Breath of Fire II:ROM map
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 87C and ends at D3B (Assuming no header). Each entry is 64 bytes long. Layout: 1-4: Name 5-6: Unknown, 00 00 for everyone 7: Character's number 8: Initial level 9-10: Unknown 11: Initial HP 12: Initial HP, 00 for all; allows numbers bigger than 255 13-14: Unknown; always the same as initial AP. 15: Initial AP 16: Initial AP, 00 for all; allows numbers bigger than 255 17: Character portrait/sprite modifier; 00 for everyone 18: Initial Strength 19: Initial Stamina 20: Initial Agility 21: Initial Agility, 00 for all; allows numbers bigger than 255. 22: Initial Condition 23: Initial Weapon 24: Always 11 when above is used. Doesn't seem to do anything... 25: Initial Shield 26: Always 21 when above is used. Doesn't seem to do anything... 27: Initial Armor 28: Always 21 when above is used. Doesn't seem to do anything... 29: Initial Helmet 30: Always 21 when above is used. Doesn't seem to do anything... 31: Accessory Slot 1; unequipping the item makes it unable to be equipped; item might not function correctly 32: Unknown; Could be related to above 33: Accessory Slot 2; unequipping the item makes it unable to be equipped; item might not function correctly 34: Unknown; Could be related to above 35-43: Unknown 44: Initial Guts 45: Initial Wisdom 46: Initial Luck 47-64: Unknown 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 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.