Secret of Evermore:RAM map
From Data Crystal
The following article is a RAM map for Secret of Evermore.
7E0106 = Screen brightness setting 7E0133 to 7E013A = Shifting registers for random number generator 7E0A35 to 7E0A36 = Boy - Stats - Max HP 7E0A3F to 7E0A40 = Boy - Stats - Attack 7E0A41 to 7E0A42 = Boy - Stats - Defense 7E0A43 to 7E0A44 = Boy - Stats - Magic Def 7E0A45 to 7E0A46 = Boy - Stats - Evade % 7E0A47 to 7E0A48 = Boy - Stats - Hit % 7E0A49 to 7E0A4C = Boy - Stats - Experience 7E0A50 to 7E0A51 = Boy - Stats - Level 7E0A58 to 7E0A59 = Boy - Pointer to stationary sprites 7E0A5A to 7E0A5B = Boy - Pointer to walking sprites 7E0A5C to 7E0A5D = Boy - Pointer to running sprites 7E0A5E to 7E0A5F = Boy - Pointer to sub-100% weapon attack sprites 7E0A60 to 7E0A61 = Boy - Pointer to 100% weapon attack sprites 7E0A62 to 7E0A63 = Boy - Pointer to Level 2 weapon attack sprites 7E0A64 to 7E0A65 = Boy - Pointer to Level 3 weapon attack sprites 7E0A66 to 7E0A67 = Boy - Pointer to getting hit sprites 7E0A6E to 7E0A6F = Boy - Pointer to dodging hit sprites 7E0A7F to 7E0A80 = Dog - Stats - Max HP 7E0A89 to 7E0A8A = Dog - Stats - Attack 7E0A8B to 7E0A8C = Dog - Stats - Defense 7E0A8D to 7E0A8E = Dog - Stats - Magic Def 7E0A8F to 7E0A90 = Dog - Stats - Evade % 7E0A91 to 7E0A92 = Dog - Stats - Hit % 7E0A93 to 7E0A96 = Dog - Stats - Experience 7E0A9A to 7E0A9B = Dog - Stats - Level 7E0ABA to 7E0ABB = Current equipped weapon (0000 - 001A, even numbers, inclusive. see 7E22DA and 7E22DB lists below for weapon order.) 7E0ABE to 7E0ABF = Dog - Pointer to current Collar stats 7E0AC0 to 7E0AC1 = Boy - Pointer to current Armor stats 7E0AC2 to 7E0AC3 = Boy - Pointer to current Helmet stats 7E0AC4 to 7E0AC5 = Boy - Pointer to current Armband stats 7E0AC6 to 7E0AC8 = Money - Talons 7E0AC9 to 7E0ACB = Money - Jewels 7E0ACC to 7E0ACE = Money - Gold Coins 7E0ACF to 7E0AD1 = Money - Credits 7E0AD2 to 7E0ADA = Equipped alchemy 7E0ADB = Current map number (NOTE: the low part of the weapon levels / 256 * 100 is the right-hand value you'll see on the Level screen [or Stat screen for Dog]) 7E0ADD = Weapon level for bare hands, low part (you can't ever fight with them) 7E0ADE = Weapon level for bare hands, high part (you can't ever fight with them) 7E0ADF = Weapon level for Bone Crusher, low part (/256 * 100 gives in-game display) 7E0AE0 = Weapon level for Bone Crusher, high part 7E0AE1 = Weapon level for Gladiator Sword, low part 7E0AE2 = Weapon level for Gladiator Sword, high part 7E0AE3 = Weapon level for Crusader Sword, low part 7E0AE4 = Weapon level for Crusader Sword, high part 7E0AE5 = Weapon level for Neutron Blade, low part 7E0AE6 = Weapon level for Neutron Blade, high part 7E0AE7 = Weapon level for Spider's Claw, low part 7E0AE8 = Weapon level for Spider's Claw, high part 7E0AE9 = Weapon level for Bronze Axe, low part 7E0AEA = Weapon level for Bronze Axe, high part 7E0AEB = Weapon level for Knight Basher, low part 7E0AEC = Weapon level for Knight Basher, high part 7E0AED = Weapon level for Atom Smasher, low part 7E0AEE = Weapon level for Atom Smasher, high part 7E0AEF = Weapon level for Horn Spear, low part 7E0AF0 = Weapon level for Horn Spear, high part 7E0AF1 = Weapon