FF3 ROM INFO
------------

LDA \$[C-F][0-9, A-F][0-9, A-F][0-9, A-F][0-9, A-F][0-9, A-F],[AXY, axy]
LDA \[\$[0-9, A-F][0-9, A-F]\],Y

NOTE:  All pointers are to be considered relative (added to the constant in the description) unless
       otherwise noted.
       
Types of Pointers
-----------------
PTR         Short (2 byte) relative pointer (add to constant)
LPTR        Long (3 byte) relative pointer (add to constant)
APTR        Long (3 byte) absolute pointer (no need to add)

Positioned Text
---------------
Position is a word--calculate from (xx, yy), where xx and yy are 8-pixel 2-bitplane tiles, with
the formula ((yy * $20) + xx) * 2 + $7889

Raw Location    HiROM Location      Key     Description
-------------------------------------------------------------------------------
00C47F-00C48E   (C0C27F-C0C28E)     GFX     Something to do with the battle backgrounds

00D03A-         (C0CE3A-      )     GFX     Offsets of Map Character Sprite Parts (2x3, 2 bytes each)

00D2F2-         (C0D0F2-      )     GFX     Pointers to Map Character Graphics (2 bytes each)
00D43C-         (C0D23C-      )     GFX     Bank pointers and Number of Bytes to Copy for Map Character Gfx (2 bytes each)

00E1A0-00E29F   (C0DFA0-C0E09F)     DTE     DTE Table

02D02B-         (C2CE2B-      )     GFX     Battle Character Palette Assignments (1 byte each)
02D21A-02D233   (C2D01A-C2D033)     MONST   Pointers to Monster Formation Size Templates (13 elements) (+020200/+C20000)
02D234-02D2F3   (C2D034-C2D0F3)     MONST   Monster Formation Size Templates
                                
035E1C-035E39   (C35C1C-C35C39)     BLTZ     Blitz Specification Characters (14 elements, 2 bytes each [character, rotation])

037100-         (C36F00-      )     PAL     Menu Portrait Palette assignment (1 byte each)
03711B-         (C36F1B-      )     PTR     Pointers to Menu Portrait Graphics (2 bytes each)

03C20C-03C217   (C3C00C-C3C017)     PTR     Pointers to Shop Titles (+030200/+C30000)

03C4FC-03C525   (C3C2FC-C3C325)     PTXT    Shop Title Positioned Text (5 items, variable length)
                
040200-040541   (C40000-C40341)     PTR     Map Event Trigger Pointers (+040200/+C40000)
040542-041BFD   (C40342-C419FD)     TRG     Map Event Triggers (5 bytes each) (src x, src y, pointer to event code)
041BFE-041C0F   (C419FE-C41A0F)     ---     UNUSED SPACE (18 bytes)
041C10-041F51   (C41A10-C41D51)     PTR     NPC Data Pointers (+041C10/+C41A10)
041F52-046C6B   (C41D51-C46A6B)     NPC     NPC Data
046C6C-046CBF   (C46A6C-C46ABF)     ---     UNUSED SPACE (84 bytes)
046CC0-047ABF   (C46AC0-C478BF)     MAGIC   Magic Data (256 items, 14 bytes each)
047AC0-047C3F   (C478C0-C47A3F)     TXT2    Character Names (64 items, 6 bytes each)
047C40-047C9F   (C47A40-C47A9F)     CHR     Blitz Specifications (8 elements, 12 bytes each)

047CC0-04813F   (C47AC0-C47F3F)     SHOP    Shop Specifications (128 items, 9 bytes each [1 title byte, 8 items])
048140-0481A7   (C47F40-C47FA7)     MONST   Ragnarok Metamorphosis Packages (26 items, 4 bytes each)

0489C0-0491BF   (C487C0-C48FBF)     FONT    Fixed-Width Font Graphics Data (8x8x2, 8 bytes each, range 0x80-0xFF)
0491C0-04923F   (C48FC0-C4903F)     FONT    Variable-Width Font Character Cell Widths (00-7F)

0492C0-049AFF   (C490C0-C498FF)     FONT    Variable-Width Font Graphics Data (16x11x1, 22 bytes each, range 0x20-0x7F)

05090E-05090F   (C5070E-C5070F)     DATA    Length of Main SPC Code Loop
050910-0520C6   (C50710-C51EC6)     SPC     Main SPC Code Loop (Copied to SPC locations $0200-$19B6)

0A0200-0CE7FF   (CA0000-CCE5FF)     EVNT    Event Code
0CE800-0CE801   (CCE600-CCE601)     DATA    Index of the pointer in which the bank byte needs to be incremented
0CE802-0D01FF   (CCE602-CCFFFF)     PTR     Pointers to Dialogue (+0D0200/+CD0000)
0D0200-0EF2FF   (CD0000-CEF0FF)     TXT1    Dialogue (3326 items, variable length)
0EF300-0EF7FF   (CEF100-CEF5FF)     TXT1    Location Names (448 items [73 actual], variable length)

0EFD60-0EFD87   (CEFB60-CEFB87)     PTR     Pointers to Rare Item Descriptions (+0EFEB0/+CEFCB0)
0EFD88-0EFD9F   (CEFB88-CEFB9F)     ---     UNUSED SPACE
0EFDA0-0EFEA3   (CEFBA0-CEFCA3)     TXT2    Rare Item Names (20 elements, 13 bytes each)
0EFEA4-0EFEAF   (CEFCA4-CEFCAF)     ---     UNUSED SPACE
0EFEB0-0F01FF   (CEFCB0-CEFFFF)     TXT2    Rare Item Descriptions (20 elements, variable length)
0F0200-0F31FF   (CF0000-CF2FFF)     MONST   Monster Stats (384 elements, 32 bytes each)
0F3200-0F37FF   (CF3000-CF35FF)     MONST   Monster Items Stolen and Dropped (384 elements, 4 bytes each)

0F3B40-0F3E3F   (CF3940-CF3C3F)     TXT2    Esper Descritions (27 items, variable length)
0F3E40-0F3E9F   (CF3C40-CF3C9F)     TXT2    SwordTech Names (8 items, 12 bytes each)

0F5200-0F55FF   (CF5000-CF53FF)     MONST   Monster Formations used in Event Scripts (256 elements, 4 bytes each)
0F5B00-0F63FF   (CF5900-CF61FF)     MONST   Monster Formation Auxiliary Data (576 elements, 4 bytes each)
0F6400-0F85BF   (CF6200-CF83BF)     MONST   Monster Formation Data (576 elements, 15 bytes each)
0F85C0-0F85FF   (CF83C0-CF83FF)     ---     UNUSED SPACE (64 bytes)

0FC250-0FD14F   (CFC050-CFCF4F)     TXT2    Enemy Names (384 items, 10 bytes each)
0FD150-0FD2CF   (CFCF50-CFD0CF)     ---     UNUSED SPACE (384 bytes)
0FD2D0-0FE1CF   (CFD0D0-CFDFCF)     TXT2    Enemy Attack Names (384 items, 10 bytes each)

0FE1E0-0FE3DF   (CFDFE0-CFE1DF)     PTR     Pointers to Battle Dialogue (Bank 2) (+0F0200/+CF0000)
0FE3E0-0FF64F   (CFE1E0-CFF44F)     TXT2    Battle Dialogue (Bank 2) (256 items, variable length)

0FFE00-0FFEFF   (CFFC00-CFFCFF)     TXT2    Blitz Descriptions (8 items, variable length)
0FFF00-0FFFFF   (CFFD00-CFFDFF)     TXT2    SwordTech Descriptions (8 items, variable length)

1000AE-100146   (CFFEAE-CFFF46)     TXT2    Short Esper Bonus Descriptions (17 elements, 9 characters each)
100147-10019D   (CFFF47-CFFF9D)     ---     UNUSED SPACE (87 bytes)
10019E-1001AD   (CFFF9E-CFFFAD)     PTR     Pointers to Blitz Descriptions (+0FFE00/+CFFC00)
1001AE-1001BD   (CFFFAE-CFFFBD)     PTR     Pointers to SwordTech Descriptions (+0FFF00/+CFFD00)
1001BE-1001FF   (CFFFBE-CFFFFF)     ---     UNUSED SPACE (66 bytes)

109A00-109A73   (D09800-D09873)     PTR     Pointers to Battle Event Scripts (+100200/+D00000) (58 elements)

10D200-10D3FF   (D0D000-D0D1FF)     PTR     Pointers to Battle Dialogue (Bank 1) (+100200/+D00000)
10D400-10FEFF   (D0D200-D0FCFF)     TXT2    Battle Dialogue (Bank 1) (256 items, variable length)

11F200-11F99F   (D1F000-D1F79F)     TXT2    Battle Messages (256 items, variable length)
11F9A0-11FB9F   (D1F7A0-D1F99F)     PTR     Pointers to Battle Messages (+110200/+D10000)

127100-1271FF   (D26F00-D26FFF)     TXT2    Weapon/Armor Types (32 items, 7 bytes each)
127200-12797F   (D27000-D2777F)     MONST   Monster Visual Specifications (384 elements, 5 bytes each)

