to sound
 
98B0F to  9934B = Sound sample (3 bytes and BRR data)
 
9934C to  99351 = Related to sound
 
99352 to  998FD = Sound sample (3 bytes and BRR data)
 
998FE to  99903 = Related to sound
 
99904 to  9A1FD = Sound sample (3 bytes and BRR data)
 
9A1FE to  9A203 = Related to sound
 
9A204 to  9A863 = Sound sample (3 bytes and BRR data)
 
9A864 to  9A8D0 = Related to sound
 
9A8D1 to  9A8DC = Related to sound
 
9A8DD to  9A8EA = Related to sound
 
9A8EB to  9A919 = Related to sound
 
9A91A to  9A938 = Related to sound
 
9A939 to  9A985 = Related to sound
 
9A986 to  9A9FD = Related to sound
 
9A9FE to  9AA0E = Related to sound
 
9AA0F to  9AD69 = Related to sound
 
9AD6A to  9ADD3 = Related to sound
 
9ADD4 to  9AE14 = Related to sound
 
9AE15 to  9AF20 = Related to sound
 
9AF21 to  9B02C = Related to sound
 
9B02D to  9B139 = Related to sound
 
9B13A to  9B445 = Related to sound
 
9B446 to  9B4D1 = Related to sound
 
9B4D2 to  9B4DA = Related to sound
 
9B4DB to  9B4E4 = Related to sound
 
9B4E5 to  9B4EE = Related to sound
 
9B4EF to  9B500 = Related to sound
 
9B501 to  9B516 = Related to sound
 
9B517 to  9B527 = Related to sound
 
9B528 to  9B536 = Related to sound
 
9B537 to  9B543 = Related to sound
 
9B544 to  9B552 = Related to sound
 
9B553 to  9B578 = Related to sound
 
9B579 to  9B59D = Related to sound
 
9B59E to  9B5CD = Related to sound
 
9B5CE to  9B5F3 = Related to sound
 
9B5F4 to  9B5FF = Related to sound
 
9B600 to  9B610 = Related to sound
 
9B611 to  9B786 = Related to sound
 
9B787 to  9B824 = Related to sound
 
9B825 to  9B9BD = Related to sound
 
9B9BE to  9B9DE = Related to sound
 
9B9DF to  9BA01 = Related to sound
 
9BA02 to  9BA1A = Related to sound
 
9BA1B to  9BA32 = Related to sound
 
9BA33 to  9BA49 = Related to sound
 
9BA4A to  9BA5A = Related to sound
 
9BA5B to  9BAEF = Related to sound
 
9BAF0 to  9BAF5 = Related to sound
 
9BAF6 to  9BB25 = Related to sound
 
9BB26 to  9F263 = Sound sample (3 bytes and BRR data)
 
9F264 to  9F2D8 = Related to sound
 
9F2D9 to  9F34D = Related to sound
 
9F34E to  9F3C2 = Related to sound
 
9F3C3 to  9F437 = Related to sound
 
9F438 to  9F48F = Related to sound
 
9F490 to  9F4FD = Related to sound
 
9F4FE to  9F570 = Related to sound
 
9F571 to  9F57F = Related to sound
 
9F580 to  9F59B = Related to sound
 
9F59C to  9F5B4 = Related to sound
 
9F5B5 to  9F633 = Related to sound
 
9F634 to  9F651 = Related to sound
 
9F652 to  9F66F = Related to sound
 
9F670 to  9F681 = Related to sound
 
9F682 to  9F695 = Related to sound
 
9F696 to  9F6A6 = Related to sound
 
9F6A7 to  9F88E = Related to sound
 
9F88F to  9FA45 = Related to sound
 
9FA46 to  9FB9F = Related to sound
 
9FBA0 to  9FCB1 = Related to sound
 
9FCB2 to  9FD7B = Related to sound
 
9FD7C to  9FE42 = Related to sound
 
9FE43 to  9FFD7 = Related to sound
 
9FFD8 to  9FFFF = Related to sound (Split data: latter half at A8000)
 
  
 +
7E0ABA to 7E0ABB = Current equipped weapon (0000 - 001A, even numbers, inclusive.  see
 +
                  7E22DA and 7E22DB lists below for weapon order.)
  
A8000 to A80E1 = Related to sound (Split data: former half at 9FFD8)
+
7E0ABE to 7E0ABF = Dog - Pointer to current Collar stats
A80E2 to A80F2 = Related to sound
+
7E0AC0 to 7E0AC1 = Boy - Pointer to current Armor stats
A80F3 to A8240 = Related to sound
+
7E0AC2 to 7E0AC3 = Boy - Pointer to current Helmet stats
A8241 to A8434 = Related to sound
+
7E0AC4 to 7E0AC5 = Boy - Pointer to current Armband stats
A8435 to A8589 = Related to sound
+
7E0AC6 to 7E0AC8 = Money - Talons
A858A to A861A = Related to sound
+
7E0AC9 to 7E0ACB = Money - Jewels
A861B to A86A0 = Related to sound
+
7E0ACC to 7E0ACE = Money - Gold Coins
A86A1 to A87A5 = Related to sound
+
7E0ACF to 7E0AD1 = Money - Credits
A87A6 to  A8900 = Related to sound
+
7E0AD2 to 7E0ADA = Equipped alchemy
A8901 to  A89FB = Related to sound
+
          7E0ADB = Current map number
A89FC to  A8A0C = Related to sound
 
A8A0D to  A8A2D = Related to sound
 
A8A2E to  A8A50 = Related to sound
 
A8A51 to  A8A56 = Related to sound
 
A8A57 to  A9443 = Sound sample (3 bytes and BRR data)
 
A9444 to  A9451 = Related to sound
 
A9452 to  A9460 = Related to sound
 
A9461 to  A946C = Related to sound
 
A946D to  A947C = Related to sound
 
A947D to  A948C = Related to sound
 
A948D to  A949F = Related to sound
 
A94A0 to  A94B0 = Related to sound
 
A94B1 to  A9511 = Related to sound
 
A9512 to  A9569 = Related to sound
 
A956A to A95E1 = Related to sound
 
A95E2 to  A9658 = Related to sound
 
A9659 to  A9663 = Related to sound
 
A9664 to  A967E = Related to sound
 
A967F to  A968C = Related to sound
 
A968D to  A96A4 = Related to sound
 
A96A5 to  A96B5 = Related to sound
 
A96B6 to  A96E7 = Related to sound
 
A96E8 to  A9718 = Related to sound
 
A9719 to  A974B = Related to sound
 
A974C to  A9791 = Related to sound
 
A9792 to  A98D6 = Related to sound
 
A98D7 to  A9988 = Related to sound
 
A9989 to  A99A9 = Related to sound
 
A99AA to  A99CC = Related to sound
 
A99CD to  A99D5 = Related to sound
 
A99D6 to  A99D8 = Related to sound
 
A99D9 to  A99EE = Related to sound
 
A99EF to  A99F4 = Related to sound
 
A99F5 to  A99F7 = Related to sound
 
A99F8 to  A9A1A = Related to sound
 
A9A1B to  A9A20 = Related to sound
 
A9A21 to  A9E01 = Sound sample (3 bytes and BRR data)
 
A9E02 to  A9E0D = Related to sound
 
A9E0E to  A9E16 = Related to sound
 
A9E17 to  A9EDB = Related to sound
 
A9EDC to  A9F63 = Related to sound
 
A9F64 to  A9FCA = Related to sound
 
A9FCB to  AA014 = Related to sound
 
AA015 to  AA025 = Related to sound
 
AA026 to  AA02F = Related to sound
 
AA030 to  AA03B = Related to sound
 
AA03C to  AA044 = Related to sound
 
AA045 to  AA04D = Related to sound
 
AA04E to  AA056 = Related to sound
 
AA057 to  AA05E = Related to sound
 
AA05F to  AA066 = Related to sound
 
AA067 to  AA071 = Related to sound
 
AA072 to  AA082 = Related to sound
 
AA083 to  AA09B = Related to sound
 
AA09C to  AA101 = Related to sound
 
AA102 to  AA11F = Related to sound
 
AA120 to  AA141 = Related to sound
 
AA142 to  AA153 = Related to sound
 
AA154 to  AA165 = Related to sound
 
AA166 to  AA206 = Related to sound
 
AA207 to  AA218 = Related to sound
 
AA219 to  AA229 = Related to sound
 
AA22A to  AA3AA = Related to sound
 
AA3AB to  AA507 = Related to sound
 
AA508 to  AA588 = Related to sound
 
AA589 to  AA642 = Related to sound
 
AA643 to  AA6B7 = Related to sound
 
AA6B8 to  AA740 = Related to sound
 
AA741 to  AA77E = Related to sound
 
AA77F to  AA792 = Related to sound
 
AA793 to  AA797 = Related to sound
 
AA798 to  AA79F = Related to sound
 
AA7A0 to  AA7A5 = Related to sound
 
AA7A6 to  AA7B0 = Related to sound
 
AA7B1 to  AA7BD = Related to sound
 
AA7BE to  AFFFF = Music component-loading data (Split data: latter half at B8000)
 
