Final Fantasy I & II: Dawn of Souls:Notes
Bitfields and IDs
FF1 Animation Scripting Format
ROM Data Formats
Monster Data Tables
0×1DE044 — 0×1DF8A3: Bestiary 0×223F4C — 0×2257AB: Monster Stats (mid-battle) 0×227054 — 0×2288B3: Monster Stats (battle start) 0×22A880 — 0×22C0DF: Check for Regenerating family; Load Morale when PCs Flee; awarding XP/Gil/item drops on death 32*195
All four tables are identical in and of themselves.
0x00-01: EXP given 0x02-03: Gil given 0x04-05: Max HP 0x06: Morale 0x07: AI Index (unused) 0x08: Evasion 0x09: Defence 0x0A: Number of hits 0x0B: Accuracy 0x0C: Attack 0x0D: Agility 0x0E: Intellect 0x0F: Critical Rate 0x10-11: Status Attack Element 0x12: Status Attack Ailment 0x13: Monster Family 0x14: Magic Defense 0x15: (Unused/Padding) 0x16-17: Elemental Weakness(es) 0x18-19: Elemental Resistance(s) 0x1A: Item Drop Type 0x1B: Dropped Item sub-ID 0x1C: Drop Chance (%) 0x1D-1F: (Unused/Padding)
Monster Attack Animation Table
0x223540 — 0x223603 1*195
0x00: Attack Animation ID - 0x2D
Monster AI Index Table
0x22F0B8 — 0x22F17A 1*195
Monster AI Definitions
0x22F17C — 0x22F5CB 16*69
0x00: Chance to cast a spell, out of 200; can't cast if Silenced 0x01: Chance to cast a monster ability, out of 128, if a spell wasn't cast 0x02-09: Spell queue. Each spell in the queue is cast in order. When an FF byte is reached, the queue loops 0x0A: FF terminator 0x0B-0E: Ability queue. Expressed as (Spell ID - 0x41), so Icestorm 1 is the first legal ability 0x0F: FF terminator
Monster GFX Pointer Table
0x2227DC — 0x2230FF 12*195
0x0: Palette Pointer 0x4: Tile Arrangement Data Pointer 0x8: Monster tile Data Pointer
Monster Size Table
0x223644 — 0x223706 1*195
0x00: Monster Size $00: Small (eg Goblin) $01: Big (eg Troll) $02: Fiend/Chaos $03: Soul of Chaos Boss
All TSA data begins with a 12-byte header.
Bytes +$4-$5 indicate how many TSA tiles are in this TSA structure. Byte +$6 indicates how large each TSA tile is in bytes by indexing to a table at 0x81AE280 Other values in the header are of unknown use.
Each TSA tile follows the usual GBA format for TSA:
Each TSA tile is two bytes; top nybble is palette ID; next two bits define flips: + 400 horizontal flip + 800 vertical flip The remaining 10 bits index to the 8x8 tile graphics found in raw GFX data.
TSA in maps
All tiles in maps in Final Fantasy 1 are in units of 16x16 tiles. To construct these tiles, the game assembles two layers of 8x8 physical tiles, one for a background and the other for a foreground.
When given a Tile ID:
Take low 4 bits, multiply by 4 Take upper 12 bits, multiply by 256 Add together, add to TSA tile pointer If map type is 0x1 and you're outside a room, add (0x1000); save result in r12 This way, if you're in a room or not you'll load different GFX load [r12], [r12+2] (top left/right of tile) load [r12+0x80], [r12+0x82] (bottom left/right of tile) Storing to tile map as 'background' tiles
load [r12+0x40], [r12+0x42] load [r12+0xC0], [r12+0xC2] - These are for the 'foreground' tiles
|Internal Data for Final Fantasy I & II: Dawn of Souls|