127A20-12AA1F   (D27820-D2A81F)     PAL     Monster Palettes (768 palettes, 8 colors each)
12AA20-12AA21   (D2A820-D2A821)     PTR     Pointer to 8-High Monster Composition Data
12AA22-12AA23   (D2A822-D2A823)     PTR     Pointer to 16-High Monster Composition Data
12AA24-12AE23   (D2A824-D2AC23)     MONST   Monster 8-High Composition Data (128 elements, 8 bytes each)
12AE24-12B423   (D2AC24-D2B223)     MONST   Monster 16-High Composition Data (48 elements, 32 bytes each)
12B424-12B4FF   (D2B224-D2B2FF)     ---     UNUSED SPACE (220 bytes)
12B500-12C1FF   (D2B300-D2BFFF)     TXT2    Item Names (256 items, 13 bytes each)

12EE00-12EEFF   (D2EC00-D2ECFF)     PAL     World of Balance Palettes (8 palettes, 16 colors each)
12EF00-12EFFF   (D2ED00-D2EDFF)     PAL     World of Ruin Palettes (8 palettes, 16 colors each)
12F000-12F01F   (D2EE00-D2EE1F)     PAL     Setzer's Airship Palette (16 colors)
12F100-12F11F   (D2EF00-D2EF1F)     PAL     Darryl's Airship Palette (16 colors)

150200-         (D50000-      )     GFX     Character and Townsperson Sprite Graphics (4bp)

185200-186FFF   (D85000-D86DFF)     ITEM    Item Data (256 items, 30 bytes each)
187000-187127   (D86E00-D86F27)     ESPER   Esper Data (27 items, 11 bytes each)
187128-1871FF   (D86F28-D86FFF)     ---     UNUSED SPACE (128 bytes)

18CBA0-18D09F   (D8C9A0-D8CE9F)     TXT2    Spell Descriptions (64 items, variable length)
18D0A0-18D17F   (D8CEA0-D8CF7F)     TXT2    Battle Command Names (32 items, 7 bytes each)
18D180-18D1FF   (D8CF80-D8CFFF)     PTR     Pointers to Spell Descriptions (+18CBA0/+D8C9A0)

19AA00-19CF0F   (D9A800-D9CD0F)     MAP     Location Tile Properties
19CF10-19CF8F   (D9CD10-D9CD8F)     PTR     Pointers to Location Tile Properties (+19AA00/+D9A800)
19CF90-19D3AF   (D9CD90-D9D1AF)     LPTR    Pointers to Location Map Data (352 items) (+19D3B0/+D9D1B0)
19D3B0-1E01FF   (D9D1B0-DDFFFF)     MAP     Location Map Data
1E0200-         (DE0000-      )     MAP     Location Tile Formation

1FBC00-1FBCFF   (DFBA00-DFBAFF)     LPTR    Pointers to Location Tile Formation (+1E0200/+DE0000) (128 items)
1FBD00-1FC101   (DFBB00-DFBF01)     PTR     Pointers to Entrance Triggers (+1FBD00/+DFBB00)
1FC102-1FDBFF   (DFBF02-DFD9FF)     TRG     Entrance Triggers (6 bytes each)
1FDC00-1FDCFF   (DFDA00-DFDAFF)     LPTR    Town Tile Graphics Pointers (+1FDD00/+DFDB00) (128 items)
1FDD00-25F5FF   (DFDB00-E5F3FF)     GFX     Town Tile Graphics
  21C6C0-21E6BF   (E1C4C0-E1E4BF)     GFX     Battle Background Top Graphics: Building
  
268200-2685FF   (E68000-E683FF)     PAL     Map Character and Townperson Sprite Palettes (16 colors each)
268600-26897F   (E68400-E6877F)     PTR     Pointers to Location Names (+0EF300/+CEF100)

26F6A0-26F701   (E6F4A0-E6F501)     CHR     HP modification constants by level (98 elements)
26F702-26F763   (E6F502-E6F563)     CHR     MP modification constants by level (98 elements)

26F767-26F80E   (E6F567-E6F60E)     TXT2    Black Magic Spell Names (24 items, 7 bytes each)
26F80F-26F8A1   (E6F60F-E6F6A1)     TXT2    Effect Magic Spell Names (21 items, 7 bytes each)
26F8A2-26F8E0   (E6F6A2-E6F6E0)     TXT2    White Magic Spell Names (9 items, 7 bytes each)
26F8E1-26F9B8   (E6F6E1-E6F7B8)     TXT2    Esper Names (27 items, 8 bytes each)
26F9B9-26F9EA   (E6F7B9-E6F7EA)     TXT2    Skean Attack Names (5 items, 10 bytes each)
26F9EB-26FA30   (E6F7EB-E6F830)     ---     UNUSED SPACE (70 bytes)
26FA31-26FA80   (E6F831-E6F880)     TXT2    Blitz Names (8 items, 10 bytes each)
26FA81-26FB70   (E6F881-E6F970)     TXT2    Mog's Dance Attacks (24 items, 10 bytes each)
26FB71-26FBAC   (E6F971-E6F9AC)     TXT2    Setzer's Slot Attacks (6 items, 10 bytes each)
26FBAD-26FBFC   (E6F9AD-E6F9FC)     TXT2    Magitek Armor Attacks (8 items, 10 bytes each)
26FBFD-26FCEC   (E6F9FD-E6FAEC)     TXT2    Lore Names (24 items, 10 bytes each)
26FCED-26FFEE   (E6FAED-E6FDEE)     TXT2    Enemy Attacks (77 items, 10 bytes each)
26FFEF-270066   (E6FDEF-E6FE66)     TXT2    Desperation Attacks (12 items, 10 bytes each)
270067-27008E   (E6FE67-E6FE8E)     TXT2    Miscellaneous Attacks (Lagomorph, Interceptor, etc.) (4 items, 10 bytes each)
27008F-27019C   (E6FE8F-E6FF9C)     TXT2    Esper Attacks (27 items, 10 bytes each)
27019D-2701FC   (E6FF9D-E6FFFC)     TXT2    Mog's Dance Names (8 items, 12 bytes each)
2701FD-2701FF   (E6FFFD-E6FFFF)     ---     UNUSED SPACE (3 bytes)

270350-         (E70150-      )     PAL     Bottom Battle Background Palettes (16 colors each)

271850-271A47   (E71650-E71847)     LPTR    Pointers to Top Battle Backgrounds (168 elements, 75 used)

297200-         (E97000-      )     GFX     Monster Graphics

2D0200-2D057F   (ED0000-ED037F)     GFX     Menu Window 1 Graphics
2D0580-2D08FF   (ED0380-ED06FF)     GFX     Menu Window 2 Graphics
2D0900-2D0C7F   (ED0700-ED0A7F)     GFX     Menu Window 3 Graphics
2D0C80-2D0FFF   (ED0A80-ED0DFF)     GFX     Menu Window 4 Graphics
2D1000-2D137F   (ED0E00-ED037F)     GFX     Menu Window 5 Graphics
2D1380-2D16FF   (ED1180-ED06FF)     GFX     Menu Window 6 Graphics
2D1700-2D1A7F   (ED1500-ED0A7F)     GFX     Menu Window 7 Graphics
2D1A80-2D1DFF   (ED1880-ED0DFF)     GFX     Menu Window 8 Graphics
2D1E00-2D1E1F   (ED1C00-ED1C1F)     PAL     Menu Window 1 Palette (16 colors each)
2D1E20-2D1E3F   (ED1C20-ED1C3F)     PAL     Menu Window 2 Palette (16 colors each)
2D1E40-2D1E5F   (ED1C40-ED1C5F)     PAL     Menu Window 3 Palette (16 colors each)
2D1E60-2D1E7F   (ED1C60-ED1C7F)     PAL     Menu Window 4 Palette (16 colors each)
2D1E80-2D1E9F   (ED1C80-ED1C9F)     PAL     Menu Window 5 Palette (16 colors each)
2D1EA0-2D1EBF   (ED1CA0-ED1CBF)     PAL     Menu Window 6 Palette (16 colors each)
2D1EC0-2D1EDF   (ED1CC0-ED1CDF)     PAL     Menu Window 7 Palette (16 colors each)
2D1EE0-2D1EFF   (ED1CE0-ED1CEF)     PAL     Menu Window 8 Palette (16 colors each)
2D1F00-2D5A5F   (ED1D00-ED585F)     GFX     Character Portraits
2D5A60-2D5CBF   (ED5860-ED5ABF)     PAL     Menu Portrait Palettes (16 colors each)
2D5CC0-         (ED5AC0-      )     GFX     Hand Cursor Graphics

2D64C0-2D64C7   (ED62C0-ED62C7)     PAL     Battle Standard (White) Text Palette (4 colors)
2D64C8-2D64CF   (ED62C8-ED62CF)     PAL     Battle Disabled (Grey) Text Palette (4 colors)
2D64D0-2D64D7   (ED62D0-ED62D7)     PAL     Battle Active (Yellow) Text Palette (4 colors)
2D64D8-2D64DF   (ED62D8-ED62DF)     PAL     Battle Blue Text Palette (4 colors)
2D64E0-2D64E7   (ED62E0-ED62E7)     PAL     Empty Palette (4 colors)
2D64E8-2D64EF   (ED62E8-ED62EF)     PAL     Battle Guage (Grey) Text Palette (4 colors)
2D64F0-2D64F7   (ED62F0-ED62F7)     PAL     Battle Green Text Palette (4 colors)
2D64F8-2D64FF   (ED62F8-ED62FF)     PAL     Battle Red Text Palette (4 colors)
2D6500-2D65FF   (ED6300-ED63FF)     PAL     Battle/Menu Character Sprite Palettes (8 palettes, 16 colors each)
2D6600-2D799F   (ED6400-ED779F)     TXT2    Item Descriptions (256 elements, variable length)
2D79A0-2D7C6F   (ED77A0-ED7A6F)     TXT2    Lore Descriptions (24 elements, variable length)
2D7C70-2D7C9F   (ED7A70-ED7A9F)     PTR     Pointers to Lore Descriptions (24 elements)
2D7CA0-2D7E9F   (ED7AA0-ED7C9F)     PTR     Pointers to Item Descriptions (256 elements)
2D7EA0-2D841F   (ED7CA0-ED821F)     CHR     Character Initial Statistics (64 elements, 22 bytes each)
2D8420-2D84F3   (ED8220-ED82F3)     CHR     Experience Needed for Level Up ()