  
 +
          (NOTE: each Weapon Level uses 2 bytes with the low part first; 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 (you can't ever fight with them)
 +
          7E0ADF = Weapon level for Bone Crusher (%256 * 100 gives in-game display)
 +
          7E0AE1 = Weapon level for Gladiator Sword
 +
          7E0AE3 = Weapon level for Crusader Sword
 +
          7E0AE5 = Weapon level for Neutron Blade
 +
          7E0AE7 = Weapon level for Spider's Claw
 +
          7E0AE9 = Weapon level for Bronze Axe
 +
          7E0AEB = Weapon level for Knight Basher
 +
          7E0AED = Weapon level for Atom Smasher
 +
          7E0AEF = Weapon level for Horn Spear
 +
          7E0AF1 = Weapon level for Bronze Spear
 +
          7E0AF3 = Weapon level for Lance
 +
          7E0AF5 = Weapon level for Laser Lance
 +
          7E0AF7 = 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.)
  
B8000 to  B8EF1 = Music component-loading data (Split data: former half at AA7BE)
+
          7E0B07 = Attack level for Dog
 +
         
  
BFCCF to ----- = *** UNKNOWN - 2E0000 table entry ***
+
7E0B09 to 7E0B0A = Action screen - Boy combativeness (00-06)
BFD15 to  ----- = *** UNKNOWN - 2E0000 table entry ***
+
7E0B0B to 7E0B0C = Action screen - Boy AI weapon charging (Even numbers 00-06, inclusive)
BFD8A to ----- = *** UNKNOWN - 2E0000 table entry ***
+
7E0B0D to 7E0B0E = Action screen - Dog combativeness (00-06)
BFDD1 to  ----- = *** UNKNOWN - 2E0000 table entry ***
+
7E0B0F to 7E0B10 = Action screen - Dog AI weapon charging (Even numbers 00-06, inclusive)
BFE2B to ----- = *** UNKNOWN - 2E0000 table entry ***
 
BFE7A to  ----- = *** UNKNOWN - 2E0000 table entry ***
 
BFED4 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 
BFF2F to ----- = *** UNKNOWN - 2E0000 table entry ***
 
BFF89 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 
  
C8658 to C8718 = Cary Flag set to inversion of Targeting viability (Y is entity, $59 seems to be the camera coordinates)
+
7E0B15 to 7E0B16 = Window Prefs screen - Pattern (24, 34, ... A4)
C8719 to  C8761 = Establish Default Valid Entry in Targeting, Carry Flag Set if none (Y is default entity with 0 resulting in first one)
+
7E0B17 to 7E0B18 = Window Prefs screen - Border (Even numbers 00-14, inclusive)
C8735 to C8761 = Establish Next Valid Entry in Targeting, Carry Flag Set if none
 
C8762 to  C879A = Establish Previous Valid Entry in Targeting, Carry Flag Set if none
 
C879B to  C888E = Establish Multitarget Entries in Targeting, Carry Flag Set if none (3 targets selected by standard attack alchemy spells choose nearest by circle calculations within the first 8 valid entries)
 
C888F to  C88CB = Targeting Cursor graphics update per frame
 
C88CC to  C89DE = Targeting Controls Main Procedure, Carry Flag set to inversion of confirmation (Y is the default entity)
 
C89DF to  C8A1B = Handles text window of Target's name
 
C8A1C to  C8A24 = Text "Multiple" (used for multiple Targets with C89DF procedure)
 
  
C8BD0 to C8CF8 = Boy - total experience needed to reach level (99 entries, 3 bytes each)
+
7E0B19 to 7E0B1C = "Timer" for scripted events
C8CFC to  C8E24 = Dog - total experience needed to reach level (99 entries, 3 bytes each)
 
C8E25 to  C8F02 = Boy - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
 
C8F03 to  C8FE0 = Boy - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
 
C8FE1 to  C90BE = Dog - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
 
C90BF to  C919C = Dog - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
 
C919D to  C927A = Boy - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
 
C927B to  C9358 = Boy - base Defense by level (entries for 0-110, Staff of Life +5 to used
 
                  level)
 
C9359 to  C9436 = Boy - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
 
C9437 to  C9514 = Boy - Magic Defense by level (entries for 0-110, Wizard's Coin +7 to used
 
                  level)
 
C9515 to  C95F2 = Dog - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
 
C95F3 to  C96D0 = Dog - base Defense by level (entries for 0-110, Staff of Life +5 to used
 
                  level)
 
C96D1 to  C97AE = Dog - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
 
C97AF to  C988C = Dog - Magic Defense by level (entries for 0-110, Wizard's Coin +5 to used
 
                  level)
 
  
C9DAF to C9DE6 = Sets [$90] to X, [$92] to the Text Characters Width values address, and [$0B3D] to [$0B44] to their respective assignments with Text Character handling
+
7E0B21 to 7E0B22 = Control Prefs screen - Configuration (00, 02)
C9DE7 to C9DF9 = Sets $7E2000 to 15 + byte #0-15 x 16 for 16 bytes
+
7E0B23 to 7E0B24 = Run Button
 +
7E0B25 to 7E0B26 = Action/Attack Button
  
C9E03 to C9EF9 = Main Text Window writing procedure (Y is location of Text Window info; [$22] 3 byte holds location of text characters including values for procedures to call; and [$92] holds location of font width values) (NOTE: C9E62 to C9EA2 are actually part of other, though related, procedures)
+
7E0B2B to 7E0B2C = Countdown timer for a non-windowed message to be displayed.
 +
7E0B2F to 7E0B30 = Non-windowed message queue progress amount
 +
7E0B31 to 7E0B32 = Non-windowed message queue total amount
  
CA346 to CA3AE = Dialogue Print Stop
+
7E0B3D to 7E0B3E = Standard character height of current message
 +
7E0B3F to 7E0B40 = Standard character byte count of current message
 +
7E0B41 to 7E0B42 = Base address of characters graphics of current message
 +
7E0B43 to 7E0B44 = Byte lines per 8 pixels of current message
  
CA41C to CA435 = Game on standby until Start/Face Button Press
+
7E0B57 to 7E0B58 = Location of next quick message text string to fill in
  
CA4FE to CA590 = Handles function of ASCII Character Code A
+
7E0B71 to 7E0B72 = Spell's Targeted unit Pointer
CA591 to  CA5A1 = (UNUSED) Progress set to bottom right corner of involved Text Character
 
CA5A2 to  CA7C5 = Prints Text Character, ending with A set to Character's Font Width (A is Character's ASCII Value)
 
CA7C6 to  CA927 = Dialogue Choice controls ending with A set to Choice #
 
CA928 to  CAAF9 = Converts Text Character to restore Window Palette portion based on ASCII Character indicated by A, A set to Character's Font Width (irrelevant miscoding: CA9CF to CAA00 is supposed to result in only the leftover/only relevant bits active, rather than the whole row past the X offset in general)
 
CAAFA to  CAB0F = A set to value first byte starting from $7E2000 to contain greater result than initial A
 
  
CAC16 to CAC5D = Text Window Border update script
+
7E0B95 to ...... = BYTE array holding items in the current shopping ring menu
CAC5E to  CAC73 = Text Window Border colors pointers
 
CAC74 to  CAC89 = Text Window Border graphics tiles pointers
 
  
CAF2B to CAFCF = Text Window loading script (Y is RAM location of text info)
+
7E0BC5 to ...... = WORD array holding item prices in the current shopping ring menu
  
CB55B to CB5A3 = Text Window continue arrow set up as needed
+
7E0DFB to 7E0E15 = 3 byte Pointers to quick message text to load
CB5A4 to CB5EC = Text Window continue arrow stopped as needed
 
  
CBBB0 to CBBCB = Charm flags - Addresses
+
7E0E4B to 7E0E4C = Current music
CBBCC to  CBBD7 = Rare item flags - Addresses
 
CBBD8 to  CBBF3 = Charm flags - Bit weights
 
CBBF4 to  CBBFF = Rare item flags - Bit weights
 
CBC00 to  CBC19 = Trade good name pointers
 
CBC1A to  CBC35 = Charm name pointers
 
CBC36 to  CBC41 = Rare item name pointers
 
  
 +
7E0E4F to 7E0E50 = Current sound effect
  
CC3F8 to CC41A = A = Total Number of Charms
+
7E0E6C to 7E0E6D = Indicator for the type of current shopping ring menu active
CC41B to  CC435 = A = Total Number of Trade Goods (processes that call this simply compare this to 0)
+
                  (0002 = item shop, 0004 = armor shop, 0008 = ingredient shop, 0000 = no shopping menu)
CC521 to  CC542 = Script - Signal to play next quick message
 
  
CC3D0 to CC3EB = Charm description pointers
+
7E0E9A to 7E0E9B = Attack Type
CC3EC to CC3F7 = Rare item description pointers
+
7E0E9C to 7E0E9D = Attack Power
 +
7E0E9E to 7E0E9F = Attack's involved Entity Pointer
 +
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.
  
