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Final Fantasy: Mystic Quest/ROM map: Difference between revisions

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{{rommap|game=Final Fantasy Mystic Quest}}
{{rommap}}


==Unheadered ROM only==
==Unheadered ROM only==
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* <tt>038200</tt> - Menu Palettes
* <tt>038200</tt> - Menu Palettes
* <tt>03B218</tt> - 2 byte pointers to Locations (First Location: Level Forest)
* <tt>03B218</tt> - 2 byte pointers to Locations (First Location: Level Forest)
* <tt>01572B</tt> - Enemy Formation Positions (Behemoth position on screen</tt> - Each enemy = 1 byte)
* <tt>01572B</tt> - Enemy Formation Positions (Behemoth position on screen - Each enemy = 1 byte)
* <tt>010715</tt> - This data decides what frame of animation is shown when each enemy receives a certain amount of damage
* <tt>010715</tt> - This data decides what frame of animation is shown when each enemy receives a certain amount of damage
* <tt>010B06</tt> - Targetting data (sword is first item)
* <tt>010B06</tt> - Targetting data (sword is first item)
Line 12: Line 12:
* <tt>010F4A</tt> - This data affects the character's weapon's effects as well
* <tt>010F4A</tt> - This data affects the character's weapon's effects as well


==Music Data (Unheadered 1.1 ROM)==
All offsets are using a V1.0 (U) version of the ROM without a header.
SPC Pointers for FFMQ begin at 6BDAE (3 bytes each). Names are based on SPC pack track names. The numbers inside the parenthesis are for the pointer and track name.


Pointer/Track Name/(File Address)<br>
* 6BDAE  Pointers to SPCs ($0x03 each)
* <tt>68573 - </tt>Battle 1 (0E 73 85)
* 6BDFF  Pointers to BRRs (same as above)
* <tt>68B69 - </tt>Battle 2 (0E 69 8B)
* 6BEA1-6C1E1  Instrument sample indexes
* <tt>69321 - </tt>Battle 3 (0E 21 93)
* 6C201  BRR sample data
* <tt>69B74 - </tt>Victory Fanfare (0E 74 9B)
* 750FD  SPC sequence data
* <tt>69E0B - </tt>World (0E 0B 9E)
 
* <tt>69F88 - </tt>Fossil Labrynth (0E 88 9F)
 
* <tt>6A29B - </tt>Dungeon of Ice (0E 9B A2)
* 750FD  Silence
* <tt>6A84F - </tt>Lava Dome (0E 4F A8)
* 78573 Battle 1
* <tt>6AE4F - </tt>Mountain Range of Whirlwinds (0E 4F AE)
* 78B68 Battle 2
* <tt>6B20C - </tt>Dungeon and Waterfall (0E 0C B2)
* 79320 Battle 3
* <tt>6B504 - </tt>Middle Tower (0E 04 B5)
* 79B73 Victory!
* <tt>6B779 - </tt>Last Castle (0E 79 B7)
* 79E0A World
* <tt>6BF2E - </tt>Beautiful Forest (0E 2E BF)
* 79F87 Fossil Labryrinth
* <tt>6C2F8 - </tt>Shrine of Light (0E F8 C2)
* 7A29A Dungeon of Ice
* <tt>6C743 - </tt>City of Forest (0E 43 C7)
* 7A84E Lava Dome
* <tt>6CC41 - </tt>City of Wind (0E 41 CC)
* 7AE4E Mountain Range of Whirlwinds
* <tt>6D151 - </tt>City of Fire (0E 51 D1)
* 7B20B Dungeon and Waterfall
* <tt>6DA03 - </tt>City of ? (0E 03 DA)
* 7B504 Middle Tower
* <tt>6DF42 - </tt>Rock 'n' Roll (0E 42 DF)
* 7B779 Last Castle
* <tt>6E410 - </tt>Rock Theme (0E 10 E4)
* 7BF2E Beautiful Forest
* <tt>6E810 - </tt>Fanfare of Friendship (0E 10 E8)
* 7C2F8 Shrine of Light
* <tt>6E8C2 - </tt>Mystic Ballad (0E C2 E8)
* 7C743 City of Earth ~ Foresta
* <tt>6EAAB - </tt>Hill of Fate (0E AB EA)
* 7CC41 City of Ice ~ Aquaria
* <tt>6EEDD - </tt>Mystic Quest (0E DD EE)
* 7D151 City of Fire ~ Faeria
* <tt>6F473 - </tt>Ending (0E 73 F4)
* 7DA03 City of Wind ~ Windaria
* <tt>6FBD3 - </tt>The Crystal (0E D3 FB)
* 7DF42 Rock 'n' Roll
* 7E410 Rock Theme
* 7E810 Fanfare of Friendship
* 7E8C2 Mystic Ballad
* 7EAAB Hill of Fate
* 7EEDD  Mystic Quest
* 7F473  Ending
* 7FBD3  The Crystal
 