2D9100-2DC67E   (ED8F00-EDC47E)     LOC     Location Properties (416 elements, 33 bytes each)
2DC67F          (EDC47F)            ---     UNUSED SPACE (1 byte)
2DC680-2DCC7F   (EDC480-EDCA7F)     PAL     Location Map Palettes (48 elements, 16 colors each)

2E0000-2E01CF   (EDFE00-EDFFCF)     TXT2    Long Esper Bonus Descriptions (variable length)
2E01CF-2E01FF   (EDFFD0-EDFFFF)     PTR     Pointers to Long Esper Bonus Descriptions

2E4A42-2E4A51   (EE4842-EE4851)     DATA    Sprites used for various positions of map character

2E9D14-2E9F13   (EE9B14-EE9D13)     MAP     World of Balance Tile Properties
2E9F14-2EA113   (EE9D14-EE9F13)     MAP     World of Ruin Tile Properties

2ED634-2F134E   (EED434-EF114E)     MAP     World of Balance Map Data (compressed)
2F134F-2F344F   (EF114F-EF324F)     GFX     World of Balance Tile Graphics (compressed)

2F4C46-2F6C55   (EF4A46-EF6A55)     GFX     World of Ruin Tile Graphics (compressed)
2F6C56-2F9F16   (EF6A56-EF9D16)     MAP     World of Ruin Map Data (compressed)

2FE69B-2FEAB2   (EFE49B-EFE8B2)     MAP     World of Balance Miniature Map (compressed)
2FEAB3-2FEF25   (EFE8B3-EFED25)     MAP     World of Ruin Miniature Map (compressed)

World Map Related Pointers:
Raw Loc.    HiROM Loc.      Contents    Decomp. Size    Description
-------------------------------------------------------------------
2EB400      (EEB200)        $EEB290     8192 B
2EB403      (EEB203)        $EEB290     8192 B
2EB406      (EEB206)        $EEB290     8192 B
2EB409      (EEB209)        $EEC295     4096 B
2EB40C      (EEB20C)        $EEC702     6144 B          Setzer's Airship Graphics
2EB40F      (EEB20F)        $EED434     65536 B         World of Balance Map Data
2EB412      (EEB212)        $EF114F     9344 B          World of Balance Tile Graphics
2EB415      (EEB215)        $EF3250     16327 B
2EB418      (EEB218)        $EF4846
2EB41B      (EEB21B)        $EF4846
2EB41E      (EEB21E)        $EF4A46     9344 B          World of Ruin Tile Graphics
2EB421      (EEB221)        $EF6A56     65536 B         World of Ruin Map Data
2EB424      (EEB224)        $EF6A56     65536 B         World of Ruin Map Data
2EB427      (EEB227)        $EF9D17     16384 B
2EB42A      (EEB22A)        $EFB631     9344 B
2EB42D      (EEB22D)        $EFC624     6144 B          Chocobo Graphics
2EB430      (EEB230)        $EFC624     6144 B          Chocobo Graphics
2EB433      (EEB233)        $EFCE77
2EB436      (EEB236)        $EFCE77
2EB439      (EEB239)        $EFCE97
2EB43C      (EEB23C)        $EFCE97
2EB43F      (EEB23F)        $EFCEB7     2048 B          Airship Shadow Graphics
2EB442      (EEB242)        $EFCEB7     2048 B          Airship Shadow Graphics
2EB445      (EEB245)        $EFCFB9     6144 B          Misc. World Graphics (Figaro Castle, smoke, flying morphed Terra, ship)
2EB448      (EEB248)        $EFDC4C     6144 B          Chocobo Graphics
2EB44B      (EEB24B)        $EFE49B     2048 B          World of Balance Miniature Map
2EB44E      (EEB24E)        $EFE8B3     2048 B          World of Ruin Miniature Map
2EB451      (EEB251)        $EFED26     6144 B          Daryl's Airship Graphics
2EB454      (EEB254)        $EFFAC8

----
Notable Locations in RAM

$000520-$000540                 Current Location Data
$000559                         Screen scroll status (0: scroll, 1: don't scroll)
$00056E                         Last selected choice in a multiple choice dialogue (zero-based indexing)
$001616-$00163A                 Character 0 stats
$001860-$001862                 Current GP
$001869-$001968                 Current items in inventory
$001969-$001A68                 Number of those items in inventory
$001A69-$001B38                 Espers current held by party
$001E80-$001F5F                 Event conditionality bits

----
Structures and other Described Data

Menu Window Graphics ($0380 bytes):
$0000-$01FF                         Window Client Area (4 tiles x 4 tiles, 8 pixels each)
$0200-$021F                         Border, Top-Left corner
$0220-$023F                         Border, Top, first piece
$0240-$025F                         Border, Top, second piece
$0260-$027F                         Border, Top-Right corner
$0280-$029F                         Border, Left, first piece
$02A0-$02BF                         Border, Right, first piece
$02C0-$02DF                         Border, Left, second piece
$02E0-$02FF                         Border, Right, second piece
$0300-$031F                         Border, Bottom-Left corner
$0320-$033F                         Border, Bottom, first piece
$0340-$035F                         Border, Bottom, second piece
$0360-$037F                         Border, Bottom-Right

Something:
C2D034 (0): 0000 0808 0001 0808 0010 0808 0011 0808
C2D044 (1): 0000 0808 0001 0808 0010 0404 8010 0404 0011 0404 8011 0404
C2D05C (2): 0000 0C08 0010 0C08
C2D064 (3): 0000 0810 0001 0810
C2D06C (4): 0000 0C08 0010 0808 0011 0808
C2D078 (5): 0000 0810 0001 0808 0011 0808
C2D084 (6): 0000 1010
C2D088 (7): 0000 0C0C 8001 040C 0018 0404 8018 0404 0019 0404 8019 0404
C2D0A0 (8): 0000 0808 0010 0808 0001 0408 0011 0408
C2D0B0 (9): 0000 0C0C
C2D0B4 (A): 0000 080C 0001 0408 0011 0408 0018 0404 8018 0404
C2D0C8 (B): 0000 0408 8000 0408 0001 0408 0011 0408 0010 0808
C2D0DC (C): 0000 0808 0001 0808 0010 0408 8010 0408 0011 0408 8011 0408

NPC Data:
$0004                               Horizontal (X) position
$0005                               Vertical (Y) position
$0006                               Graphic set
$0007:0-3                           Graphic index
     :4                             Walk behind character
     :5                             Walk on top of character
     :6                             Character is a chocobo
     :7                             Character is Magitek armor
$0008:0-1                           Direction facing (0: up, 1: right, 2: down, 3: left)

Monster Formation:
$0000:4-7                           ?
$0001                               Enemies Present (--xxxxxx)
$0002                               Enemy 1 ID
$0003                               Enemy 2 ID
$0004                               Enemy 3 ID
$0005                               Enemy 4 ID
$0006                               Enemy 5 ID
$0007                               Enemy 6 ID
$0008                               Enemy 1 Position (8 bits, xxxxyyyy)
$0009                               Enemy 2 Position (8 bits, xxxxyyyy)
$000A                               Enemy 3 Position (8 bits, xxxxyyyy)
$000B                               Enemy 4 Position (8 bits, xxxxyyyy)
$000C                               Enemy 5 Position (8 bits, xxxxyyyy)
$000D                               Enemy 6 Position (8 bits, xxxxyyyy)
$000E                               Enemies that are Bosses (--xxxxxx)

Monster Formation Auxiliary Data:
$0000:0-3                           Appearance effects
     :4                             Disable normal attacks
     :5                             Disable back attacks
     :6                             Disable pincer attacks
     :7                             Disable side attacks
$0001:1                             Disable fanfare
     :2                             ??
     :7                             Enable event script
$0002                               Battle event script
$0003:0                             ??
     :1                             ??
     :2                             Show attack-type windows
     :3-5                           Battle music
     :6                             ??
     :7                             Continue current music

Monster Data:
$0000                               Strength
$0001                               Speed
$0002                               Hit % Rate
$0003                               Evade % Rate
$0004                               Mag. Block % Rate
$0005                               Defense
$0006                               Magic Defense
$0007                               Magic Power
$0008-$0009                         HP
$000A-$000B                         MP
$000C-$000D                         Experience Points
$000E-$000F                         Gold
$0010                               Level
$0011:0-4                           Ragnarok metamorphosis specs.
     :5-7                           Miss ratio for metamorphosis
$0012:0                             Dies if MP becomes 0
     :2                             Hide enemy's name
     :7                             Undead
$0013:3                             Can't run
     :4                             Can't scan
$0014                               ?
$0015                               ?
$0016                               ?
$0017                               Elements that absorb HP
$0018                               Elements that have no effect
$0019                               Elements the enemy is weak against
$001A                               Attack Type
$001B                               Condition Effects 1
$001C                               Condition Effects 2
$001D                               Condition Effects 3
$001E                               Condition Effects 4
$001F:0-5                           Special Attack
     :6                             Special attack causes no damage