CC88C to ----- = *** UNKNOWN - Assembly related to 2E0000? ***
+
7E0EC6 to 7E0EC7 = Active buttons
  
CCF18 to CCFF3 = Initializes Subscript in first available Subscript location; $7E0E80 to $7E0E93 is moved to 0x0F to 0x22
+
7E0F38 to 7E0F39 = Camera Shift current remainder (would be failsafe for 7E242F not being a multiple of 16)
  
CD315 to CD330 = Next Instruction Byte determine loop count for storing Math Script results in $7E0E80 with 2 bytes each
+
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
  
CD428 to CD456 = Instruction Byte Pointer shifted backward by byte count of difference of 257 and single Number Byte
+
7E0FB2 to 7E0FB3 = Number of total statuses on all entities; briefly set to token value of 1 when
CD434 to  CD464 = Instruction Byte Pointer shifted by byte count of 2 Number Bytes from after the Number Bytes
+
                  inflicting status
  
CEA43 to CEA64 = Math Script main procedure; finishes with an instruction with the instruction byte having its Most Significant Bit set
+
7E1062 to 7E1063 = Length of following section in bytes
 +
7E1064 to 7E1066 = Pointer to unknown (script?) section of current map
 +
7E1067 to 7E1068 = Length of following section in bytes
 +
7E1069 to 7E107B = Pointer to B-trigger script section of current map
  
CEC8E to CEC95 = Sets [$4C] and Y to unit's stats pointer based on current math scripts
+
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)
  
 +
7E128E to 7E128F = Location 0~223 (always multiple of 7) in Colors Queue - update queue
 +
7E1290 to 7E1291 = Location 0~223 (always multiple of 7) in Colors Queue - update progress
 +
7E1292 to 7E1371 = Colors Queue
 +
                  x00-x02 = Location of Colors on ROM
 +
                  x03-x04 = Designated CGRAM Address
 +
                  x05-x06 = Number of Colors to store x 2
  
E99D2 to E9A2E = Script - Establishes Weapons Ring information
+
7E1443 to 7E1444 = Dog Sniff Stationary Script Pointer
E9A86 to E9B39 = Script - Establishes Main Ring information for both Boy and Dog
+
7E1445 to 7E1446 = Dog Sniff Movement Script Pointer
E9B3A to  E9B6E = Script - Establishes Spells Ring information
+
7E1447 to 7E1448 = Dog Sleep Script Pointer
E9B6F to E9BC0 = Script - Establishes Items Ring information
 
  
EB520 to EB559 = Establishes Ring Menu Cursor graphics
+
7E144F to 7E1450 = Targeting Choice Current Stats Pointer
EB55A to EB677 = Character data pointers
+
7E1451 to 7E1452 = Targeting Choice Read-Only Stats Pointer
EB678 to  EDF83 = Character data  (74 bytes each)  (first of 91 actual monsters starts at
 
                  EC536.  everything before that are NPCs.)  (Every stat is two bytes
 
                  unless indicated otherwise.)
 
                  x00 - Name pointer (3 bytes)
 
                  x07 - Unique Trait flags
 
                          Bit 0 - ? (Tar Skull and Salabog only)
 
                          Bit 1 - -30 Hit penalty vs. AI Player Character
 
                          Bit 2 - ? (Rock only)
 
                          Bit 3 - ? (Bridge only)
 
                          Bit 4 - Projectile attacks won't hit (Bomb only)
 
                  x09 - Palette
 
                  x0D - ? (Relates to collision)
 
                  x0F - HP
 
                  x13 - Aggression Range
 
                  x15 - Aggression Chance (/256)
 
                  x19 - Attack
 
                  x1B - Defense
 
                  x1D - Magic Defense
 
                  x1F - Evade
 
                  x21 - Hit Rate
 
                  x23 - Experience (4 bytes)
 
                  x27 - Money
 
                  x29 - Chance of prize drop (out of 128) (1 byte)
 
                  x2C - Chargeup limit
 
                  x2E - Chargeup gain per frame
 
                  x30 - Attack calculation procedure pointer
 
                  x42 - Script - Death, No Spoils
 
                  x44 - Script - Death, Spoils
 
                  x48 - Script - Block
 
  
 +
7E1464 to 7E1465 = Yawn Animation Timer (default base of 20 seconds, RNG Seed may add up to about 34.117 seconds)
  
F827A to F82FC = EXP gains handled
+
7E150C to 7E150D = BG Flash Active
F82FD to F8302 = Text - "DB: +" (likely unused)
+
7E150E to 7E150F = BG Flash Color Intensity Current
F8303 to F830F = Text - " EXPERIENCE." (likely unused)
+
7E1510 to 7E1511 = BG Flash Color Intensity Destination
F8310 to F8387 = Boy's Level Up handled
+
7E1512 to 7E1513 = BG Flash Color Intensity Change Value
F8388 to  F8397 = Text - " reaches level "
 
F8398 to  F84F4 = Boy's stats established
 
F84F5 to  F856C = Dog's Level Up handled
 
F856D to  F857D = Text - " reaches level "
 
F857D to  F8688 = Dog's stats established
 
F8689 to  F86F9 = Money gains handled
 
F86FA to  F8703 = Text - "Received "
 
F8704 to  F870F = Pointers to Currency type text
 
  
F973E to F97B0 = Boy's Weapon EXP handling
+
7E2210 to 7E2233 = Boy - Name
F97B1 to F97BF = Text - " is now level "
+
7E2234 to 7E2257 = Dog - Name
F97C0 to  F9800 = Dog's Attack EXP handling
+
          7E2258 = Known alchemy
F9801 to  F9816 = Text - "Dog attack now level "
+
                    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
 +
                    .....
  
FA9B1 to  FA9D8 = A set to Cardinal Direction indicated by [$12] and [$13] (SEP $20 assumed)
 
FA9D9 to  FAA04 = A set to Cardinal Direction indicated by [$46] and [$48]
 
FAA05 to  FAA50 = A set to Direction indicated by [$12] and [$14]
 
  
FAB6E to  FAB91 = A set to dominant direction to destination affected by RNG choice from FDB0C first table
 
  
FAC63 to  FAC63 = X viewing offset (what/where to trigger), X is the character viewing variable
+
          7E2261 = Hero availability/Charms
FAC73 to  FAC82 = Y as above
+
                    01 = Dog unavailable
 +
                    02 = Boy unavailable
 +
                    .....
 +
                    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
 +
                    .....
  
FB28D to  FB29A = Establish Yawn Animation Timer to 1200 to 3247 Frames
 
  
FBAAF to  FBAE1 = Most significant part of effective hit rate index, indexed by
+
FE Village Inn treasure pots: 7E2265, 08 10 20 bits
                  ((Evade + 1) DIV 4) * 2 .  Picks the sub-table in FBAE3.  (Evade + 1)
 
                  assumed to be <= 100.
 
  
FBAE3 to FC02A = Tables of effective hit rate values (0 to 32768).  Indexed using Evade
+
7E228x to 7E22Dx = Found hidden ingredients, 1 bit each (exact address range not yet known)
                  (via FBAAF), and by ((Hit Rate + 1) DIV 4) * 2 (including Ruby Heart influence)
 
                  within that.  (Hit Rate + 1) capped at 100 when accessing.  676 entries.
 