 
* 00-0D  - Play note, C
* 0E-1B  - Play note, C#
* 1C-29  - Play note, D
* 2A-37  - Play note, D#
* 38-45  - Play note, E
* 46-53  - Play note, F
* 54-61  - Play note, F#
* 62-6F  - Play note, G
* 70-7D  - Play note, G#
* 7E-8B  - Play note, A
* 8C-99  - Play note, A#
* 9A-A7  - Play note, B
* A8-BF  - Play note, B#
* C0-CE  - rest
 
 
* D2 xx  - set instrument volume to xx
* D3 xx  - ???
* D4 xx - pan channel left or right [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
* D7 ss tt dd - Vibrato: ss = speed, tt = time until vibrato, dd = depth
* E0  - Vibrato off?
* E1  - ???
* E2  - ???
* E3  - ???
* E4 xx  - change pitch to xx
* E5 xx  - lenth of next note is xx
* EA xx  - change instrument to xx
* F0 xx yy - ???
* F1  - ???
* F2  - end of channel
* F3 xx  - change tempo to xx
* F4 - ???
* F5 xx  - set reverb to xx
* F6  - ???
* F7 xx yy - ???
* F8 xx - set global SPC volume to xx
* FF  - end of sequence?
 
 
* Sample Index list from: 6BEA1-6C1E1
 
* 00 Nothing
* 01 Guitar
* 02 Kick Drum
* 03 Brass Section
* 04 Distortion Guitar
* 05 Synth Bass
* 06 Flute 1
* 07 Hihat
* 08 Flute 2
* 09 Rock Organ
* 0A Electric Bass
* 0B Snare Drum (loop)
* 0C Strings
* 0D Conga Drum
* 0E Trumpet
* 0F Xylophone
* 10 Cymbal Crash
* 11 Timpani
* 12 Wood Block
 
 
* Samples from within the SPC sequence (not listed on the sample index):
 
* 00 Triangle waveform
* 01 Triangle waveform (Synth Church Organ)
* 02 Square waveform (not Square as in Squaresoft)
* 03 Saw waveform (Overdrive)
* 04 Saw waveform (Synth Trumpet)
* 05 Square waveform (Overdrive)
* 06 Saw waveform?
* 07 Triangle waveform (Bell)
* 08 Triangle waveform (Overdrive)
* 09 Saw waveform (Overdrive)
* 0A Saw waveform (Synth Bass)
* 0B Sine waveform (Flute)
* 0C-3F Nothing
 
{{Internal Data}}

Latest revision as of 23:49, 18 April 2024

Chip tiny.png The following article is a ROM map for Final Fantasy: Mystic Quest.

Unheadered ROM only

  • 032B00 - Tile Properties (solid, walkable, moves characters, etc..)
  • 034084 - Location Palette assignments (First Location: Level Forest)
  • 038200 - Menu Palettes
  • 03B218 - 2 byte pointers to Locations (First Location: Level Forest)
  • 01572B - Enemy Formation Positions (Behemoth position on screen - Each enemy = 1 byte)
  • 010715 - This data decides what frame of animation is shown when each enemy receives a certain amount of damage
  • 010B06 - Targetting data (sword is first item)
  • 010BF2 - This data affects the character's weapon's stats and effects
  • 010F4A - This data affects the character's weapon's effects as well

All offsets are using a V1.0 (U) version of the ROM without a header.