level for Bronze Spear, low part 7E0AF2 = Weapon level for Bronze Spear, high part 7E0AF3 = Weapon level for Lance, low part 7E0AF4 = Weapon level for Lance, high part 7E0AF5 = Weapon level for Laser Lance, low part 7E0AF6 = Weapon level for Laser Lance, high part 7E0AF7 = Weapon level for Bazooka, low part 7E0AF8 = Weapon level for Bazooka, high part (never initialized to 1 like the other weapons are, and its default of 0 causes bugs with the computer-controlled character and with Energize.) 7E0B07 = Attack level for Dog, low part 7E0B08 = Attack level for Dog, high part 7E0B09 to 7E0B0A = Action screen - Boy combativeness (00-06) 7E0B0B to 7E0B0C = Action screen - Boy AI weapon charging (Even numbers 00-06, inclusive) 7E0B0D to 7E0B0E = Action screen - Dog combativeness (00-06) 7E0B0F to 7E0B10 = Action screen - Dog AI weapon charging (Even numbers 00-06, inclusive) 7E0B15 to 7E0B16 = Window Prefs screen - Pattern (24, 34, ... A4) 7E0B17 to 7E0B18 = Window Prefs screen - Border (Even numbers 00-14, inclusive) 7E0B19 to 7E0B1C = "Timer" for scripted events 7E0B21 to 7E0B22 = Control Prefs screen - Configuration (00, 02) 7E0B2B to 7E0B2C = Countdown timer for a non-windowed message to be displayed. 7E0B95 to ...... = BYTE array holding items in the current shopping ring menu 7E0BC5 to ...... = WORD array holding item prices in the current shopping ring menu 7E0E4B to 7E0E4C = Current music 7E0E4F to 7E0E50 = Current sound effect 7E0E6C to 7E0E6D = Indicator for the type of current shopping ring menu active (0002 = item shop, 0004 = armor shop, 0008 = ingredient shop, 0000 = no shopping menu) 7E0EA0 to 7E0EA1 = Amount of damage from most recent attack 7E107E to 7E10CD = Current Room treasure/event status indicators (1 byte per treasure/event) 7E10CE to 7E111D = Previous Room treasure/event status indicators (1 byte per treasure/event) 7E111E to 7E116D = Room treasure/event status change indicators (1 byte per treasure/event) 7E2210 to 7E2233 = Boy - Name 7E2234 to 7E2257 = Dog - Name 7E2258 = Known alchemy 01 = Acid Rain 02 = Atlas 04 = Barrier 08 = Call Up 10 = Corrosion 20 = Crush 40 = Cure 80 = Defend 7E2259 = Known alchemy 01 = Double Drain 02 = Drain 04 = Energize 08 = Escape 10 = Explosion 20 = Fireball 40 = Fire Power 80 = Flash 7E225A = Known alchemy 01 = Force Field 02 = Hard Ball 04 = Heal 08 = Lance 10 = Laser 20 = Levitate 40 = Lightning Storm 80 = Miracle Cure 7E225B = Known alchemy 01 = Nitro 02 = One Up 04 = Reflect 08 = Regrowth 10 = Revealer 20 = Revive 40 = Slow Burn 80 = Speed 7E225C = Known alchemy and call bead summons 01 = Sting 02 = Stop 04 = Super Heal ..... 80 = Horace 7E225D = Known call bead summons 01 = Camellia 02 = Sidney ..... 7E2261 = Charms ..... 20 = Armor Polish 40 = Chocobo Egg 80 = Insect Incense 7E2262 = Charms 01 = Jade Disk 02 = Jaguar Ring 04 = Magic Gourd 08 = Moxa Stick 10 = Oracle Bone 20 = Ruby Heart 40 = Silver Sheath 80 = Staff of Life 7E2263 = Charms 01 = Sun Stone 02 = Thug's Cloak 04 = Wizard's Coin ..... 7E2264 = Rare items 01 = Diamond Eye 02 = Diamond Eyes 04 = Gauge 08 = Wheel 10 = Queen's Key 20 = Energy Core ..... FE Village Inn treasure pots: 7E2265, 08 10 20 bits 7E228x to 7E22Dx = Found hidden ingredients, 1 bit each (exact address range not yet known) 7E22DA = Weapons 01 = ??? 