  
FC17F to  FC1BA = Same Type Revenge Aggro script for attacks, also sets partner enemy as PCs' target regardless of attacker's side
+
          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
  
FDB0C to  FDBCB = 3 tables of direction shifts each using 64 entries
 
                  First table 45 degree increase intervals: $1A,$26,$3A,$3E
 
                  Second table 45 degree increase intervals: $1A,$2A,$36,$3E
 
                  Third table 45 degree increase intervals: $26,$32,$3A,$3E
 
  
108000 to 1080CD = Pointers to Behavior Script instructions (Even Inclusive, actual script bytes get multiplied by 2 to point to the pointer)
+
          7E22FF = Alchemy - Ingredient amount - Wax
1080CE to 108114 = Establishes and executes Behavior Script (X is the Script Address pointer, Y is the Entity Pointer)
+
          7E2300 = Alchemy - Ingredient amount - Water
1080D2 to 108114 = Executes Behavior Script (Y is the Entity Pointer)
+
          7E2301 = Alchemy - Ingredient amount - Vinegar
108115 to 10811A = Sets Entity's Current Script to Base Script
+
          7E2302 = Alchemy - Ingredient amount - Root
10811B to 108123 = Sets Entity's 5th Bit in Bit Collection for add-on to 108124
+
          7E2303 = Alchemy - Ingredient amount - Oil
108124 to 108138 = Tests MSBs for direction-based add-on to 108139
+
          7E2304 = Alchemy - Ingredient amount - Mushroom
108139 to 10814F = Behavior Script changed and started unless already active (same as 10817B below)
+
          7E2305 = Alchemy - Ingredient amount - Mud Pepper
108150 to 10815A = Portion of 108124 used by 108124 for when Most Significant Bit is held true
+
          7E2306 = Alchemy - Ingredient amount - Meteorite
10815B to 10816A = Direction-based add-on values for pure cardinal directions
+
          7E2307 = Alchemy - Ingredient amount - Limestone
10816B to 10816B = Direction-based add-on values for all 8 directions
+
          7E2308 = Alchemy - Ingredient amount - Iron
10817B to 108199 = Behavior Script call basics establishment (X is the Script Address pointer, Y is the Entity Pointer)
+
          7E2309 = Alchemy - Ingredient amount - Gunpowder
10819A to 1081BC = Tests MSBs for direction-based add-on to 10817B (A is the Direction; X and Y are the same otherwise)
+
          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 Helmet
 +
          7E232D = Inventory - Helm amount - Obsidian Helm
 +
          7E232E = Inventory - Helm amount - Centurion Helm
 +
          7E232F = Inventory - Helm amount - Titan's Crown
 +
          7E2330 = Inventory - Helm amount - Dragon Helm
 +
          7E2331 = Inventory - Helm amount - Knight's 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's Ring
 +
          7E233D = Inventory - Armband amount - Dragon's 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
 +
          7E2348 = Current Region (0 = Prehistoria, 2 = Antiqua, 4 = Gothica, 6 = Omnitopia)
 +
          7E2349 = Ammunition type of currently chosen shell
 +
                  (0 = Thunder Ball, 2 = Particle Bomb, 4 = Cryo Blast)
  
10824B to 10825F = Sets stationary or walking script to X based on character moving before direction-based Behavior Script establishment
+
          7E2355 = Flying machine type
108260 to 108270 = Sets stationary or movement script to X based on character moving before direction-based Behavior Script establishment (A is the stationary script, X is the moving script)
+
                  (00 = none, 01 = Windwalker, 02 = Escape Pod)
108271 to 108278 = Jaguar Ring check extension of 108279 (probably unused)
 
108279 to 10828D = Sets stationary or running script to X based on character moving before direction-based Behavior Script establishment
 
10828E to 10829A = Sets stationary script to X before direction-based Behavior Script establishment
 
10829B to 1082A7 = Sets casting script to X before direction-based Behavior Script establishment (may be unused)
 
1082A8 to 1082D7 = Player-controlled character's running script handling
 
1082D8 to 108359 = Script: Attack set up based on chargeup, including charged up attack intangibility
 
                  and Bazooka ammo glitch; jumps to 10811B for graphics update if attack exists
 
  
109FC9 to 10A000 = Camera Target Coordinates set based on coordinates A,Y
+
          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)
  
10CFB8 to 10CFEF = Colors at CGRAM Address indicated by 8X + 129 updated to information at A + 2 for 30 bytes
+
7E237B to 7E237C = Last landing location of the flying machine
10CFBF to 10CFEF = Colors at CGRAM Address indicated by 8X + (Y/256) + 128 updated to information at A + 2 * (Y/256) for 2 * Y%256 bytes
 
  
10D34C to 10D407 = BG Offset Palette settings interpreted into BG Overall Palettes ([$12] has Offset's Intensity, [$14] has number of Overall Palettes to use, [$26] points to Base Palettes Pointers, [$2A] points to Offset Palette Pointers, [$2E] points to Overall Palette Pointers)
+
7E2391 to 7E2392 = ID of prize you're currently retrieving
10D408 to 10D440 = BG Offset Palette settings established ([$02] 4 byte has Palette Pointer, [$06] has Base Intensity, [$08] has Destination Intensity, and [$0A] has Change Per Frame)
+
7E2393 to 7E2394 = Quantity of prize you're currently retrieving  (seems to be quickly decremented
 +
                                                                  to 0001, though)
  
11973E to 11974F = Sets Spell Slot Instruction Bytes (X is Spell to use based on the order with Pointers at $9180A6)
+
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.)
  
119759 to 119776 = Y set to first available primary attack Alchemy slot, 0 if available
+
7E23A1 to 7E23A2 = ID of 1st prize from monster remains in area
119777 to 119794 = Y set to first available secondary attack Alchemy slot, 0 if none available
+
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.)
  
1197BD to 1197E4 = Behavior Script X if X != -1, Clears [Spell Slot $26] Bit 1 and [Spell Slot $06~0D], Set [Spell Slot $2C] to Spell Target List location
+
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
  
11AD17 to 11AD6E = Script: Sets Projectile Y's Caster to [$4C] and Effective Might to about [$02] x 15~20 / 16 x 2 / (Targets +1)
+
7E23E9 to 7E23EC = Camera Scroll limitation Northwest corner coordinates
 +
7E23ED to 7E23F0 = Camera Scroll limitation Southeast corner coordinates
  
11ADD0 to 11AE30 = A = Call Bead Spell Power, or highest Effective Might of available learned Spells if that is higher (X is Call Bead Spell Number)
+
7E240F to 7E2416 = Camera Scroll ease values for each direction (West, East, North, South; default values of $48 for W and E, $68 for N, $38 for S)
 +
7E242F to 7E2430 = Camera Shift Speed capacity; usually set to 128
  
11CCD8 to 11CE2B = Player Spell Casting Script (X is Spell #, Y is Spell Slot Pointer, $4C holds Caster Pointer)
+
          7E2461 = Incrementor to found ingredient or item quantity.  Game can set immediately
11CE2C to 11CE37 = Text " now level "
+
                  before or after retrieval.  Set to 0 when you enter a new screen.
11CE38 to 11CE90 = [$12] set to Spell A's Charge Count
 
  
11CEE9 to 11CEFD = Light Spell Animation script established (X is caster)
+
7E2517 to 7E2518 = Trade good amount - Annihilation Amulet
11CEFE to 11CF12 = Dark Spell Animation script established (X is caster)
+
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
  
11D000 to 11DAE8 = Text pointers for bank C0
+
7E28FC to 7E2F27 = List / stack of 20 active scripts with entry size of 0x4F
11DAE9 to 11E63D = Text pointers for bank C1
+
                  When opening a gourd, script address gets written to 7E28FC-7E28FD
11E63E to 11EF97 = Text pointers for bank C2
+
                  When that calls a "sub script", 7E28FC-7E28FD is already occupied, so 7F294B-7F294C will be used, etc.
11EF98 to 11F32D = Text pointers for bank C3
 
11F32E to 11F3AD = ASCII for text codes [80] to [BF] - Letter pairs
 
11F3AE to 11F3ED = ASCII for text codes [00] to [3F] - Individual letters
 
11F3EE to 11F46B = Word indices for Dictionary #1
 
11F46C to 11F66B = Word indices for Dictionary #2
 
11F66C to 11F7D4 = Dictionary #1 - Text codes [C1] to [FF]
 
11F7D5 to 11FE87 = Dictionary #2 - Text codes [C0 XX]
 
  
128000 to ------ = A table for scripts, table format is unknown, value in 128000 ($928000) is added as offset when calling any script
+
                  x00-x02 = Script location
128008 to ------ = Length of a portion of script table, value in 128008 ($928008) is added as offset when calling "global" scripts
+
                  x03-x04 = 4 = Standby; 2 = Executing
 +
                  x05-x07 = Timer value for trigger
  
12801B to ------ = *** UNKNOWN - Five-byte entries. Map NPC pointers and stuff? ***
+
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.
  