  • 6BDAE Pointers to SPCs ($0x03 each)
  • 6BDFF Pointers to BRRs (same as above)
  • 6BEA1-6C1E1 Instrument sample indexes
  • 6C201 BRR sample data
  • 750FD SPC sequence data


  • 750FD Silence
  • 78573 Battle 1
  • 78B68 Battle 2
  • 79320 Battle 3
  • 79B73 Victory!
  • 79E0A World
  • 79F87 Fossil Labryrinth
  • 7A29A Dungeon of Ice
  • 7A84E Lava Dome
  • 7AE4E Mountain Range of Whirlwinds
  • 7B20B Dungeon and Waterfall
  • 7B504 Middle Tower
  • 7B779 Last Castle
  • 7BF2E Beautiful Forest
  • 7C2F8 Shrine of Light
  • 7C743 City of Earth ~ Foresta
  • 7CC41 City of Ice ~ Aquaria
  • 7D151 City of Fire ~ Faeria
  • 7DA03 City of Wind ~ Windaria
  • 7DF42 Rock 'n' Roll
  • 7E410 Rock Theme
  • 7E810 Fanfare of Friendship
  • 7E8C2 Mystic Ballad
  • 7EAAB Hill of Fate
  • 7EEDD Mystic Quest
  • 7F473 Ending
  • 7FBD3 The Crystal


  • 00-0D - Play note, C
  • 0E-1B - Play note, C#
  • 1C-29 - Play note, D
  • 2A-37 - Play note, D#
  • 38-45 - Play note, E
  • 46-53 - Play note, F
  • 54-61 - Play note, F#
  • 62-6F - Play note, G
  • 70-7D - Play note, G#
  • 7E-8B - Play note, A
  • 8C-99 - Play note, A#
  • 9A-A7 - Play note, B
  • A8-BF - Play note, B#
  • C0-CE - rest


  • D2 xx - set instrument volume to xx
  • D3 xx - ???
  • D4 xx - pan channel left or right [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
  • D7 ss tt dd - Vibrato: ss = speed, tt = time until vibrato, dd = depth
  • E0 - Vibrato off?
  • E1 - ???
  • E2 - ???
  • E3 - ???
  • E4 xx - change pitch to xx
  • E5 xx - lenth of next note is xx
  • EA xx - change instrument to xx
  • F0 xx yy - ???
  • F1 - ???
  • F2 - end of channel
  • F3 xx - change tempo to xx
  • F4 - ???
  • F5 xx - set reverb to xx
  • F6 - ???
  • F7 xx yy - ???
  • F8 xx - set global SPC volume to xx
  • FF - end of sequence?


  • Sample Index list from: 6BEA1-6C1E1
  • 00 Nothing
  • 01 Guitar
  • 02 Kick Drum
  • 03 Brass Section
  • 04 Distortion Guitar
  • 05 Synth Bass
  • 06 Flute 1
  • 07 Hihat
  • 08 Flute 2
  • 09 Rock Organ
  • 0A Electric Bass
  • 0B Snare Drum (loop)
  • 0C Strings
  • 0D Conga Drum
  • 0E Trumpet
  • 0F Xylophone
  • 10 Cymbal Crash
  • 11 Timpani
  • 12 Wood Block


  • Samples from within the SPC sequence (not listed on the sample index):
  • 00 Triangle waveform
  • 01 Triangle waveform (Synth Church Organ)
  • 02 Square waveform (not Square as in Squaresoft)
  • 03 Saw waveform (Overdrive)
  • 04 Saw waveform (Synth Trumpet)
  • 05 Square waveform (Overdrive)
  • 06 Saw waveform?
  • 07 Triangle waveform (Bell)
  • 08 Triangle waveform (Overdrive)
  • 09 Saw waveform (Overdrive)
  • 0A Saw waveform (Synth Bass)
  • 0B Sine waveform (Flute)
  • 0C-3F Nothing