02 = Bone Crusher 04 = Gladiator Sword 08 = Crusader Sword 10 = Neutron Blade 20 = Spider's Claw 40 = Bronze Axe 80 = Knight Basher 7E22DB = Weapons and call bead spells 01 = Atom Smasher 02 = Horn Spear 04 = Bronze Spear 08 = Lance 10 = Laser Lance 20 = Bazooka 40 = Horace - Aura 80 = Horace - Regenerate 7E22FF = Alchemy - Ingredient amount - Wax 7E2300 = Alchemy - Ingredient amount - Water 7E2301 = Alchemy - Ingredient amount - Vinegar 7E2302 = Alchemy - Ingredient amount - Root 7E2303 = Alchemy - Ingredient amount - Oil 7E2304 = Alchemy - Ingredient amount - Mushroom 7E2305 = Alchemy - Ingredient amount - Mud Pepper 7E2306 = Alchemy - Ingredient amount - Meteorite 7E2307 = Alchemy - Ingredient amount - Limestone 7E2308 = Alchemy - Ingredient amount - Iron 7E2309 = Alchemy - Ingredient amount - Gunpowder 7E230A = Alchemy - Ingredient amount - Grease 7E230B = Alchemy - Ingredient amount - Feather 7E230C = Alchemy - Ingredient amount - Ethanol 7E230D = Alchemy - Ingredient amount - Dry Ice 7E230E = Alchemy - Ingredient amount - Crystal 7E230F = Alchemy - Ingredient amount - Clay 7E2310 = Alchemy - Ingredient amount - Brimstone 7E2311 = Alchemy - Ingredient amount - Bone 7E2312 = Alchemy - Ingredient amount - Atlas Amulet 7E2313 = Alchemy - Ingredient amount - Ash 7E2314 = Alchemy - Ingredient amount - Acorn 7E2315 = Inventory - Item amount - Petal 7E2316 = Inventory - Item amount - Nectar 7E2317 = Inventory - Item amount - Honey 7E2318 = Inventory - Item amount - Dog Biscuit 7E2319 = Inventory - Item amount - Wings 7E231A = Inventory - Item amount - Essence 7E231B = Inventory - Item amount - Pixie Dust 7E231C = Inventory - Item amount - Call Bead 7E231D = Inventory - Armor amount - Grass Vest 7E231E = Inventory - Armor amount - Shell Plate 7E231F = Inventory - Armor amount - Dino Skin 7E2320 = Inventory - Armor amount - Bronze Armor 7E2321 = Inventory - Armor amount - Stone Plate 7E2322 = Inventory - Armor amount - Centurion Cape 7E2323 = Inventory - Armor amount - Silver Mail 7E2324 = Inventory - Armor amount - Gold-Plated Vest 7E2325 = Inventory - Armor amount - Shining Armor 7E2326 = Inventory - Armor amount - Magna Mail 7E2327 = Inventory - Armor amount - Titanium Vest 7E2328 = Inventory - Armor amount - Virtual Vest 7E2329 = Inventory - Helm amount - Grass Hat 7E232A = Inventory - Helm amount - Shell Hat 7E232B = Inventory - Helm amount - Dino Helm 7E232C = Inventory - Helm amount - Bronze Helm 7E232D = Inventory - Helm amount - Obsidian Helm 7E232E = Inventory - Helm amount - Centurion Helm 7E232F = Inventory - Helm amount - Titan Crown 7E2330 = Inventory - Helm amount - Dragon Helm 7E2331 = Inventory - Helm amount - Knight Helm 7E2332 = Inventory - Helm amount - Lightning Helm 7E2333 = Inventory - Helm amount - Old Reliable 7E2334 = Inventory - Helm amount - Brainstorm 7E2335 = Inventory - Armband amount - Vine Bracelet 7E2336 = Inventory - Armband amount - Mammoth Guard 7E2337 = Inventory - Armband amount - Claw Guard 7E2338 = Inventory - Armband amount - Serpent Bracer 7E2339 = Inventory - Armband amount - Bronze Gauntlet 7E233A = Inventory - Armband