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Romancing SaGa 3/ROM map: Difference between revisions

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{{rommap|game=Romancing SaGa 3}}
==Functions==
==Functions==
* <tt>C2:0227</tt> - (Entry point) Multiplication function using SNES register and scratch ram 09BF.
* <tt>C2:0242</tt> - (Entry point) Bit-munching randomization function
* <tt>C2:0242</tt> - (Entry point) Bit-munching randomization function
* <tt>C2:02FD</tt> - (Entry point) ? Checks if character has learned skill in 0942 already
* <tt>C2:A706</tt> - (Entry point) ? Returns xFF or 0 related to techs
* <tt>C2:A754</tt> - Read pointer at 099E to get current skill and update 0982.
* <tt>C2:A79F</tt> - Branch here if not able to learn the skill
* <tt>C2:A7A1</tt> - Skill-learning branch here
* <tt>C2:A7AB</tt> - Update skill difficulty 0943 here
* <tt>C2:A7AB</tt> - Update monster learning rate 0944 here
* <tt>C2:A870</tt> - (Entry point) ? Cancels skill learning sometimes
* <tt>C2:A849</tt> - (Entry point) ?
* <tt>C2:C0E7</tt> - (Entry point) Technique-learning determination function (Return value: 0xFF if failed to learn)
* <tt>C2:C0E7</tt> - (Entry point) Technique-learning determination function (Return value: 0xFF if failed to learn)
* <tt>C2:C12B</tt> - Final comparison for technique learning. ($C2/C12B C5 8A      CMP $8A    [$00:098A])
* <tt>C2:C12B</tt> - Final comparison for technique learning. ($C2/C12B C5 8A      CMP $8A    [$00:098A])
* <tt>FE:E853</tt> - (JSL Entry point) Checks if character has skill at 7E:0942 in their skill list already. (Return: A = 0 if no)
* <tt>FE:E853</tt> - (JSL Entry point) Alternate technique-learning determination function? (Return value: 0xFF if failed to learn)
==Encounters==
* <tt>FE:9C05</tt> - Table of monster battle rank limits. Change these to change the maximum level of monsters you can encounter. Raise to encounter secret/rare monsters such as Asura or Pale Empress on the field.


==Misc data==
==Misc data==
* <tt>FE3195</tt> - HARD able of technique-learning chances. Skill difficulty indexes this table as such:
* <tt>FE:3195</tt> - HARD table of technique-learning chances. Skill difficulty indexes this table as such:
  <code>Index = (Skill difficulty - Monster power) + 10
  <code>Index = (Skill difficulty - Monster power) + 10
  If the index ends up greater than 20, the index becomes 20.
  If the index ends up greater than 20, the index becomes 20.
  Chances to learn based on the index (hex):
  Chances to learn based on the index (hex):
  28 27 27 25 24 22 1F 1D 1A 17 14 10 0D 0A 08 05 03 01 00 00 00</code>
  28 27 27 25 24 22 1F 1D 1A 17 14 10 0D 0A 08 05 03 01 00 00 00</code>
* <tt>FE3180</tt> - EASY table of technique-learning chances. This table with greater chances is sometimes used for unknown reasons.
* <tt>FE:3180</tt> - EASY table of technique-learning chances. This table with greater chances is used if the character has no physical crown or JP.
  <code> Chances to learn based on the index (hex):
  <code> Chances to learn based on the index (hex):
  32 2F 2E 2C 2A 27 25 22 1F 1C 19 15 12 0F 0C 09 06 04 02 01 00</code>
  32 2F 2E 2C 2A 27 25 22 1F 1C 19 15 12 0F 0C 09 06 04 02 01 00</code>
{{Internal Data}}

Latest revision as of 14:28, 24 January 2024

Chip tiny.png The following article is a ROM map for Romancing SaGa 3.

Functions

  • C2:0227 - (Entry point) Multiplication function using SNES register and scratch ram 09BF.
  • C2:0242 - (Entry point) Bit-munching randomization function
  • C2:02FD - (Entry point) ? Checks if character has learned skill in 0942 already
  • C2:A706 - (Entry point) ? Returns xFF or 0 related to techs
  • C2:A754 - Read pointer at 099E to get current skill and update 0982.
  • C2:A79F - Branch here if not able to learn the skill
  • C2:A7A1 - Skill-learning branch here
  • C2:A7AB - Update skill difficulty 0943 here
  • C2:A7AB - Update monster learning rate 0944 here
  • C2:A870 - (Entry point) ? Cancels skill learning sometimes
  • C2:A849 - (Entry point) ?
  • C2:C0E7 - (Entry point) Technique-learning determination function (Return value: 0xFF if failed to learn)
  • C2:C12B - Final comparison for technique learning. ($C2/C12B C5 8A CMP $8A [$00:098A])
  • FE:E853 - (JSL Entry point) Checks if character has skill at 7E:0942 in their skill list already. (Return: A = 0 if no)
  • FE:E853 - (JSL Entry point) Alternate technique-learning determination function? (Return value: 0xFF if failed to learn)

Encounters

  • FE:9C05 - Table of monster battle rank limits. Change these to change the maximum level of monsters you can encounter. Raise to encounter secret/rare monsters such as Asura or Pale Empress on the field.

Misc data

  • FE:3195 - HARD table of technique-learning chances. Skill difficulty indexes this table as such:
Index = (Skill difficulty - Monster power) + 10
If the index ends up greater than 20, the index becomes 20.
Chances to learn based on the index (hex):
28 27 27 25 24 22 1F 1D 1A 17 14 10 0D 0A 08 05 03 01 00 00 00
  • FE:3180 - EASY table of technique-learning chances. This table with greater chances is used if the character has no physical crown or JP.
 Chances to learn based on the index (hex):
32 2F 2E 2C 2A 27 25 22 1F 1C 19 15 12 0F 0C 09 06 04 02 01 00