128294 to ------ = Address offsets to $928000 for map scripts, 3 Byte each encoding a 25bit integer with bit $008000 missing
+
7E3074 to 7E3273 = Quick Message Text strings (0x40 bytes per string)
12990b to ------ = Address offsets to $928000 for global scripts, 3 Bytes each
+
7E3274 to 7E3291 = Unknown purpose, but updates if the boys or dogs attack energy reach 0 or 100
  
 +
7E3294 to 7E3363 = Currently flying alchemy attack projectiles? (x18 bytes per projectile alchemy attack)
 +
                        x11 Marks the projectile as currently active (from before the it's on the screen, till the enemies death animation)
  
188000 to ------ = *** UNKNOWN - Twelve-byte entries? ***
+
7E3364 to 7E3563 = Alchemy attack slots (x40 bytes per active alchemy attack)
 +
                  x12-x13 = Pointer to Spell Script Base Instruction Byte pointer
 +
                  x14-x15 = Pointer to Spell Script Current Instruction Byte pointer
 +
                  x28-x29 = Pointer to caster
 +
                  x2A-x2B = Alchemy power/damage
 +
                  x2C-x2D = Pointer to targets table (below)
 +
                  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.
 +
                  x12-x13 = Pointer to Spell Script Base Instruction Byte pointer
 +
                  x14-x15 = Pointer to Spell Script Current Instruction Byte pointer
 +
                  x28-x29 = Pointer to caster
 +
                  x2A-x2B = Alchemy power/damage
 +
                  x2C-x2D = Pointer to targets table (below)
 +
                  x2E-x40 = Pointers to target players/monsters/npcs
 +
                  x42-x43 = Initial: RNG Dispersion -128 to 127
 +
                  x48-x4B = Coordinates of Spell
  
1C8000 to ------ = Map arrangement data - M.ANCIENT PATH 2
+
7E3DDF to 7E3DE0 = Pointer to data structure for first valid entity
1CF0C2 to ------ = Map arrangement data - M.White Castle Dog Maze III
 
  
1D8000 to ------ = Map arrangement data - m.Swamp Maze2
+
7E3DE5 to 7E4E88 = Monster/NPC data for the current room. Each Monster/NPC gets x8E bytes of data.
1DBCF3 to ------ = Map arrangement data - M.Junk Towers
+
                  x00-x02 = Behavior script current pointer
1DEA4E to ------ = Map arrangement data - M.WHITE CASTLE PATH
+
                  x03-x04 = Behavior script base pointer
 +
                  x05-x05 = Behavior script update timer
 +
                  x06-x08 = Body Sprite Info Pointer
 +
                  x09-x0B = Shadow Sprite Info Pointer
 +
                  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
 +
                  x42-x45 = Coordinates offset
 +
                  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
 +
                  x64-x65 = Movement Cap
 +
                  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
 +
                  x7E-x7F = Countdown Timer in Seconds (used for spoils drops duration)
  
1E8000 to ------ = Map arrangement data - M.LANDING
+
7E4E89 to 7E4E8B = Boy - Sprite/animation script pointer
1EABDF to ------ = Map arrangement data - m.tar pit
+
7E4E8C to 7E4E8E = Boy - Sprite/animation script pointer
1ED770 to ------ = Map arrangement data - M.Pyramid 1
+
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%)
  
1F8000 to ------ = Map arrangement data - M.White Castle Dog Maze
+
7E4ECF to 7E4ED0 = Boy - Status 1 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
1FAAEB to ------ = Map arrangement data - m.Ancient/Market
+
                  list of IDs below)
1FD4E3 to ------ = Map arrangement data - M.Metro Tunnels
+
7E4ED1 to 7E4ED2 = Boy - Status 1 - Main Timer (ascending from 0, frame-based)
1FFDE7 to 1FFFE2 = Map arrangement pointers
+
7E4ED3 to 7E4ED4 = Boy - Status 1 - Boost provided to statistic(s), OR Time since/until last/next
 +
                  damage/healing interval
  
208000 to ------ = Map arrangement data - M.QSAND FIELD
+
7E4ED5 to 7E4ED6 = Boy - Status 2 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
20A80A to ------ = Map arrangement data - M.oglin cave
+
                  list of IDs below)
20CD23 to ------ = Map arrangement data - M.HISTORIAN CAMP
+
7E4ED7 to 7E4ED8 = Boy - Status 2 - Main Timer (ascending from 0, frame-based)
20F130 to ------ = Map arrangement data - M.Side show
+
7E4ED9 to 7E4EDA = Boy - Status 2 - Boost provided to statistic(s), OR Time since/until last/next
20FF33 to ------ = Map arrangement data - M.Brian's Test Ground
+
                  damage/healing interval
  
218000 to ------ = Map arrangement data - M.VOLCANO MAZE
+
7E4EDB to 7E4EDC = Boy - Status 3 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
21A38F to ------ = Map arrangement data - M.Greek Down
+
                  list of IDs below)
21C650 to ------ = Map arrangement data - m.Dark Forest Maze
+
7E4EDD to 7E4EDE = Boy - Status 3 - Main Timer (ascending from 0, frame-based)
21E7E2 to ------ = Map arrangement data - M.White town interiors
+
7E4EDF to 7E4EE0 = Boy - Status 3 - Boost provided to statistic(s), OR Time since/until last/next
 +
                  damage/healing interval
  
228000 to ------ = Map arrangement data - M.Greek4
+
7E4EE1 to 7E4EE2 = Boy - Status 4 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
22A161 to ------ = Map arrangement data - m.lava path 1 satalites
+
                  list of IDs below)
22C0A8 to ------ = Map arrangement data - m.lava path 1
+
7E4EE3 to 7E4EE4 = Boy - Status 4 - Main Timer (ascending from 0, frame-based)
22DFCB to ------ = Map arrangement data - M.white castle town upper
+
7E4EE5 to 7E4EE6 = Boy - Status 4 - Boost provided to statistic(s), OR Time since/until last/next
 +
                  damage/healing interval
  
238000 to ------ = Map arrangement data - M.Bug maze 1
+
NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go,
239ECA to ------ = Map arrangement data - M.Lava path 2
+
      and an unknown value in the third (Time interval) slot.
23BC84 to ------ = Map arrangement data - M.Dark Greek Temple
 
23DA2C to ------ = Map arrangement data - M.Metroplex Final Arena
 
23F774 to ------ = Map arrangement data - M.JUNGLE CLEARING
 
  
248000 to ------ = Map arrangement data - M.CHESS BOARD
+
7E4EE7 to 7E4EE8 = Boy - Pointer to data structure of next valid entity. 0 if end of list.
249D43 to ------ = Map arrangement data - M.White Castle Dungeon
 
24B92D to ------ = Map arrangement data - M.FE VILLAGE
 
24D3B4 to ------ = Map arrangement data - M.ANCIENT PATH 1
 
24EE2D to ------ = Map arrangement data - M.metro.JUNK YARD
 
  
258000 to ------ = Map arrangement data - M.Black Castle Sewer
+
7E4EF7 to 7E4EF9 = Boy - Status Icon Sprite Pointer
259A21 to ------ = Map arrangement data - M.white castle town
 
25B42E to ------ = Map arrangement data - m.Ancient/City Square
 
25CDD9 to ------ = Map arrangement data - M.White Castle Sewer
 
25E6BE to ------ = Map arrangement data - M.M GRAVE PATH
 
25FD60 to ------ = Map arrangement data - m.Prehist/Cloud BH Toss
 
  
268000 to ------ = Map arrangement data - M.CITY PATH
+
7E4F1D to 7E4F20 = Boy - Total experience needed to reach next level
26964A to ------ = Map arrangement data - m.Ancient/Palace Ext.
 