amount - Gloves of Ra 7E233B = Inventory - Armband amount - Iron Bracer 7E233C = Inventory - Armband amount - Magician Ring 7E233D = Inventory - Armband amount - Dragon Claw 7E233E = Inventory - Armband amount - Cyberglove 7E233F = Inventory - Armband amount - Protector Ring 7E2340 = Inventory - Armband amount - Virtual Glove 7E2341 = Inventory - Collar amount - Leather Collar 7E2342 = Inventory - Collar amount - Spiky Collar 7E2343 = Inventory - Collar amount - Defender Collar 7E2344 = Inventory - Collar amount - Spot's Collar 7E2345 = Inventory - Bazooka ammo amount - Thunder Ball 7E2346 = Inventory - Bazooka ammo amount - Particle Bomb 7E2347 = Inventory - Bazooka ammo amount - Cryo-Blast 7E2349 = Ammunition type of currently chosen shell (0 = Thunder Ball, 2 = Particle Bomb, 4 = Cryo Blast) 7E2355 = Flying machine type (00 = none, 01 = Windwalker, 02 = Escape Pod) 7E235F = Current equipped weapon (00 - 1A, even numbers, inclusive. see 7E22DA and 7E22DB lists above for weapon order.) 7E2363 = Dog state 02 = Prehistorica (wolf) 04 = Prehistorica (bonechaser) - only used in the scene where the dog fetches the Bone Crusher. It is mostly identical to 02. 06 = Antiqua (greyhound) 08 = Gothica (poodle) 0A = Podunk (normal) 0C = Omnitopia (toaster) 7E237B to 7E237C = Last landing location of the flying machine 7E2391 to 7E2392 = ID of prize you're currently retrieving 7E2393 to 7E2394 = Quantity of prize you're currently retrieving (seems to be quickly decremented to 0001, though) 7E239B to 7E239C = Probability (numerator) of winning 1st prize from monster remains in screen/area 7E239D to 7E239E = Probability (numerator) of winning 2nd prize in area 7E239F to 7E23A0 = Probability (numerator) of winning 3rd prize in area (Denominator of the prize probability is the sum of the 3 above variables.) 7E23A1 to 7E23A2 = ID of 1st prize from monster remains in area 7E23A3 to 7E23A4 = ID of 2nd prize in area 7E23A5 to 7E23A6 = ID of 3rd prize in area Prize ID list: 00 00 = Nothing 01 00 = Money (currency depends on current world) XX 08 = Item (XX = 00 - 07. see 7E2315 list above for ordering.) XX 02 = Ingredient (XX = 00 - 15. see 7E22FF list above for ordering, EXCEPT Mud Pepper and Mushroom are oddly reversed. also, winning Mud Pepper has issues.) XX 04 = Equipment (XX = 01 - 28. see 7E231D list above for ordering.) 01 01 = Chocobo Egg (can't figure out how to make other Charms be won.) 7E23A7 to 7E23A8 = Quantity of 1st prize from monster remains in area 7E23A9 to 7E23AA = Quantity of 2nd prize in area 7E23AB to 7E23AC = Quantity of 3rd prize in area 7E2461 = Incrementor to found ingredient or item quantity. Game can set immediately before or after retrieval. Set to 0 when you enter a new screen. 7E2517 to 7E2518 = Trade good amount - Annihilation Amulet 7E2519 to 7E251A = Trade good amount - Bead 7E251B to 7E251C = Trade good amount - Ceramic Pot 7E251D to 7E251E = Trade good amount - Chicken 7E251F to 7E2520 = Trade good amount - Golden Jackal 7E2521 to 7E2522 = Trade good amount - Jeweled Scarab 7E2523 to 7E2524 = Trade good amount - Limestone Tablet 7E2525 to 7E2526 = Trade good amount - Perfume 7E2527 to 7E2528 = Trade good amount - Rice 7E2529 to 7E252A = Trade good amount - Spice 7E252B to 7E252C = Trade good amount - Spoon 7E252D to 7E252E = Trade good amount - Tapestry 7E252F to 7E2530 = Trade good amount - Ticket for Exhibition 7E2F52 to 7E2F97 = Alchemy spell levels (low component). One word per spell. Alphabetical order. 