Monster Graphics Specifications:
$0000-$0001                         Pointer to graphic data
$0002                               ?
$0003                               Palette index
$0004                               Size template

Location Entrance Trigger:
$0000                               Source X coordinate of trigger
$0001                               Source Y coordinate of trigger
$0002-$0003                         Destination index
                                    (this & 0x0800):  Show name of location at top of screen
                                    (this & 0x1000):  Character faces right when entering
                                    (this & 0x2000):  Character faces down when entering
                                    (this & 0x3000):  Character faces left when entering
$0004                               Destination X coordinate
$0005                               Destination Y coordinate

Location Event Trigger:
$0000                               Source X coordinate of trigger
$0001                               Source Y coordinate of trigger
$0002-$0004                         Pointer to event code (+0A0200/+CA0000)

Location Properties:
$0000                               Name of Location
$0001                               Layers to animate
$0004                               Tile Properties (mult. by 2)
$0005:7                             0=no attacks, 1=attacks
$0007-$000A                         Tile Graphic Sets (32 bits, 7 each: ----aaaaaaabbbbbbbcccccccddddddd, mult. by 2)
$000B-$000C                         Tile Formations (16 bits, 7 each: aaaaaaabbbbbbb--, mult. by 2)
$000D-$0010                         Map Data (32 bits, 10 each: --aaaaaaaaaabbbbbbbbbbcccccccccc, mult. by 2)
$0012                               BG0 Left Shift Amount
$0013                               BG0 Upward Shift Amount
$0014                               BG2 Left Shift Amount
$0015                               BG2 Upward Shift Amount
$0019                               Palette Index
$001C                               Song Index
$001E                               Map Width
$001F                               Map Height
$0020                               Layer Priorities

Esper Data:
$0000                               Spell 1 learn rate
$0001                               Spell 1
$0002                               Spell 2 learn rate
$0003                               Spell 2
$0004                               Spell 3 learn rate
$0005                               Spell 3
$0006                               Spell 4 learn rate
$0007                               Spell 4
$0008                               Spell 5 learn rate
$0009                               Spell 5
$000A                               Bonus at level up

Magic Data:
$0000                               Targetting
$0001                               Elemental Properties
$0002                               Spell Effect
$0003                               Where used/Damage type
$0004                               Spell Effect 2
$0005                               MP Cost
$0006                               Power
$0007                               ?
$0008                               Success Rate
$0009                               Special Effect
$000A                               Condition Effects 1
$000B                               Condition Effects 2
$000C                               Condition Effects 3
$000D                               Condition Effects 4

Where Used/Damage Type:
01: Useable on the field            10:
02:                                 20:
04:                                 40: Character sacrifices self after casting
08:                                 80: Affect MP

Spell Effect 2:
01: Restore HP or MP                10:
02: Absorb HP or MP                 20:
04: Remove Status Conditions        40:
08: Induce Status Conditions        80: Power represents 1/16ths of value affected

Slashed values are LOW nibble/HIGH nibble.

Item:           Tools               Weapon              Armor/Shield/Hat    Relic               Item                
--------------------------------------------------------------------------------------------------------------------
$0000           Type (0)            Type (1)            Type (2, 3, 4)      Type (5)            Type (6)            
$0001-$0002     --                  Equippable Chars.   Equippable Chars.   Equippable Chars.   --                  
$0003           --                  --                  Spell Learn Rate    Spell Learn Rate    --                  
$0004           --                  --                  Spell Learned       Spell Learned       --                  
$0005           --                  Field Effects       Field Effects       Field Effects       --                  
$0006           --                  Cond. 1 Protection  Cond. 1 Protection  Cond. 1 Protection  --                  
$0007           --                  Cond. 2 Protection  Cond. 2 Protection  Cond. 2 Protection  --                  
$0008           --                  Cond. 3 when Equip  Cond. 3 when Equip  Cond. 3 when Equip  --                  
$0009           --                  Status Effects 1    Status Effects 1    Status Effects 1    --                  
$000A           --                  Battle Effects 1    Battle Effects 1    Battle Effects 1    --                  
$000B           --                  Status Effects 2    Status Effects 2    Status Effects 2    --                  
$000C           --                  Battle Effects 2    Battle Effects 2    Battle Effects 2    --                  
$000D           --                  Battle Effects 3    Battle Effects 3    Battle Effects 3    --                  
$000E           Targetting          Targetting          Targetting          Targetting          Targetting      
$000F           --                  Elem. Properties    Elem. 50% Dmg.      Elem. 50% Dmg.      --                  
$0010           --                  Vigor+/Speed+       Vigor+/Speed+       Vigor+/Speed+       --                  
$0011           --                  Stamina+/Mag.Pwr.+  Stamina+/Mag.Pwr.+  Stamina+/Mag.Pwr.+  --                  
$0012           Attack When Used    Attack when Used    Attack when Used    Attack when Used    --                  
$0013                               Weapon Properties                                           Item Properties
$0014           Attack Strength     Battle Power        Defense Power       Defense Power       HP/MP Affected
$0015           Hit Rate            Hit Rate            Magic Defense       Magic Defense       Cond. 1 when Used
$0016           --                  --                  Elem. Absorb HP     Elem. Absorb HP     Cond. 2 when Used
$0017           --                  --                  Elem. No Effect     Elem. No Effect     Cond. 3 when Used
$0018           --                  --                  Elem. Weak Point    Elem. Weak Point    Cond. 4 when Used
$0019           --                  --                  Cond. 2 when Equip  Cond. 2 when Equip  --                  
$001A           --                  Evade%/MBlock%      Evade%/MBlock%      Evade%/MBlock%      --                  
$001B           --                  ???/Spec.Atk.                                               Special Action
$001C-$001D     Price               Price               Price               Price               Price               

Item Type:
00: Tool                04: Hat         |   10: Can be thrown
01: Weapon              05: Relic       |   20: Usable as an item in battle
02: Armor               06: Item        |   40: Usable on the field (Items only)
03: Shield

Targetting:
01: Affects single ally or enemy        10: Auto-accept default selection
02: Affects enemies or allies only      20: Multiple selection possible
04: Affects all allies and enemies      40: Enemy selected by default
08: Affects all allies or all enemies   80: Random selection among all enemies and allies

Item Properties:
01:                                 10: Restores MP
02:                                 20: Removes Status Conditions
04:                                 40: Causes damage
08: Restores HP                     80: Manipulates 1/16ths of actual value affected

Item Special Action:
01: Summon random esper
02: Super Ball attack
03: Remove character from battle
04: Elixir/Megalixir
05: Remove all characters from battle
06: Attracts Gau when encountered on the Veldt
FF: No special action

Special Attack:
0:  None                                8:  
1:  Steal Item                          9:  Dice
2:  Attack increases as HP increases    A:  Attack increases as HP decreases
3:  Kill (with X)                       B:  Wind attack
4:  Cause 2x damage to humans           C:  Recover HP
5:  Drain HP                            D:  Kill 
6:  Drain MP                            E:  Uses MP to inflict mortal blow
7:  Attack with MP                      F:  Uses (more) MP to inflict mortal blow

Field Effects:
01: Reduce enemy attacks        10:
02: Prevent enemy attacks       20: Characters walk 2x speed
04:                             40:
08:                             80: Character gains 1 HP per step

Status Effects 1:
01: Raise Attack Damage         10: Raise HP by 12.5%
02: Raise Magic Damage          20: Raise MP by 25%
04: Raise HP by 25%             40: Raise MP by 50%
08: Raise HP by 50%             80: Raise MP by 12.5%

Status Effects 2:
01: Increase Steal Rate         10: 100% Hit Rate
02:                             20: Halve MP Consumption
04:                             40: Reduce MP Consumption to 1
08:                             80: Raise Vigor

Condition Effects 1:
01: Dark                        10: Vanish
02: Zombie                      20: Imp
04: Poison                      40: Petrify
08: Enable Magitek Commands     80: Death

Condition Effects 2:
01: Condemned                   10: Berserk
02: Kneeling                    20: Confusion
04: Blink                       40: HP Drain
08: Silence                     80: Sleep

Condition Effects 3:
01: Dance, but Float for Equip  10: Stop
02: Regen                       20: Shell
04: Slow                        40: Safe
08: Haste                       80: Reflect

Condition Effects 4:
01: Rage                        10: Casting Spell
02: Frozen                      20: Removed from Battle
04: Protection from Death       40: Randomly defended by Interceptor
08: Morph into Esper            80: Float

Battle Effects 1:
01:                     10: Sketch->Control
02:                     20: Slot->GP Rain
04: Fight->Jump         40: Steal->Capture
08: Magic->X-Magic      80: Jump continuously

Battle Effects 2:
01: Fight->X-Fight                      10: Can equip a weapon in each hand
02: Randomly Counter Attacks            20: Wearer can equip heavy armor
04: Increases chance of evading attack  40: Wearer protects those with low HP
08: Attack with two hands               80:

Battle Effects 3:
01: Casts Shell when HP is low          10: Doubles Gold received
02: Casts Safe when HP is low           20:
04: Casts Rflect when HP is low         40:
08: Doubles Experience received         80: Makes body cold

