Difference between revisions of "Breath of Fire II:ROM map"

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(Characters starting information)
(Characters starting information)
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==Characters starting information==
 
==Characters starting information==
 
<pre>
 
<pre>
Initial data for the game's characters. Information block starts at x00:087C ($C0:087C) and ends at x00:0D3B ($C0:0D3B) (Assuming no header). Each entry is 64 bytes long. Layout:
+
Initial data for the game's characters. Information block starts at x00:087C ($C0:087C) and ends at x00:0D3B ($C0:0D3B) (Assuming no header).  
 +
Each entry is 64 bytes long. This data follows the RAM PC data setup from the ROM map, though, much of this data goes unused.
  
1-4: Character Name
+
Layout:
5-6: Unknown, 00 for all.
+
 
7: Character's PC Number
+
01-04: Character Name
00 - Ryu
+
05: Unused (In-game compared to RAM, setting this value to 20 would make the PC sprite into Valerie)
01 - Bosch
+
06: Unused (PC Status)
02 - Rand
+
07: Character's PC Number
03 - Katt
+
    00 - Ryu
04 - Nina
+
    01 - Bow
05 - Jean
+
    02 - Rand
06 - Sten
+
    03 - Katt
07 - Aspara
+
    04 - Nina
08 - Deis
+
    05 - Jean
09 - Kid Ryu
+
    06 - Sten
0A - Kid Bosch (Zombie in battle)
+
    07 - Spar
 +
    08 - Bleu
 +
    09 - Kid Ryu
 +
    0A - Kid Bosch (Zombie in battle)
  
 
8: Initial level
 
8: Initial level
9-10: Unknown
+
9-10: Unused (Current health)
 
11-12: Initial HP
 
11-12: Initial HP
13-14: Unknown; always the same as initial AP. (Possibly Unused)
+
13-14: Unused (Current AP)
 
15-16: Initial AP
 
15-16: Initial AP
17: Character portrait/sprite modifier; 00 for everyone
+
17: Shaman Form
 
18: Initial Strength
 
18: Initial Strength
 
19: Initial Stamina
 
19: Initial Stamina
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27-28: Initial Armor (Value 21 tells the game that you have a piece of armor equipped)
 
27-28: Initial Armor (Value 21 tells the game that you have a piece of armor equipped)
 
29-30: Initial Helmet(Value 21 tells the game that you have a piece of armor equipped)
 
29-30: Initial Helmet(Value 21 tells the game that you have a piece of armor equipped)
31-32: Accessory Slot 1; If you unequip the item makes it unable to be equipped. (This is a natural bug)
+
31-32: Initial Accessory 1 (Although set to 00 00 on most characters, this is bugged as you're not supposed to be able to unequip 'nothing')
33-34: Accessory Slot 2; If you unequip the item makes it unable to be equipped. (This is a natural bug)
+
33-34: Initial Accessory 2 (Although set to 00 00 on most characters, this is bugged as you're not supposed to be able to unequip 'nothing')
35-43: Unknown; from what can be understood, it would be the attack, defense, vigor stats. (Unused)
+
35-36: Unused (Current Attack)
 +
37-38: Unused (Current Defense)
 +
39-40: Unused (Current Vigor)
 +
41: Unused (Current Wisdom)
 +
42-43: Unused (Current Luck)
 
44: Initial Guts
 
44: Initial Guts
45: Initial Wisdom
+
45: Initial Wisdom Base
46: Initial Luck
+
46: Initial Luck Base
 
47-49: Initial EXP
 
47-49: Initial EXP
4A-64: Unused
+
50-64: Unused
  
 
There are three sets of characters in this data block. The first set is for the normal game, for the most part. The second set consists solely of Child Ryu and Child Bow. Adult Ryu (Maybe Adult Bow too) inherits his stats from Child Ryu. This is only worth noting if you want to change his starting stats.
 