26ABE2 to ------ = Map arrangement data - M.THIEF TOWN
 
26C154 to ------ = Map arrangement data - M.Pyramid 2
 
26D67A to ------ = Map arrangement data - M.Grave Yard 2
 
26EB36 to ------ = Map arrangement data - M.METRO INTRO
 
  
278000 to ------ = Map arrangement data - M.QSAND PATH
+
7E4F29 to 7E4F2A = Boy - Overall boost to Attack statistic from alchemy/items/statuses
2793E9 to ------ = Map arrangement data - m.Ancient/Bridge
+
7E4F2B to 7E4F2C = Boy - Overall boost to Defense statistic from alchemy/items/statuses
27A7A2 to ------ = Map arrangement data - M.pyramid base
+
7E4F2D to 7E4F2E = Boy - Overall boost to Evade % statistic from alchemy/items/statuses
27BB53 to ------ = Map arrangement data - M.Greek Main
+
7E4F2F to 7E4F30 = Boy - Overall boost to Hit % statistic from alchemy/items/statuses
27CE91 to ------ = Map arrangement data - M.Greek Temple Exterior
+
7E4F31 to 7E4F32 = Boy - Overall boost to Magic Defense statistic from alchemy/items/statuses (unused)
27E153 to ------ = Map arrangement data - M.coliseum gate
+
7E4F33 to 7E4F34 = Boy - Last damage taken.  Used by time Warp (Horace).
27F396 to ------ = Map arrangement data - M.colosseum
+
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%)
  
288000 to ------ = Map arrangement data - M.White Castle Dog Maze II
+
7E4F7D to 7E4F7E = Dog - Status 1 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
289236 to ------ = Map arrangement data - M.Zoo
+
                  list of IDs below)
28A2F4 to ------ = Map arrangement data - M.White Castle
+
7E4F7F to 7E4F80 = Dog - Status 1 - Main Timer (ascending from 0, frame-based)
28B3A9 to ------ = Map arrangement data - M.Secret of Evermore
+
7E4F81 to 7E4F82 = Dog - Status 1 - Boost provided to statistic(s), OR Time since/until last/next
28C44E to ------ = Map arrangement data - M.SWAMP PATH
+
                  damage/healing interval
28D4CA to ------ = Map arrangement data - m.Dark Forest Clearing1
 
28E53C to ------ = Map arrangement data - M.Chessboard Interior
 
28F590 to ------ = Map arrangement data - M.Raptor
 
  
298000 to ------ = Map arrangement data - M.Lava path 2 extra
+
7E4F83 to 7E4F84 = Dog - Status 2 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
299047 to ------ = Map arrangement data - M.Waterfall Cave Entrance
+
                  list of IDs below)
299F92 to ------ = Map arrangement data - M.PLATEAU
+
7E4F85 to 7E4F86 = Dog - Status 2 - Main Timer (ascending from 0, frame-based)
29AED7 to ------ = Map arrangement data - m.Prehist/Hut Interiors
+
7E4F87 to 7E4F88 = Dog - Status 2 - Boost provided to statistic(s), OR Time since/until last/next
29BDE6 to ------ = Map arrangement data - m.Ancient/Dog Trans.
+
                  damage/healing interval
29CB12 to ------ = Map arrangement data - M.White Castle Dog Balcony
 
29D82A to ------ = Map arrangement data - M.Black Castle
 
29E517 to ------ = Map arrangement data - m.Alchemist Hut/Boss2
 
29F1D1 to ------ = Map arrangement data - M.METRO CLIMATE CONTROL
 
  
2A8000 to ------ = Map arrangement data - M.PROMINADE
+
7E4F89 to 7E4F8A = Dog - Status 3 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
2A8C6D to ------ = Map arrangement data - M.Metro storage
+
                  list of IDs below)
2A98B5 to ------ = Map arrangement data - M.Greek Minotaur Room
+
7E4F8B to 7E4F8C = Dog - Status 3 - Main Timer (ascending from 0, frame-based)
2AA4F5 to ------ = Map arrangement data - M.IN THIEF TOWN
+
7E4F8D to 7E4F8E = Dog - Status 3 - Boost provided to statistic(s), OR Time since/until last/next
2AB123 to ------ = Map arrangement data - M.Pig Race-Bazaar
+
                  damage/healing interval
2ABD2C to ------ = Map arrangement data - m.lavamachine
 
2AC915 to ------ = Map arrangement data - M.Black Castle Dog Maze
 
2AD4AB to ------ = Map arrangement data - M.Jungle Caves
 
2ADFDF to ------ = Map arrangement data - M.White Castle DiningRm
 
2AEABA to ------ = Map arrangement data - M.Alias Mansion color
 
2AF592 to ------ = Map arrangement data - M.Metro Greenhouse
 
  
2B8000 to ------ = Map arrangement data - m.Legend/lil Swamp Path
+
7E4F8F to 7E4F90 = Dog - Status 4 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
2B8AD2 to ------ = Map arrangement data - m.Bugboss
+
                  list of IDs below)
2B958D to ------ = Map arrangement data - m.Palace Gate
+
7E4F91 to 7E4F92 = Dog - Status 4 - Main Timer (ascending from 0, frame-based)
2BA009 to ------ = Map arrangement data - M.White Castle Puppet Show
+
7E4F93 to 7E4F94 = Dog - Status 4 - Boost provided to statistic(s), OR Time since/until last/next
2BA9F5 to ------ = Map arrangement data - M.Metro Control
+
                  damage/healing interval
2BB3BC to ------ = Map arrangement data - M.WELL BOSS
 
2BBD82 to ------ = Map arrangement data - M.Black Castle Queen
 
2BC707 to ------ = Map arrangement data - M.WELL 2
 
2BD077 to ------ = Map arrangement data - M.Black Castle Tinkerer
 
2BD9CE to ------ = Map arrangement data - M.Rat boss
 
2BE2F9 to ------ = Map arrangement data - m.Prehist/Waterfall Trans
 
2BEBF5 to ------ = Map arrangement data - M.METRO HALL
 
2BF4F1 to ------ = Map arrangement data - M.ALARM ROOM
 
  
2C8000 to 2C88E0 = Map names
+
NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go,
2C88E1 to ------ = Map arrangement data - M.Waterfall Candy
+
      and an unknown value in the third (Time interval) slot.
2C911F to ------ = Map arrangement data - M.Greek3
 
2C9955 to ------ = Map arrangement data - M.Bug maze 2
 
2CA178 to ------ = Map arrangement data - M.White Castle Queen
 
2CA984 to ------ = Map arrangement data - M.landing castle
 
2CB18D to ------ = Map arrangement data - M.BLACK CASTLE SEWER OUT
 
2CB96B to ------ = Map arrangement data - M.Dark Greek 2
 
2CC12D to ------ = Map arrangement data - M.Alias Mansion b/w
 
2CC8B8 to ------ = Map arrangement data - M.Black Castle DiningRm
 
2CD00A to ------ = Map arrangement data - M.ANCIENT CLEARING
 
2CD757 to ------ = Map arrangement data - M.intro
 
2CDE7C to ------ = Map arrangement data - M.Colosseum Holds
 
2CE592 to ------ = Map arrangement data - m.Dark Forest Clearing2
 
2CEC95 to ------ = Map arrangement data - M.Ratboss 2
 
2CF37C to ------ = Map arrangement data - m.Dark Forest Entry
 
2CFA2D to ------ = Map arrangement data - m.Prehist/Volc.Crater
 
  
2D8000 to ------ = Map arrangement data - M.Side Show interior
+
Status ID list for above structures:
2D8669 to ------ = Map arrangement data - M.Palace Interior
+
00h = Atlas, 08h = Aura (Horace) ,
2D8CBB to ------ = Map arrangement data - M.Pyramid boss
+
10h = Barrier, 18h = Defend,
2D9309 to ------ = Map arrangement data - M.QSAND FIELD LEDGE
+
20h = Energize, 28h = Force Field,
2D9947 to ------ = Map arrangement data - M.White Castle Dungeon Stair
+
30h = Reflect, 38h = Shield (Camellia),
2D9F83 to ------ = Map arrangement data - m.Ancient/Town Interiors
+
40h = Regrowth, 48h = Speed,
2DA585 to ------ = Map arrangement data - M.Intro color
+
50h = Regenerate (Horace) and Pixie Dust, 58h = Stop * ,
2DAB68 to ------ = Map arrangement data - M.Landing square
+
60h = Confound, 68h = Disrupt * ,
2DB0AA to ------ = Map arrangement data - M.SMALL OGLIN CAVE
+
70h = Slow Burn, 78h = Corrosion,
2DB50C to ------ = Map arrangement data - M.JUNGLE ALCHEMIST
+
80h = Hypnotize *, 88h = Plague,
2DB961 to ------ = Map arrangement data - M.Ratboss dark
+
90h = Poison, 98h = Wings helper status
2DBD79 to ------ = Map arrangement data - M.JUNGLE ALCHEMIST INTERIOR
+
FFFFh = Nothing
2DC17D to ------ = Map arrangement data - M.WHITE CASTLE SEWER OUT
+
* Boy and Dog don't receive
2DC553 to ------ = Map arrangement data - M.Black Castle Glass Hall
 
2DC8BA to ------ = Map arrangement data - M.Hermit Cave
 
2DCC0B to ------ = Map arrangement data - M.Ratboss extra
 
2DCEE5 to ------ = Map arrangement data - M.FE VILLAGE SECRET
 
  
 +
7E4F95 to 7E4F96 = Dog - Pointer to data structure of next valid entity.  0 if end of list.
  