7E2F98 to 7E2FDD = Alchemy spell levels (high component). One word per spell. Alphabetical order. 7E3DE5 to 7E4E88 = Monster/NPC data for the current room. Each Monster/NPC gets x8E bytes of data. x00-x02 = Sprite/Animation script pointer x03-x05 = Sprite/Animation script pointer x06-x07 = Partial pointer to a ROM location with Monster/NPC data x1A-x1B = X position on map x1C-x1D = Y position on map x22-x23 = Used to determine the direction creature is facing x24-x25 = Pointer to ram address of the target of the monster's attacks x2A-x2B = Hit Points x2E-x2F = Charge level for attack. x60-x61 = Used to identify the type of monster/npc x62-x63 = X,Y position on the map in terms of tiles x66-x67 = Dialog/Event indicator x76-x77 = damage taken from last attack 7E4E89 to 7E4E8B = Boy - Sprite/animation script pointer 7E4E8C to 7E4E8E = Boy - Sprite/animation script pointer 7E4EA3 to 7E4EA4 = Boy - X position on map 7E4EA5 to 7E4EA6 = Boy - Y position on map 7E4EAB to 7E4EAC = Direction the boy is facing 7E4EB3 to 7E4EB4 = Boy - Current HP 7E4EB7 to 7E4EB8 = Boy - Current weapon charging level (0400 = 100%) 7E4ECF to 7E4ED0 = Boy - Status 1 - Status ID (top byte mostly unknown, FFFFh = none, see list of IDs below) 7E4ED1 to 7E4ED2 = Boy - Status 1 - Timer (ascending from 0, frame-based) 7E4ED3 to 7E4ED4 = Boy - Status 1 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4ED5 to 7E4ED6 = Boy - Status 2 - Status ID (top byte mostly unknown,FFFFh = none, see list of IDs below) 7E4ED7 to 7E4ED8 = Boy - Status 2 - Timer (ascending from 0, frame-based) 7E4ED9 to 7E4EDA = Boy - Status 2 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4EDB to 7E4EDC = Boy - Status 3 - Status ID (top byte mostly unknown, FFFFh = none, see list of IDs below) 7E4EDD to 7E4EDE = Boy - Status 3 - Timer (ascending from 0, frame-based) 7E4EDF to 7E4EE0 = Boy - Status 3 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4EE1 to 7E4EE2 = Boy - Status 4 - Status ID (top byte mostly unknown, FFFFh = none, see list of IDs below) 7E4EE3 to 7E4EE4 = Boy - Status 4 - Timer (ascending from 0, frame-based) 7E4EE5 to 7E4EE6 = Boy - Status 4 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go, and an unknown value in the third (Time interval) slot. NOTE 2: Regenerate/Pixie Dust uses the third slot for a post-death count-up timer to revival. 7E4F1D to 7E4F20 = Boy - Total experience needed to reach next level 7E4F29 to 7E4F2A = Boy - Overall boost to Attack statistic from alchemy/items/statuses 7E4F2B to 7E4F2C = Boy - Overall boost to Defense statistic from alchemy/items/statuses 7E4F2D to 7E4F2E = Boy - Overall boost to Evade % statistic from alchemy/items/statuses 7E4F2F to 7E4F30 = Boy - Overall boost to Hit % statistic from alchemy/items/statuses 7E4F31 to 7E4F32 = Boy - Overall boost to Magic Defense statistic from alchemy/items/statuses (unused) 7E4F33 to 7E4F34 = Boy - Last damage taken. Used by time Warp (Horace). 