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Final Fantasy I & II: Dawn of Souls/Notes: Difference between revisions

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(Adding Armor data; separating IDs and bitfields from their associated data structs)
m (→‎Bitfields and IDs: Making the hex indicators match up)
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'''''Class Equip Bits'''''
'''''Class Equip Bits'''''
  $01 Knight/Paladin
  0x01 Knight/Paladin
  0x02 Thief/Ninja
  0x02 Thief/Ninja
  0x04 Monk/Master
  0x04 Monk/Master
Line 50: Line 50:


===IDs===
===IDs===
'''''Targeting IDs'''''
$00 Automatic
$01 All Enemies
$02 One Enemy
$04 User
$08 All Allies
$10 One Ally
'''''Spell Type IDs'''''
'''''Spell Type IDs'''''
  0x00 Warp/Exit
  $00 Warp/Exit
  0x01 Damage
  $01 Damage
  0x02 Damage (Undead targets only)
  $02 Damage (Undead targets only)
  0x03 Inflict negative status
  $03 Inflict negative status
  0x04 Hits down
  $04 Hit Multiplier down
  0x05 Morale down
  $05 Morale down
  0x06 (Unused)
  $06 (Unused)
  0x07 Healing
  $07 Healing
  0x08 Cure negative status
  $08 Cure negative status
  0x09 Defense up
  $09 Defense up
  0x0A Increase Elemental resistance
  $0A Grant elemental resistance
  0x0B Attack, Hit Rate up
  $0B Attack, Hit Rate up
  0x0C Increase Hit Multiplier
  $0C Hit Multiplier up
  0x0D Attack up
  $0D Attack up
  0x0E Evade% down
  $0E Evade down
  0x0F HP Max
  $0F HP Max
  0x10 Evade% up
  $10 Evade up
  0x11 Nullify resistances
  $11 Nullify resistances
  0x12 Inflict status (<300HP = 100% success)
  $12 Inflict status (<300HP = 100% accuracy)
  0x13 Heal Fixed HP or MP
  $13 Heal Fixed HP or MP
  Heals HP, MP or both equal to the spell's Power 1.
  Heals HP, MP or both equal to the spell's Power 1.
  Power 2 determines which to heal:
  Power 2 determines which to heal:
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  $02 - MP
  $02 - MP
  $03 - Both
  $03 - Both
  0x14 Boost Max HP
  $14 Max HP up
  0x15 Boost Max MP
  $15 Max MP up
  0x16 Hit Rate up
  $16 Hit Rate up
  0x17 Damage = Power 1
  $17 Damage = Power 1


'''''Item Effect IDs'''''
'''''Item Effect IDs'''''

Revision as of 02:43, 4 June 2017

Chip tiny.png The following article is a Notes Page for Final Fantasy I & II: Dawn of Souls.


Bitfields and IDs

Bitfields

Class Equip Bits

0x01 Knight/Paladin
0x02 Thief/Ninja
0x04 Monk/Master
0x08 Red Mage/Wizard
0x10 White Mage/Wizard
0x20 Black Mage/Wizard

Element Bits

0x01 Paralysis
0x02 Stone
0x04 Time
0x08 Death
0x10 Fire
0x20 Ice
0x40 Lightning
0x80 Quake
0x100 Poison
0x200 Darkness
0x400 Sleep
0x800 Silence
0x1000 Confuse
0x2000 Mind

Status Effect Bits

0x01 Death
0x02 Stone
0x04 Poison
0x08 Blind
0x10 Stun
0x20 Sleep
0x40 Silence
0x80 Confusion

Monster Family Bits

0x01 Magical
0x02 Dragon
0x04 Giant
0x08 Undead
0x10 Werebeast
0x20 Aquatic
0x40 Spellcaster
0x80 Regenerating