Weapon Properties:
01:                     10:
02: SwdTech             20: Same damage from back row
04:                     40: 2-Hand
08:                     80: Runic

Percentage Modifiers:
00: No change           06: -10%
01: +10%                07: -20%
02: +20%                08: -30%
03: +30%                09: -40%
04: +40%                0A: -50%
05: +50% 

Status Value Modifiers:
00: No change           08: No change
01: +1                  09: -1
02: +2                  0A: -2
03: +3                  0B: -3
04: +4                  0C: -4
05: +5                  0D: -5
06: +6                  0E: -6
07: +7                  0F: -7

Elemental Properties:
01: Fire                10: Wind
02: Ice                 20: Pearl/Holy
04: Lightning           40: Earth
08: Poison              80: Water

----
Shop Title Identifiers

Low nybble            High nybble
0: (Blank)          | 0: Items cost normal price
1: Weapon           | 1: Items cost twice normal price
2: Armor            | 2: Items cost 1.5X normal price
3: Item             | 3: Items cost half price when Edgar or Sabin is in party
4: Relics
5: Vendor

----
Map Tile Properties

Sample:  Grass from WoB (0x0044)

0000000001000100
|||||||||||||||+-  0: 0--Chocobo can travel on tile, 1--Chocobo cannot travel on tile
||||||||||||||+--  1: 0--Airship can land, 1--Airship cannot land
|||||||||||||+---  2 \ Size of shadow cast by airship
||||||||||||+----  3 / 00-smallest, 01-small, 10-large, 11-largest
|||||||||||+-----  4: 0--Can walk on/off tile, 1--Cannot walk on/off tile
||||||||||+------  5: 0--Character is opaque, 1--Bottom of character is transparent
|||||||||+-------  6: 0--Deactivate enemy encounters, 1--Activate enemy encounters
||||||||+--------  7: 
|||||||+---------  8 \
||||||+----------  9  } Battle Background Image (see below)
|||||+----------- 10 /
||||+------------ 11: 
|||+------------- 12:
||+-------------- 13:
|+--------------- 14:
+---------------- 15:

----
Locations

000     World of Balance
001     World of Ruin
002     Serpent Trench
003     --
004     --
005     --
006     Setzer's Airship (black background)
007     Setzer's Airship--Rooms
008     --
009     Scenario Selection Screen
00A     Setzer's Airship, flying through the sky
00B     Darryl's Airship, with Darryl at the helm
00C     Setzer's Airship--Casino Room (no exits)
00D     Setzer's Airship, party standing on deck
00E     Chocobo Stable (World of Balance)
00F     Houses in South Figaro
010     Chocobo Stable (World of Ruin)
011     Airship (World of Ruin, Bahamut magicite received)
012     Narshe (WoB)-Mountaintop cliff (from intro)
013     Narshe (WoB) (from intro--some places are inaccessible)
014     Narshe (WoB) (normal)
015     Narshe-Mountains between Narshe and the caves above Narshe
016     Narshe-Mountaintop maze above Narshe
017     Narshe-Mountaintop cliff (normal)
018     Narshe-Weapon Shop
019     Narshe-Armor Shop
01A     Narshe-Item Shop
01B     Narshe-Relic Shop
01C     Narshe-Inn
01D     Narshe-Cafe
01E     Narshe-Elder's House
01F     Chocobo Stable
020     Narshe (WoR)
021     Narshe (WoR)-Mountains between Narshe and the caves above Narshe
022     Narshe (WoR)-Mountaintop maze above Narshe (Ice Dragon)
023     Narshe (WoR)-Mountaintop cliff
024     Narshe Caves (Mag Roader?)
025     Underneath Narshe
026     Moogle's Cave
027     Narshe-Mountain Path to Maze
028     Narshe Caves (no enemies)
029     Narhse Caves (beginning)
02A     
02B
02C     Underneath Narshe (doesn't work)
02D
02E
02F     South Figaro (doesn't work)
030
031     
032     Underneath Narshe
033
034
035
036
037     Figaro Castle
038     
039     Figaro Castle-various rooms
03A     
03B     "
03C
03D     Figaro Castle-various basement rooms
03E
03F     
040
041
042
043
044     Cave to South Figaro (World of Ruin)
045     Cave to South Figaro (World of Balance)
046     
047
048
049
04A     South Figaro (World of Ruin)
04B     South Figaro (World of Balance)
04C     
04D
04E
04F
050
051     South Figaro-Large House
052
053     South Figaro-Large House, basement
054     South Figaro-Duncan's House, basement
055     
056     South Figaro-Duncan's House
057     
058     South Figaro-Inn
059     
05A
05B
05C
05D
05E     Nikeah (?)-Some rooms (as well as Cid's house on the Solitary Island)
05F
060     Mt. Kolts
061     Mt. Kolts with Fog
062     Mt. Kolts-last area (where Vargas is)
063
064     Mt. Kolts-Inner caves
065     
066
067
068
069     Classroom-Advanced Battle Tactics
06A     Classroom-Battle Tactics
06B     Classroom-Environmental Science
06C     
06D     Returners' Hideout
06E
06F     Returners' Hideout-Inn
070
071     Lete River
072     Lete River-Inner Caves
073     Crazy Old Man's House
074     Albrook-Shops
075     Imperial Camp
076
077
078     Doma Castle-from poison scene?
079     Doma Castle-World of Balance
07A
07B     Doma Castle-inner rooms
07C     
07D     Doma Castle-dimmed with enemies (from Cyan's dream)
07E     Doma Castle-dimmed rooms with enemies (from Cyan's dream)
07F     Duncan's House--World of Ruin
080
081
082
083     Crazy Old Man's House--World of Ruin
084     Phantom Forest--Entrance
085     Phantom Forest--Recovery Spring
086     Phantom Forest--Exit
087     Phantom Forest--to train platform
088
089     Phantom Train Platform--Train left, Cyan sad
08A
08B
08C
08D
08E     Phantom Train
08F
090     Phantom Train--Switch car, from Cyan's dream
091     Phantom Train--Seating car
092     Phantom Train--Engine room
093     Phantom Train--Dining car
094
095     Phantom Train--Seating car 2
096
097     Phantom Train--Rroom car 1
098     Phantom Train--Car with ghost
099     Phantom Train--Save point
09A
09B     Baren Falls--Cave
09C     Baren Falls--Cliff
09D     Mobliz--World of Balance
09E     Mobliz--World of Ruin
09F     Riverbank where Gau finds the party
0A0     Mobliz--Inn
0A1     Mobliz--Arsenal
0A2     Mobliz--Relics
0A3     Mobliz--Armor Shop
0A4     Mobliz--Item Shop
0A5     Mobliz--Wounded Soldier's House
0A6     Baren Falls--Entrance
0A7     Mt. Crescent
0A8     River leading to Serpent Trench
0A9     Nikeah--World of Balance
0AA     Riverbank with Clyde and Baram
0AB     
0AC
0AD
0AE
0AF     Serpent Trench--Caves
0B0     Mt. Zozo--Outside
0B1     Mt. Zozo--Outside, cliff with treasure chest
0B2     Mt. Zozo--Outside, cliff connecting dragon room to Cyan's room
0B3     Mt. Zozo--First inner chamber
0B4     
0B5     Mt. Zozo--Cliff outside Cyan's room
0B6
0B7
0B8
0B9     Colloseum Builder's House--World of Balance
0BA
0BB     Nikeah--Port        
0BC     Kohlingen--World of Balance
0BD     Kohlingen--World of Ruin
0BE
0BF     Kohlingen--Inn
0C0     Kohlingen--?
0C1     Kohlingen--Arsenal
0C2     Kohlingen--General Store
0C3     
0C4
0C5
0C6     Jidoor--World of Balance
0C7
0C8     Jidoor--Auction House
0C9     Jidoor--Item Shop
0CA     Jidoor--Relics
0CB     Jidoor--Armor Shop
0CC     Jidoor--Weapon Shop
0CD     
0CE     Jidoor--Inn
0CF     Jidoor--Owzer's House (dimmed, enemies)
0D0     Jidoor--Owzer's House (dimmed, no enemies)
0D1     Jidoor--Owzer's House
0D2
0D3
0D4
0D5
0D6
0D7     Airship flying scene
0D8     Gestahl, Madonna, and Maduin outside Esperville
0D9     Esperville
0DA     Esper Cave
0DB     Esperville Houses
0DC
0DD     Zozo
0DE     
0DF
0E0     
0E1     Zozo--Buildings
0E2     "
0E3
0E4
0E5
0E6
0E7     Opera House--Stage, dancing
0E8
0E9     Opera House--Stage, fighting
0EA     
0EB     Opera House--Rafters
0EC     Opera House--Castle Scene
0ED
0EE
0EF     Opera House--Rafters (alone)
0F0     
0F1
0F2     Vector
0F3     Vector--Imperial Castle
0F4     Vector--Imperial Castle, roof
0F5     Vector--Inn
0F6     Vector--Weapon Shop
0F7     Vector--Cafe
0F8     Vector--Armor Shop
0F9     Vector--?
0FA     Vector--Imperial Castle, inside
0FB
0FC
0FD     Vector--on fire
0FE
0FF
100
101
102
103
104
105
106     Magitek Factory--Inside
107     Magitek Factory--Inside, 2nd
108     Magitek Factory--Chamber where Shiva and Ifrit are found
109
10A     Magitek Factory--Elevator with Cid
10B
10C
10D
10E
10F
110
111
112     Magitek Research Facility--Tube Room
113     
114     The place Zone Eater sucks you into
115
116     Gogo's Room
117
118
119     Umaro's Lair
11A
11B
11C     Maranda--World of Balance
11D     Doma (after liberation?)
11E
11F     Kefka's Domain
120     (?)--Inn
121     (?)--Weapon Shop
122     (?)--Armor Shop
123
124
125     Kefka's Domain
126     Kefka's Domain
127     Kefka's Domain
128     "
129     Daryll's Tomb
12A     Daryll's Tomb--Basement 1
12B     Daryll's Tomb--Basement 2
12C     Daryll's Tomb--Basement 3
12D     Daryll's Tomb--Long Staircase
12E
12F     Kefka's Domain
130
131     Tzen--World of Ruin, predestruction
132     Tzen--World of Ruin, postdestruction
133     Jidoor (WoR)--Item Shop
134     Jidoor (WoR)--Inn
135     Jidoor (WoR)--Weapon Shop
136     Jidoor (WoR)--Armor Shop
137
138     Jidoor (WoR)--Relics
139     Phoenix Cave--Small Lava Room
13A     Phoenix Cave--Foggy Lava Room
13B     Phoenix Cave--Top Level
13C
13D
13E     Phoenix Cave--Entrance
13F     Mountain Cliff from Cyan's dream
140     Mines from Cyan's dream
141     Switch car from Cyan's dream
142     Seating car from Cyan's dream
143     Albrook--World of Balance
144     Albrook--World of Ruin
145     Albrook--Inn
146     Albrook--Weapon Shop
147     Albrook--Armor Shop
148     Albrook--Item Shop
149     
14A     Albrook--Cafe
14B     
14C     Albrook--Docks
14D     
14E     Kefka's Domain--Main Area
14F     
150     Final Room--Confrontation with Kefka
151     Kefka's Domain--Room with Weights and Switches
152     
153
154     Thamasa--World of Balance
155     Thamasa--World of Balance (people lying on ground)
156
157     Thamasa--World of Balance       
158     Thamasa--World of Ruin
159     Thamasa--Arsenal
15A     Thamasa--Inn
15B     Thamasa--Item Shop
15C     Thamasa--Elder's House
15D
15E
15F     Thamasa--Burning House
160     Magitek Research Facility
161     Cave in the Veldt
162     Kefka's Domain--Goddess room, etc.
163
164     Final Room--Confrontation with Kefka
165     Final Room--Confrontation with Kefka
166     Floating Island--Save Point
167     Fanatics Tower
168     Fanatics Tower
169     Fanatics Tower
16A     Fanatics Tower--Entrance
16B     Fanatics Tower
16C     Fanatics Tower--Roof
16D     Fanatics Tower--Treasure Room
16E     Fanatics Tower--Treasure Room, on roof
16F     Fanatics Tower--Treasure Room
170     Fanatics Tower--Treasure Room, White Dragon
171     Fanatics Tower--Treasure Room
172     Fanatics Tower--Treasure Room
173     Cave near Thamasa, with the Three Statues
174
175     Cave near Thamasa, outside cliffs, left
176     Cave near Thamasa, outside cliffs, right
177     Cave near Thamasa, Esper room
178
179     Imperial Base
17A     Rooms in Vector and Imperial Base
17B     "
17C     Large Overworld Map (from Floating Island)
17D
17E     Cave to the Sealed Gate
17F     Cave to the Sealed Gate--Basement 1
180     Cave to the Sealed Gate--Basement 1 (Lava colored)
181     Cave to the Sealed Gate--Small Lava Room with moving bridges
182     Cave to the Sealed Gate--Basement 4
183     Cave to the Sealed Gate--Basement 4
184
185
186     Land that rises and breaks for the World of Ruin
187     Sealed Gate
188     Jidoor--Floating Island casting shadow
189     Floating Island--being destroyed, Naughtys attack
18A     Floating Island
18B     Piece of land that gets torn apart
18C     Cid's House on Solitary Island--Outside
18D
18E     Solitary Island--Beach
18F     Solitary Island--Cliff
190     Solitary Island--Beach
191     Caves to the Ancient Castle
192     Caves to the Ancient Castle
193
194     Hidon's Cave
195     Hidon's Cave
196     Ancient Castle--Basement 1
197     Ancient Castle--Entrance
198     Ancient Castle--Basement 1
199     Kefka's Domain--Pipe Room
19A     Kefka's Domain
19B
19C
19D     Colloseum--Rooms
19E