7E4F35 to 7E4F36 = Boy - Regenerate (Horace) or Pixie Dust protection in effect (0001 = yes, 0000 = no) 7E4F37 to 7E4F39 = Dog - Animation/Sprite script pointer 7E4F3A to 7E4F3C = Dog - Animation/Sprite script pointer 7E4F51 to 7E4F52 = Dog - X position on map 7E4F53 to 7E4F54 = Dog - Y position on map 7E4F59 to 7E4F5A = Direction that the dog is facing 7E4F61 to 7E4F62 = Dog - Current HP 7E4F65 to 7E4F66 = Dog - Current weapon charging level (0400 = 100%) 7E4F7D to 7E4F7E = Dog - Status 1 - Status ID (top byte mostly unknown, FFFFh = none, see list of IDs below) 7E4F7F to 7E4F80 = Dog - Status 1 - Timer (ascending from 0, frame-based) 7E4F81 to 7E4F82 = Dog - Status 1 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4F83 to 7E4F84 = Dog - Status 2 - Status ID (top byte mostly unknown, FFFFh = none, see list of IDs below) 7E4F85 to 7E4F86 = Dog - Status 2 - Timer (ascending from 0, frame-based) 7E4F87 to 7E4F88 = Dog - Status 2 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4F89 to 7E4F8A = Dog - Status 3 - Status ID (top byte mostly unknown, FFFFh = none, see list of IDs below) 7E4F8B to 7E4F8C = Dog - Status 3 - Timer (ascending from 0, frame-based) 7E4F8C to 7E4F8D = Dog - Status 3 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4F8E to 7E4F8F = Dog - Status 4 - Status ID (top byte mostly unknown, FFFFh = none, see list of IDs below) 7E4F90 to 7E4F91 = Dog - Status 4 - Timer (ascending from 0, frame-based) 7E4F92 to 7E4F93 = Dog - Status 4 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go, and an unknown value in the third (Time interval) slot. NOTE 2: Regenerate/Pixie Dust uses the third slot for a post-death count-up timer to revival. Status ID list for above structures: 00h = Atlas, 08h = Aura (Horace) , 10h = Barrier, 18h = Defend, 20h = Energize, 28h = Force Field, 30h = Reflect, 38h = Shield (Camellia), 40h = Regrowth, 48h = Speed, 50h = Regenerate (Horace) and Pixie Dust, 58h = Stop * , 60h = Confound, 68h = Disrupt * , 70h = Slow Burn, 78h = Corrosion, 80h = Hypnotize *, 88h = Plague, 90h = Poison FFFFh = Nothing * Boy and Dog don't receive 7E4FCB to 7E4FCE = Dog - Total experience needed to reach next level 7E4FD7 to 7E4FD8 = Dog - Overall boost to Attack statistic from alchemy/items/statuses 7E4FD9 to 7E4FDA = Dog - Overall boost to Defense statistic from alchemy/items/statuses 7E4FDB to 7E4FDC = Dog - Overall boost to Evade % statistic from alchemy/items/statuses 7E4FDD to 7E4FDE = Dog - Overall boost to Hit % statistic from alchemy/items/statuses 7E4FDF to 7E4FE0 = Dog - Overall boost to Magic Defense statistic from alchemy/items/statuses (unused) 7E4FE1 to 7E4FE2 = Dog - Last damage taken. Used by time Warp (Horace). 7E4FE3 to 7E4FE4 = Dog - Regenerate (Horace) or Pixie Dust protection in effect (0001 = yes, 0000 = no) 7E5DC3 to 7E6182 = Conditional NPC/Monster Spawn List, 16 bytes per entry x00-x01 = Offset for specific type of monster/npc x02-x03 = X position for spawn x04-x05 = Y position for spawn 7FC300 to ------ = Current map arrangement? (unsure)
Internal Data for Secret of Evermore |
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ROM Map • RAM Map • Text Table • Notes • Tutorials |