IDs

Targeting IDs

$00 Automatic
$01 All Enemies
$02 One Enemy
$04 User
$08 All Allies
$10 One Ally

Spell Type IDs

$00 Warp/Exit
$01 Damage
$02 Damage (Undead targets only)
$03 Inflict negative status
$04 Hit Multiplier down
$05 Morale down
$06 (Unused)
$07 Healing
$08 Cure negative status
$09 Defense up
$0A Grant elemental resistance
$0B Attack, Hit Rate up
$0C Hit Multiplier up
$0D Attack up
$0E Evade down
$0F HP Max
$10 Evade up
$11 Nullify resistances
$12 Inflict status (<300HP = 100% accuracy)
$13 Heal Fixed HP or MP
	Heals HP, MP or both equal to the spell's Power 1.
	Power 2 determines which to heal:
		$01 - HP
		$02 - MP
		$03 - Both
$14 Max HP up
$15 Max MP up
$16 Hit Rate up
$17 Damage = Power 1

Item Effect IDs

$00 Sleep/Tent/Cottage effect
$01 Max HP up by Power*10
$02 Max MP up by Power
$03 Strength up by [1..Power]
$04 Stamina up by [1..Power]
$05 Intellect up by [1..Power]
$06 Agility up by [1..Power]
$07 Luck up by [1..Power]
$08 Giant Tonic
$09 Faerie Tonic
$0A Strength Tonic
$0B Protect Drink
$0C Speed Drink
$0D Restore HP
$0E Restore MP
$0F Elixir/Megalixir (0 or 1)
$10 Phoenix Down
$11 Remedy
$12 Use (Power)th Spell effect

Battle Background IDs

$00 Fields
$01 Badlands
$02 Forest
$03 Burned Forest
$04 Deep Forest
$05 River
$06 Waterfall
$07 Lake
$08 Swamp
$09 Marsh
$0A Desert
$0B Ship
$0C Earth Cave
$0D Earth Cave Altar
$0E Sunken Shrine
$0F Sunken Shrine Altar
$10 Chaos Shrine
$11 Chaos Temple
$12 Chaos
$13 Giant's Cave
$14 Mt. Gulg
$15 Mt. Gulg Altar
$16 Ice Cave
$17 Citadel of Trials
$18 Mirage Tower
$19 Waterfall Cave
$1A Castle
$1B Marsh Cave
$1C Floating Fortress
$1D Floating Fortress Altar
$1E City
$1F Lava Shrine
$20 Dark Woods
$21 Sunset Plains
$22 Sunset Lake
$23 Sunset Forest
$24 Sunset Desert
$25 Sunset Marsh
$26 Sunset Swamp

ROM Data Formats

Items, Weapons and Armor Data

Item Data Table

0x19F07C — 0x19F33B

16*44

0x0-0x1: Sorting Order
0x2: Item Effect
0x3: Targeting
0x4: Usage
--------------------------------
$1 Field
$2 Battle
$4 Anytime
0x5: Animation (PC Casters only; monsters use Spell ID as index)
0x6-0x7: Power
0x8-0xB: Purchase Cost
0xC-0xF: Sale Price


Weapon Data Table

0x19F33C — 0x19FA75

28*65

0x00-0x01: Sorting Order
0x02: Who Equips (Base classes)
0x03: Who Equips (Advanced classes)
0x04: Attack
0x05: Accuracy
0x06: Evade
0x07: Spell cast when used
0x08-09: Elemental infusion
0x0A: Monster Family effectiveness
0x0B: Strength Modifier
0x0C: Stamina Modifier
0x0D: Agility Modifier
0x0E: Intellect Modifier
0x0F: Critical Rate (chance out of 200)
0x10: HP Boost (%)
0x11: MP Boost (%)
0x12-13: [Unused]
0x14-17: Purchase Cost
0x18-1B: Sale Price

Armor Data Table

0x19FA58 — 0x1A021B

28*71

0x00-01: Sorting Order
0x02: Who equips (base classes)
0x03: Who equips (advanced classes)
0x04: Defence
0x05: Weight
0x06: Evade
0x07: Spell cast when used
0x08-09: Elemental resistance(s)
0x0A: Strength Modifier
0x0B: Stamina Modifier
0x0C: Agility Modifier
0x0D: Intellect Modifier
0x0E: HP Boost (%)
0x0F: MP Boost (%)
0x10-13: [Unused]
0x14-17: Purchase Cost
0x18-1B: Sale Price