Event Commands
--------------
Character Action Queue Specification:
xx nn                       xx = Character Number, nn = Number of actions to perform (including the final end command)
                            If nn & 0x80, the next action will not take place until this and any before it are complete.

$E3-$E4         Timer?
$E5-$E7         Current event "PC"
$E8-$EA         Current "stack pointer"
$EB             Parameter byte 1
$EC             Parameter byte 2
$ED             Parameter byte 3
$EE             Parameter byte 4
$EF             Parameter byte 5

General Actions: (Jump table at $C098C4)
----------------
35 xx                   $C09C44     
36 xx                   $C09C6F
37 xx yy                $C09C8F     Assign graphic set yy to object xx
38                      $C09D0E     Hold screen--does not scroll when character moves
39                      $C09D16     Free screen--does scroll when character moves
3A                      $C09D1E
3B                      $C09D2E     Position character in a "ready-to-go" stance
3C c1 c2 c3 c4          $C09D6D     Put characters c1-4 in the party
3D xx                   $C09E3C     Create object xx
3E xx                   $C09E67     Delete object xx
3F xx yy                $C09D3B     Assign character xx to party yy (if yy == 0, remove character from party)
40 xx yy                $C0A07C     Assign properties yy to character xx
41 xx                   $C0A2FA     Show object xx
42 xx                   $C0A336     Hide object xx
43 xx yy                $C09CA9     Assign palette yy to object xx
44 xx yy                $C09CCA
45                      $C09CE2     Refresh objects
46 xx                   $C09CEA     Make xx the current party
47                      $C09D03     
48 xxxx                 $C0A475     Display dialogue message xxxx, continue executing commands
49                      $C0A4A6     If dialogue window is up, wait for keypress then dismiss
4A                      $C0A4B0
4B xxxx                 $C0A4BC     Display dialogue message xxxx, halt execution until gone
                                    If xxxx & 0x4000, only the text will be shown (no dialogue window)
                                    If xxxx & 0x8000, the text will be shown at the bottom of the screen
4C xx yy                $C0A591
4D xx bb                $C0A578     Battle Enemy Set xx, Background Scenery bb
                                    bb:
                                    00: Grass                       10: Inside of Train Car                 20: Owzer's House                   30: Airship, WoB, right
                                    01: Brown Forest                11: Blue/Purple Cave                    21: Running on Train Tracks         31: --
                                    02: Desert                      12: Icy Field                           22: Bridge near Sealed Gate         32: --
                                    03: Green Forest                13: Bright Town                         23: Underwater                      33: Statue 1
                                    04: Building                    14: Factory                             24: Zozo                            34: Statue 2
                                    05: World of Ruin               15: Floating Island                     25: Airship, WoB, centered          35: Statue 3
                                    06: The Veldt                   16: Kefka's Domain                      26: Tomb                            36: Kefka's Background
                                    07: Falling through the Clouds  17: Opera Stage                         27: Doma                            37: Tentacles
                                    08: Dark Town                   18: Opera House Rafters                 28: Kefka's Domain                  3F: Narshe
                                    09: Grey Cave                   19: Flaming House                       29: Airship, WoR, right
                                    0A: Brown Cave                  1A: Castle                              2A: Red Cave
                                    0B: Mountain Top                1B: Magitek Research Facility w/ Tubes  2B: Light Building
                                    0C: Mountain Cave               1C: Colloseum                           2C: Riding Car out of MagResFac
                                    0D: Raft on a River             1D: Magitek Research Facility           2D: Fanatics' Tower
                                    0E: Imperial Base               1E: Village                             2E: Cyan's Dream World
                                    0F: On Top of Train Car         1F: Waterfall                           2F: Desert
4E                      $C0A4F9
4F                      $C0A5F3     Exit current location
50 xx                   $C0A5FD     Tint screen (cumulative) (takes 32 executions at intensity 15 to saturate)
51 xx pb pe             $C0A640  ?  Modify BG color range from [pb, pe]
52 xx                   $C0A686     Tint characters (cumulative)
53 xx pb pe             $C0A6C5  ?  Modify OBJ color range [pb, pe]
54                      $C0A784
55 ci                   $C0A795     Flash screen with color component(s) c, intensity i
56 ci                   $C0A7BA     Increase color component(s) c, intensity i
57 ci                   $C0A7D0     Decrease color component(s) c, intensity i
                                    Color components:
                                    2: Red                      A: Red + Blue (Magenta)
                                    4: Green                    C: Green + Blue (Cyan)
                                    6: Red + Green (Yellow)     E: Red + Green + Blue (White)
                                    8: Blue