MAP DATA + 0x0d = n: length of following event script section in bytes
+
7E4FA5 to 7E4FA7 = Dog - Status Icon Sprite Pointer
MAP DATA + 0x0f: event script section, 6 Bytes per entry
+
 
MAP DATA + 0x0f + n: length of following B-trigger script section in bytes
+
7E4FCB to 7E4FCE = Dog - Total experience needed to reach next level
MAP DATA + 0x11 + n: B-trigger script section, 6 Bytes per entry
+
 
 +
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
 +
 
 +
7E6387 to 7E64E6 = Physical projectile list, 44 bytes per entry, 8 entries total
 +
                  x00-x01 = Script current location
 +
                  x02-x02 = Script Program Bank
 +
                  x03-x04 = Script base location
 +
                  x05-x05 = Script advancement timer
 +
                  x06-x08 = Graphics pointer
 +
                  x0C-x0D = ?
 +
                  x0E-x0F = Script Runtime Frame Counter
 +
                  x10-x11 = Pointer to Owner
 +
                  x14-x15 = X Position
 +
                  x16-x17 = Y Position
 +
                  x18-x19 = Z Position
 +
                  x1A-x1B = Direction
 +
                  x20-x21 = East Velocity
 +
                  x22-x23 = South Velocity
 +
                  x24-x25 = Up Velocity
 +
                  x26-x27 = Projectile Script value
 +
                  x28-x29 = Attack value
 +
                  x2A-x2B = Attack calculation type
 +
 
 +
7E65D1 to 7E65F0 = BG Offset Palette Locations (used for light flashes, etc.)
 +
 
 +
=====================================================================================
 +
 
 +
7FC300 to ------ = Current map arrangement? (unsure)
 
</pre>
 
</pre>
 
{{Internal Data|game=Secret of Evermore}}
 
{{Internal Data|game=Secret of Evermore}}

Revision as of 14:37, 16 January 2021


Direct Page $59 = Camera Coordinates (4 bytes: X for first 2, Y for second 2)
Direct Page $BF = Camera Target (4 bytes)

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

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

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

7E0000 to ...... = Script interpreter? Contains mostly temporarily stored values and pointer to scripts
                   0059 to 005A = (Sometimes) X position on map (Copy)
                   005B to 005C = (Sometimes) Y position on map (Copy)
                   0082 to 0084 = Pointer to the most recent script (0083 and 0084 get cleared afterwards)
                   0093 to 0095 = (Sometimes) Most recent ring menu (Copy?, 0093 and 0094 get cleared afterwards)
                                    8C0000 = Boy
                                    980000 = Dog
                                    9C0000 = Buy consumables
                                    AC0000 = Buy ingredients
                                    A40000 = Sell consumables
                                    B00000 = Call Beads - Choose person
                                    C20000 = Call Beads - Choose spell

7E0100 to 7E0103 = Frame counter
7E0104 to 7E0105 = Inputs player 1 (Copy) (Mnemonic: BYsS ↑↓←→ AXLR 0123)
          7E0106 = Screen brightness setting

7E0133 to 7E013A = Shifting registers for random number generator
7E013B to 7E013C = Location 0~511 (always multiple of 8) in Graphics Tiles Queue - update progress
7E013D to 7E013E = Location 0~511 (always multiple of 8) in Graphics Tiles Queue - update quota
7E013F to 7E033E = Graphics Tiles Queue
                  x00-x00 = VMain value (set to $80 in general)
                  x01-x03 = Location of Graphics Tile on ROM
                  x04-x05 = Designated VRAM Address / 2
                  x06-x07 = Number of Graphics Tiles to store x 16

7E0341 to 7E0342 = Pointer of NPC to load data for (excludes monsters)
7E0343 to 7E0344 = Number of frames left before choice shift happens from holding button
7E0345 to 7E0346 = Buttons being held (only changed when any registered buttons are released)
7E0347 to 7E0348 = Frames to hold button before fast-shifting starts
7E0349 to 7E034A = Frames between each choice shift during fast-shifting

7E034D to ...... = Text basic information, likely x2C bytes
                  x00-x01 = Progress X
                  x02-x03 = Progress Y
                  x04-x05 = Pixels length of each Space character
                  x06-x07 = Space in pixels between each character
                  x08-x09 = Space in pixels between each line
                  x0A-x0B = Offset X
                  x0C-x0D = Offset Y
                  x0E-x0F = Allowed width in pixels per line
                  x10-x11 = Number of Text Pointers in Stack for Window
                  x14-x15 = Window Base Tile Y
                  x16-x17 = Window Base Tile X
                  x18-x19 = Window Location pointer
                  x1A-x1B = Window VRAM Destination pointer
                  x1C-x1D = Window Width
                  x1E-x1F = Window Height
                  x20-x21 = Number if row bytes for each column of text print
                  x24-x25 = ? (seems to always be 0)
                  x26-x27 = Window Pattern pointer
                  x28-x29 = Value used for OR command with Window VRAM Destination pointer (seems to always be 0)
                  x2A-x2B = Bit 0 - Window allows Continue Arrow; Bit 1 - Message Finished

7E05A7 to 7E05A8 = Menu Ring Character
7E05A9 to 7E05AA = Menu Ring Establish Flags (Flags: Locked (caused by Boy Heat Wave/Cure/Miracle Cure/Essence usage), Boy Menu, Dog Menu, unused, Insufficient Funds/No Choices, Too Many of Item, Armor Equipped w/o Spares; Bit 15 is for establishing Ring Menu)
7E05AB to 7E05AC = Menu Ring Activity Flags (Flags: Switch Character validity, Ask for Choice Confirm, unused, Armor Menu, unused, unused, Weapons Menu)
7E05AD to 7E05AE = Targeting Flags (Flags: Multitarget, Forced Singletarget, Ignore Camera, Player Character, Offensive, Levitate, Ignore Stop (unused), Time Warp, Loading Target Info, Forced All Target, Dog Exclusive, Boy Exclusive, Revival, Attack Spell, Revealer, ? (unused))
7E05AF to 7E05B0 = Targeting 1st enemy pointer
7E05B1 to ...... = Current line text including procedure bytes


7E0615 to 7E0616 = Ring Menu central X Position
7E0617 to 7E0618 = Ring Menu central Y Position
7E0619 to 7E061A = Ring Menu icon dispersal space
7E061B to 7E061C = Ring Menu anticlockwise rotation progress
7E061D to 7E061E = Ring Menu anticlockwise rotation total
7E061F to 7E0622 = Dialogue Choice count
7E0623 to ...... = Dialogue Choice values (4 values per choice: x00 holds Y coordinate, x01 holds X coordinate, x02 holds ASCII character on highlight, x03 is unused)

7E07A4 to 7E07A5 = Weapon Ring Menu number of choices
7E07A6 to 7E07A7 = Weapon Ring Menu choice highlight number
7E07A8 to 7E07C1 = Weapon Ring Menu sprite numbers

7E07C8 to 7E07C9 = Item Ring Menu number of choices
7E07CA to 7E07CB = Item Ring Menu choice highlight number
7E07CC to 7E07DD = Item Ring Menu sprite numbers

7E07EC to 7E07ED = Spells Ring Menu number of choices
7E07EE to 7E07EF = Spells Ring Menu choice highlight number
7E07F0 to 7E0801 = Spells Ring Menu sprite numbers

7E0810 to 7E0811 = Boy's Menu Ring Menu number of choices
7E0812 to 7E0813 = Boy's Menu Ring Menu choice highlight number
7E0814 to 7E0823 = Boy's Menu Ring Menu sprite numbers

7E0834 to 7E0835 = Dog's Menu Ring Menu number of choices
7E0836 to 7E0837 = Dog's Menu Ring Menu choice highlight number
7E0838 to 7E0843 = Dog's Menu Ring Menu sprite numbers