There are three sets of characters in this data block. The first set is for the normal game, for the most part. The second set consists solely of Child Ryu and Child Bow. Adult Ryu (Maybe Adult Bow too) inherits his stats from Child Ryu. This is only worth noting if you want to change his starting stats.

Revision as of 14:43, 21 May 2016

The following ROM data was obtained from an old Gamefaqs thread (link) by a user called StarryKnights.

Characters starting information

Initial data for the game's characters. Information block starts at x00:087C ($C0:087C) and ends at x00:0D3B ($C0:0D3B) (Assuming no header). 
Each entry is 64 bytes long.  This data follows the RAM PC data setup from the ROM map, though, much of this data goes unused.

Layout:

01-04: Character Name
05: Unused (In-game compared to RAM, setting this value to 20 would make the PC sprite into Valerie)
06: Unused (PC Status)
07: Character's PC Number
    00 - Ryu
    01 - Bow
    02 - Rand
    03 - Katt
    04 - Nina
    05 - Jean
    06 - Sten
    07 - Spar
    08 - Bleu
    09 - Kid Ryu
    0A - Kid Bosch (Zombie in battle)

8: Initial level
9-10: Unused (Current health)
11-12: Initial HP
13-14: Unused (Current AP)
15-16: Initial AP
17: Shaman Form
18: Initial Strength
19: Initial Stamina
20-21: Initial Agility
22: Initial Condition
23-24: Initial Weapon (Value 11 tells the game that you have a weapon equipped)
25-26: Initial Shield (Value 21 tells the game that you have a piece of armor equipped)
27-28: Initial Armor (Value 21 tells the game that you have a piece of armor equipped)
29-30: Initial Helmet(Value 21 tells the game that you have a piece of armor equipped)
31-32: Initial Accessory 1 (Although set to 00 00 on most characters, this is bugged as you're not supposed to be able to unequip 'nothing')
33-34: Initial Accessory 2 (Although set to 00 00 on most characters, this is bugged as you're not supposed to be able to unequip 'nothing')
35-36: Unused (Current Attack)
37-38: Unused (Current Defense)
39-40: Unused (Current Vigor)
41: Unused (Current Wisdom)
42-43: Unused (Current Luck)
44: Initial Guts
45: Initial Wisdom Base
46: Initial Luck Base
47-49: Initial EXP
50-64: Unused

There are three sets of characters in this data block. The first set is for the normal game, for the most part. The second set consists solely of Child Ryu and Child Bow. Adult Ryu (Maybe Adult Bow too) inherits his stats from Child Ryu. This is only worth noting if you want to change his starting stats.

The third set is what I can only surmise are the team's stats during the title screen demos.



Stat gain tables

Stat Gain Tables:
----
Hex offset (LoROM Address)
x05:71B0 - x05:5DEF ($C5:71B0 - $C5:5DEF)

4 bytes, split into 8 half-bytes in this order with a max increase of '15 (F)' per stat: 

Byte 1: HP, AP
Byte 2: Strength, Stamina
Byte 3: Unused, Agility
Byte 4: Wisdom, Luck

Almost every character seems to have extra level gains for levels they don't join at. These are not used at all due to the initial data. <br/>Also, it seems Bleu's stats uses the Monster Table as her level up data so she doesn't have her 'own' to modify without some serious stat table moving.

Guts gain upon level is consistently the same for every level up.  Each PC's gain starts at: 
x01:8FE5 ($81:8FE5)



Enemy information

Enemy stats:

59000-5A8FF

Bytes 1-8: Name

9-10: Hit points

11-12: AP

13: Luck

14-15: Attack

16-17: Defense

18-19: Agility

20: Drop rate???

21-22: Experience

23-24: Zenny

25: Item set

26-32: Unknown

For detailed information on how drop rates and item sets work, check out Ben Siron's handbook that explains many of the game's mechanics: link

Spell gains table

Pointers: 5AA00-5AA011

5AA12-5AADE

Pairs of bytes. First is for level the spell is gained on, the second is the spell gained. 00 terminates.