58 xx                   $C0A7E6     Shake the screen (xx?)
59 xx                   $C0A80A     Unfade the screen at speed x
5A _x                   $C0A817     Fade the screen at speed x
5B                      $C0A826
5C                      $C0A82D
5D xx yy                $C0A838     Scroll BG0, speed xx x yy (00 --> 7F left/up, 80 <-- FF right/down)
5E xx yy                $C0A8CE     Scroll BG1, speed xx x yy (00 --> 7F left/up, 80 <-- FF right/down)
5F xx yy                $C0A964     Scroll BG2, speed xx x yy (00 --> 7F left/up, 80 <-- FF right/down)
60 xx yy                $C0A9FA
61 _c pb pe             $C0AA3D  ?  Desaturate color component(s) c from color range [pb, pe]
62 xx                   $C0AACB     Mosaic screen with speed xx (lower == slower)
63 xx                   $C0AADB
64 xx yy                $C0AAE9
65 xx yy                $C0AB09
6A nnnn xx yy ff        $C0AB47     Loads map nnnn, positions party at (xx, yy)
                                    ff:
                                    01:     Party is in airship
                                    02:     Party is on Chocobo
6B nnnn xx yy ff        $C0AB55     Loads map nnnn, positions party at (xx, yy)
6C xxxx yyyy zzzz       $C0AC0B
70 xx yy                $C0A881     Scroll BG0
71 xx yy                $C0A917     Scroll BG1
72 xx yy                $C0A9AD     Scroll BG2
73 xx yy rr cc data...  $C0AC45     Copy data of size rr*cc to current map's BG0 at (xx, yy) and refresh background
74 xx yy rr cc data...  $C0AC62     Copy data of size rr*cc to current map's BG0 at (xx, yy)
75                      $C0AC1F     Refresh background after map has been changed
77 xx                   $C09F32
78 xx                   $C09C7F
79 xx yy zz             $C0A36A
7A xx yy zz aa          $C0A42A
7B                      $C0A441
7C xx                   $C0A455
7D xx                   $C0A465
7E xx yy                $C0A39A     Move the characters to (xx, yy) on the current map
7F xx yy                $C0A03A     Change character xx's name to yy
80 xx                   $C0ACF0     Place item xx in inventory
81 xx                   $C0AD2D     Remove item xx from inventory
82                      $C0A570
84 xxxx                 $C0AD50     Give xxxx amount of GP to party
85 xxxx                 $C0AD7F     Take xxxx amount of GP from party
86 xx                   $C0ADB8     Give Esper xx to party
87 xx                   $C0ADD7     Take Esper xx from party
                                    Espers:
                                    36: Ramuh           40: Tritoch         4A: Phantom
                                    37: Ifrit           41: Odin            4B: Sraphim
                                    38: Shiva           42: Raiden          4C: Golem
                                    39: Siren           43: Bahamut         4D: Unicorn
                                    3A: Terrato         44: Alexandr        4E: Fenrir
                                    3B: Shoat           45: Crusader        4F: Starlet
                                    3C: Maduin          46: Ragnarok        50: Phoenix
                                    3D: Bismark         47: Kirin
                                    3E: Stray           48: ZoneSeek
                                    3F: Palidor         49: Carbunkl
88 xx c1 c2             $C0AE2D     Remove status conditions c1 and c2 from character xx (c1 = Condition Effects 1, c2 = Condition Effects 4)
89 xx c1 c2             $C0AE47     Inflict status conditions c1 and c2 on character xx (c1 = Condition Effects 1, c2 = Condition Effects 4)
8A xx c1 c2             $C0AE61     Toggle status conditions c1 and c2 for character xx (c1 = Condition Effects 1, c2 = Condition Effects 4)
8B xx yy                $C0AE7B
8C xx yy                $C0AF3E
8D xx                   $C09FCE     Remove all equipment from character xx and place it in the inventory
8E                      $C0A54E
8F                      $C0AFF8
90                      $C0B002
91                      $C0B23F     Pause for 15 units
92                      $C0B249     Pause for 30 units
93                      $C0B253     Pause for 45 units
94                      $C0B25D     Pause for 60 units
95                      $C0B267     Pause for 120 units
96                      $C0A7F0     Refresh screen after a menu or battle
97                      $C0A7FD     Fade screen to black
98 xx                   $C0B00F     Invoke name change screen for character xx
99 xx yy zz             $C0B035     Invoke party selection screen:  xx = number of groups
9A                      $C0B0B2     Invoke Coliseum item selection screen
9B xx                   $C0B06D     Invoke shop xx
9C xx                   $C0B08C
9D                      $C0B09C     Invoke Party Order screen (from final battle)
A0 xx yy zz aa bb       $C0B0E0
A1 xx                   $C0B10E
A2                      $C0B130
A6                      $C0BA09
A7 xx                   $C0BA14
A8                      $C0BA51     Show Floating Island soaring into the sky
A9                      $C0B966     Show title screen
AA                      $C0B992     Show intro with Magitek Armor walking through snowfields
AB                      $C0B91B     Invoke game loading screen
AC                      $C0B95E
AD                      $C0BA69     Show world getting torn apart
AE                      $C0B9C5     Show train car ride out of the Magitek Factory
AF                      $C0A503     Invoke random Coliseum battle
B0 xx                   $C0B138     Repeat the the following commands (until B1 is encountered) xx times
B1                      $C0B145     End block of commands to repeat with B0
B2 aaaaaa               $C0B1A1     Jump to subroutine aaaaaa (+$CA0000/$0A0200)
B3 xx aaaaaa            $C0B1DF
B4 xx                   $C0B21D     Pause for xx units
B5 xx                   $C0B227     Pause for 15 * xx units
B6 aaaaaa ...           $C0B6D3     Branch to the nth address following B6, where n is the last item selected from a
                                    multiple-choice dialogue window.  Each address is 3 bytes, added to $CA0000/$0A0200.
B7 xx aaaaaa            $C0B299     Branch to aaaaaa (+$CA0000/$0A0200) if bit $1DC9 + $xx is clear
B8 xx                   $C0B6AB     Set bit $1DC9 + $xx
B9 xx                   $C0B6BF     Clear bit $1DC9 + $xx
BA xx                   $C0BA31
BB                      $C0B9BE
BC xx yy                $C0B16F     Return if bit $1E80 + $xx is clear
BD aaaaaa               $C0B271     Increment $1F6D, if ($C0FD00 + ($1F6D)) >= $80, branch to aaaaaa + $CA0000/$0A0200
BE nn xaaaaa ...        $C0B6F7     Jump to indexed subroutine based on the state of bit $1EB4(x)
                                    Number of parameters = (nn * 3) + 1 (+1 accounts for the nn)
BF                      $C0B9E7     Show airship scene from the ending

C0-CF Conditionals:
    If MSB of bit to test is 0, the bit will be compared to 0, else it will be compared to 1.
    [In a nutshell, if(tx && 0x8000) -> if(*tx); if(!(tx && 0x8000)) -> if(!(*tx))]
    If result of all comparisons is true, branch will occur; otherwise, execution will occur at the next command.
    Each condition to test (the bit value) is 2 bytes--the address to branch to is 3 bytes, and is added to $CA0000/$0A0200.
C0-C7: $C0B2C8, C8-CF: $C0B32D

C0 t1 addr                          if(t1) branch; else continue;
C1 t1 t2 addr                       if(t1 || t2) branch; else continue;
C2 t1 t2 t3 addr                    if(t1 || t2 || t3) branch; else continue;
C3 t1 t2 t3 t4 addr                 if(t1 || t2 || t3 || t4) branch; else continue;
C4 t1 t2 t3 t4 t5 addr              if(t1 || t2 || t3 || t4 || t5) branch; else continue;
C5 t1 t2 t3 t4 t5 t6 addr           if(t1 || t2 || t3 || t4 || t5 || t6) branch; else continue;
C6 t1 t2 t3 t4 t5 t6 t7 addr        if(t1 || t2 || t3 || t4 || t5 || t6 || t7) branch; else continue;
C7 t1 t2 t3 t4 t5 t6 t7 t8 addr     if(t1 || t2 || t3 || t4 || t5 || t6 || t7 || t8) branch; else continue;
C8 t1 addr                          if(t1) branch; else continue;
C9 t1 t2 addr                       if(t1 && t2) branch; else continue;
CA t1 t2 t3 addr                    if(t1 && t2 && t3) branch; else continue;
CB t1 t2 t3 t4 addr                 if(t1 && t2 && t3 && t4) branch; else continue;
CC t1 t2 t3 t4 t5 addr              if(t1 && t2 && t3 && t4 && t5) branch; else continue;
CD t1 t2 t3 t4 t5 t6 addr           if(t1 && t2 && t3 && t4 && t5 && t6) branch; else continue;
CE t1 t2 t3 t4 t5 t6 t7 addr        if(t1 && t2 && t3 && t4 && t5 && t6 && t7) branch; else continue;
CF t1 t2 t3 t4 t5 t6 t7 t8 addr     if(t1 && t2 && t3 && t4 && t5 && t6 && t7 && t8) branch; else continue;