7E087A to 7E0889 = Targeting Marker Behavior Script information

7E0A26 to 7E0A28 = Boy - Pointer to name

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
7E0A52 to 7E0A53 = Boy - Max Chargeup
7E0A54 to 7E0A55 = Boy - Chargeup Rate

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

7E0A70 to 7E0A72 = Dog - Pointer to name

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
7E0A9C to 7E0A9D = Dog - Max Chargeup
7E0A9E to 7E0A9F = Dog - Chargeup Rate

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: each Weapon Level uses 2 bytes with the low part first; 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 (you can't ever fight with them)
          7E0ADF = Weapon level for Bone Crusher (%256 * 100 gives in-game display)
          7E0AE1 = Weapon level for Gladiator Sword
          7E0AE3 = Weapon level for Crusader Sword
          7E0AE5 = Weapon level for Neutron Blade
          7E0AE7 = Weapon level for Spider's Claw
          7E0AE9 = Weapon level for Bronze Axe
          7E0AEB = Weapon level for Knight Basher
          7E0AED = Weapon level for Atom Smasher
          7E0AEF = Weapon level for Horn Spear
          7E0AF1 = Weapon level for Bronze Spear
          7E0AF3 = Weapon level for Lance
          7E0AF5 = Weapon level for Laser Lance
          7E0AF7 = 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
          

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)
7E0B23 to 7E0B24 = Run Button
7E0B25 to 7E0B26 = Action/Attack Button

7E0B2B to 7E0B2C = Countdown timer for a non-windowed message to be displayed.
7E0B2F to 7E0B30 = Non-windowed message queue progress amount
7E0B31 to 7E0B32 = Non-windowed message queue total amount

7E0B3D to 7E0B3E = Standard character height of current message
7E0B3F to 7E0B40 = Standard character byte count of current message
7E0B41 to 7E0B42 = Base address of characters graphics of current message
7E0B43 to 7E0B44 = Byte lines per 8 pixels of current message

7E0B57 to 7E0B58 = Location of next quick message text string to fill in

7E0B71 to 7E0B72 = Spell's Targeted unit Pointer

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

7E0DFB to 7E0E15 = 3 byte Pointers to quick message text to load

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)

7E0E9A to 7E0E9B = Attack Type
7E0E9C to 7E0E9D = Attack Power
7E0E9E to 7E0E9F = Attack's involved Entity Pointer
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.

7E0EC6 to 7E0EC7 = Active buttons

7E0F38 to 7E0F39 = Camera Shift current remainder (would be failsafe for 7E242F not being a multiple of 16)

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

7E1062 to 7E1063 = Length of following section in bytes
7E1064 to 7E1066 = Pointer to unknown (script?) section of current map
7E1067 to 7E1068 = Length of following section in bytes
7E1069 to 7E107B = Pointer to B-trigger script section of current map

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)

7E128E to 7E128F = Location 0~223 (always multiple of 7) in Colors Queue - update queue
7E1290 to 7E1291 = Location 0~223 (always multiple of 7) in Colors Queue - update progress
7E1292 to 7E1371 = Colors Queue
                  x00-x02 = Location of Colors on ROM
                  x03-x04 = Designated CGRAM Address
                  x05-x06 = Number of Colors to store x 2

7E1443 to 7E1444 = Dog Sniff Stationary Script Pointer
7E1445 to 7E1446 = Dog Sniff Movement Script Pointer
7E1447 to 7E1448 = Dog Sleep Script Pointer

7E144F to 7E1450 = Targeting Choice Current Stats Pointer
7E1451 to 7E1452 = Targeting Choice Read-Only Stats Pointer

7E1464 to 7E1465 = Yawn Animation Timer (default base of 20 seconds, RNG Seed may add up to about 34.117 seconds)

7E150C to 7E150D = BG Flash Active
7E150E to 7E150F = BG Flash Color Intensity Current
7E1510 to 7E1511 = BG Flash Color Intensity Destination
7E1512 to 7E1513 = BG Flash Color Intensity Change Value

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 = Hero availability/Charms
                     01 = Dog unavailable
                     02 = Boy unavailable
                     .....
                     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 Helmet
          7E232D = Inventory - Helm amount - Obsidian Helm
          7E232E = Inventory - Helm amount - Centurion Helm
          7E232F = Inventory - Helm amount - Titan's Crown
          7E2330 = Inventory - Helm amount - Dragon Helm
          7E2331 = Inventory - Helm amount - Knight's 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's Ring
          7E233D = Inventory - Armband amount - Dragon's 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
          7E2348 = Current Region (0 = Prehistoria, 2 = Antiqua, 4 = Gothica, 6 = Omnitopia)
          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

7E23E9 to 7E23EC = Camera Scroll limitation Northwest corner coordinates
7E23ED to 7E23F0 = Camera Scroll limitation Southeast corner coordinates

7E240F to 7E2416 = Camera Scroll ease values for each direction (West, East, North, South; default values of $48 for W and E, $68 for N, $38 for S)
7E242F to 7E2430 = Camera Shift Speed capacity; usually set to 128

          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

7E28FC to 7E2F27 = List / stack of 20 active scripts with entry size of 0x4F
                   When opening a gourd, script address gets written to 7E28FC-7E28FD
                   When that calls a "sub script", 7E28FC-7E28FD is already occupied, so 7F294B-7F294C will be used, etc.

                   x00-x02 = Script location
                   x03-x04 = 4 = Standby; 2 = Executing
                   x05-x07 = Timer value for trigger

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.

7E3074 to 7E3273 = Quick Message Text strings (0x40 bytes per string)
7E3274 to 7E3291 = Unknown purpose, but updates if the boys or dogs attack energy reach 0 or 100

7E3294 to 7E3363 = Currently flying alchemy attack projectiles? (x18 bytes per projectile alchemy attack)
                        x11 Marks the projectile as currently active (from before the it's on the screen, till the enemies death animation)

7E3364 to 7E3563 = Alchemy attack slots (x40 bytes per active alchemy attack)
                   x12-x13 = Pointer to Spell Script Base Instruction Byte pointer
                   x14-x15 = Pointer to Spell Script Current Instruction Byte pointer
                   x28-x29 = Pointer to caster
                   x2A-x2B = Alchemy power/damage
                   x2C-x2D = Pointer to targets table (below)
                   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.
                   x12-x13 = Pointer to Spell Script Base Instruction Byte pointer
                   x14-x15 = Pointer to Spell Script Current Instruction Byte pointer
                   x28-x29 = Pointer to caster
                   x2A-x2B = Alchemy power/damage
                   x2C-x2D = Pointer to targets table (below)
                   x2E-x40 = Pointers to target players/monsters/npcs
                   x42-x43 = Initial: RNG Dispersion -128 to 127
                   x48-x4B = Coordinates of Spell

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 = Behavior script current pointer
                  x03-x04 = Behavior script base pointer
                  x05-x05 = Behavior script update timer
                  x06-x08 = Body Sprite Info Pointer
                  x09-x0B = Shadow Sprite Info Pointer
                  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
                  x42-x45 = Coordinates offset
                  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
                  x64-x65 = Movement Cap
                  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
                  x7E-x7F = Countdown Timer in Seconds (used for spoils drops duration)

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.

7E4EF7 to 7E4EF9 = Boy - Status Icon Sprite Pointer

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.

7E4FA5 to 7E4FA7 = Dog - Status Icon Sprite Pointer

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

7E6387 to 7E64E6 = Physical projectile list, 44 bytes per entry, 8 entries total
                  x00-x01 = Script current location
                  x02-x02 = Script Program Bank
                  x03-x04 = Script base location
                  x05-x05 = Script advancement timer
                  x06-x08 = Graphics pointer
                  x0C-x0D = ?
                  x0E-x0F = Script Runtime Frame Counter
                  x10-x11 = Pointer to Owner
                  x14-x15 = X Position
                  x16-x17 = Y Position
                  x18-x19 = Z Position
                  x1A-x1B = Direction
                  x20-x21 = East Velocity
                  x22-x23 = South Velocity
                  x24-x25 = Up Velocity
                  x26-x27 = Projectile Script value
                  x28-x29 = Attack value
                  x2A-x2B = Attack calculation type

7E65D1 to 7E65F0 = BG Offset Palette Locations (used for light flashes, etc.)

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

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


Internal Data for Secret of Evermore

ROM MapRAM MapText TableNotesTutorials