D0 xx                   $C0B593     Set event bit $1E80 + xx ($1E80 + $0xx)
D1 xx                   $C0B5CF     Clear event bit $1E80 + xx ($1E80 + $0xx)
D2 xx                   $C0B5A7     Set event bit $1EA0 + xx ($1E80 + $1xx)
D3 xx                   $C0B5E3     Clear event bit $1EA0 + xx ($1E80 + $1xx)
D4 xx                   $C0B5BB     Set event bit $1EC0 + xx ($1E80 + $2xx)
D5 xx                   $C0B5F7     Clear event bit $1EC0 + xx ($1E80 + $2xx)
D6 xx                   $C0B60B     Set event bit $1EE0 + xx ($1E80 + $3xx)
D7 xx                   $C0B65B     Clear event bit $1EE0 + xx ($1E80 + $3xx)
D8 xx                   $C0B61F     Set event bit $1F00 + xx ($1E80 + $4xx)
D9 xx                   $C0B66F     Clear event bit $1F00 + xx ($1E80 + $4xx)
DA xx                   $C0B633     Set event bit $1F20 + xx ($1E80 + $5xx)
DB xx                   $C0B683     Clear event bit $1F20 + xx ($1E80 + $5xx)
DC xx                   $C0B647     Set event bit $1F40 + xx ($1E80 + $6xx)
DD xx                   $C0B697     Clear event bit $1F40 + xx ($1E80 + $6xx)
DE                      $C0B40B
DF                      $C0B465
E0                      $C0B513
E1                      $C0B51E
E2                      $C0B4B9
E3                      $C0B3B7     Load bits $1EB4(0-7) and $1EB5(0-7) with the available characters
E4                      $C0B39E
E7                      $C0B394
E8 xx yyyy              $C0B529     Set word $1FC2 + $xx to yyyy
E9 xx yyyy              $C0B53C
EA xx yyyy              $C0B556
EB xx yyyy              $C0B571
EF xx yy                $C0B7AA
F0 xx                   $C0B780     Play song xx
F1 xx yy                $C0B7D4     Fade in song xx with speed yy (higher == slower)
F2 xx                   $C0B811     Fade out current song with speed xx (higher == slower)
F3 xx                   $C0B827
F4 xx                   $C0B854     Play sound effect xx
F5 xx yy zz             $C0B85E
F6 xx yy zz             $C0B889
F7                      $C0B8A1
F8                      $C0B8AF
F9 xx                   $C0B8BA
FA                      $C0B8C7
FE                      $C0B8D7     Return

Special Event Bits:
-------------------
D2 CE       $1E80($1CE) [$1EB9, bit 6]      Enables party switching with the Y button


Movement Actions: (Jump table at $C07807, beginning with $C6)
-----------------
00-3F                               Graphical Actions
40-7F                               Graphical Actions 00-3F, flipped horizontally
80                                  Move Character Up--1 tile
81                                  Move Character Right--1 tile
82                                  Move Character Down--1 tile
83                                  Move Character Left--1 tile
84                                  Move Character Up--2 tiles
85                                  Move Character Right--2 tiles
86                                  Move Character Down--2 tiles
87                                  Move Character Left--2 tiles
88                                  Move Character Up--3 tiles
89                                  Move Character Right--3 tiles
8A                                  Move Character Down--3 tiles
8B                                  Move Character Left--3 tiles
8C                                  Move Character Up--4 tiles
8D                                  Move Character Right--4 tiles
8E                                  Move Character Down--4 tiles
8F                                  Move Character Left--4 tiles
90                                  Move Character Up--5 tiles
91                                  Move Character Right--5 tiles
92                                  Move Character Down--5 tiles
93                                  Move Character Left--5 tiles
94                                  Move Character Up--6 tiles
95                                  Move Character Right--6 tiles
96                                  Move Character Down--6 tiles
97                                  Move Character Left--6 tiles
98                                  Move Character Up--7 tiles
99                                  Move Character Right--7 tiles
9A                                  Move Character Down--7 tiles
9B                                  Move Character Left--7 tiles
9C                                  Move Character Up--8 tiles
9D                                  Move Character Right--8 tiles
9E                                  Move Character Down--8 tiles
9F                                  Move Character Left--8 tiles
A0                                  Move Character Right/Up--1x1 tile
A1                                  Move Character Right/Down--1x1 tile
A2                                  Move Character Left/Down--1x1 tile
A3                                  Move Character Left/Up--1x1 tile
A4                                  Move Character Right/Up--1x2 tile
A5                                  Move Character Right/Up--2x1 tile
A6                                  Move Character Right/Down--2x1 tile
A7                                  Move Character Right/Down--1x2 tile
A8                                  Move Character Left/Down--1x2 tile
A9                                  Move Character Left/Down--2x1 tile
AA                                  Move Character Left/Up--2x1 tile
AB                                  Move Character Left/Up--1x2 tile
C0                                  Set character's speed (within the event) to slowest
C1                                  Set character's speed (within the event) to slow
C2                                  Set character's speed (within the event) to normal
C3                                  Set character's speed (within the event) to fast
C4                                  Set character's speed (within the event) to fastest
C6                      $C0787B     Set character to walk when moving
C7                      $C07886     Set character to stay still when moving
C8                      $C07891
C9                      $C07A05
CC                      $C078AB     Turn current character up
CD                      $C078B7     Turn current character right
CE                      $C078C4     Turn current character down
CF                      $C078D1     Turn current character left
D0                      $C078DE
D1                      $C07928     Make current character disappear
D5 xx yy                $C07A1E     Set position to (xx, yy)
D7                      $C07A65
DC                      $C07A94     Make character jump (low)
DD                      $C07A9C     Make character jump (high)
E0 xx                   $C07AA4     Pause for xx units
E1 xx                   $C07969     Set event bit $1E80 + xx ($1E80 + $0xx)
E2 xx                   $C07983     Set event bit $1EA0 + xx ($1E80 + $1xx)
E3 xx                   $C0799D     Set event bit $1EC0 + xx ($1E80 + $2xx)
E4 xx                   $C079B7     Clear event bit $1E80 + xx ($1E80 + $0xx)
E5 xx                   $C079D1     Clear event bit $1EA0 + xx ($1E80 + $1xx)
E6 xx                   $C079EB     Clear event bit $1EC0 + xx ($1E80 + $2xx)
F9 aaaaaa               $C07ACF     Branch to queue code at aaaaaa (+CA0000/+0A0200)
FA xx                   $C07B0C     Increment $1F6D, if ($C0FD00 + ($1F6D)) >= $80, branch backwards xx bytes in the queue
FB xx                   $C07B19     Increment $1F6D, if ($C0FD00 + ($1F6D)) >= $80, branch forwards xx bytes in the queue
FC xx                   $C07B26     Branch backwards xx bytes in the queue
FD xx                   $C07B4B     Branch forwards xx bytes in the queue
FF                      $C07B70     End queue

Battle Event Commands:
----------------------
00 xx                   $C1970C     Display message xx at the top of the screen
01 xx                   $C196C1     Display message xx at the bottom of the screen
02                      $C1FFE3     --
03 xx                   $C1FF78
04 xx                   $C1FF78
05 xx                   $C1FF78
06 xx                   $C1FF78
07                      $C1FF60
08                      $C1FF60
09                      $C1FF60
0A                      $C1FF60
0B                      $C1FF60
0C                      $C1FF60
0D                      $C1FE2D
0E                      $C1FF47
0F                      $C1FF55     Execute queues
10                      $C196AD
11                      $C196AA     Open dialogue window at the bottom of the screen
12                      $C1FEB9
13                      $C1FDE8
14                      $C1FDED

11                      Open dialogue window at the bottom of the screen
01 2F                   Display message $2F at the bottom of the screen
03 29                   Queue for KEFKA
    CA
    CD
0F                      Execute queues
01 30                   Display message $30 at the bottom of the screen
0E
03 05                   Queue for SABIN
    0D
    CE
04 29                   Queue for KEFKA
    40
    CE
0F                      Execute queues
01 31                   Display message $31 at the bottom of the screen
0E
03 05                   Queue for SABIN
    30
    CE
04 29                   Queue for KEFKA
    58
    CE
0F                      Execute queues
0E
03 03                   Queue for SHADOW
    68
    CE
04 29                   Queue for SABIN
    78
    CE
0F                      Execute queues
10
FF                      End Event

Pseudorepresentations of Event Commands:
----------------------------------------

Pseudorepresentation of Event 13/26x32

Event13/26x32
{
    78(0E);
    78(0F);
    QueueObject(00, 2 bytes, wait)
    {
        Object_D7();
        Object_EndQueue();
    }
    3C(00, FF, FF, FF);
    CreateObject(00);
    RefreshObjects();
    3D(0E);
    3D(0F);
    QueueObject(0E, 6 bytes, wait)
    {
        Object_SetPosition(26, 32);
        Object_TurnDown();
        Object_SetSpeedNormal();
        Object_EndQueue();
    }
    QueueObject(0F, 6 bytes, wait)
    {
        Object_SetPosition(26, 32);
        Object_TurnDown();
        Object_SetSpeedNormal();
        Object_EndQueue();
    }
    41(0E);
    41(0F);
    RefreshObjects();
    QueueObject(0E, 3 bytes, no wait)
    {
        Object_MoveDown2();
        Object_TurnUp();
        Object_EndQueue();
    }
    QueueObject(0F, 7 bytes, wait)
    {
        Object_MoveDown1();
        Object_MoveRight2();
        Object_TurnDown();
        Object_Pause(2);
        Object_TurnLeft()
        Object_EndQueue();
    }
    DisplayDialogueAndWait(000C);
    QueueObject(0E, 3 bytes, no wait)
    {
        Object_MoveUp2();
        Object_Hide();
        Object_EndQueue();
    }
    QueueObject(0F, 4 bytes, wait)
    {
        Object_MoveLeft2();
        Object_MoveUp1();
        Object_Hide();
        Object_EndQueue();
    }
    QueueObject(00, 8 bytes, wait)
    {
        Object_TurnRight();
        Object_Pause(2);
        Object_TurnUp();
        Object_Pause(6);
        Object_MoveUp1();
        Object_EndQueue();
    }
    36(0E);
    36(0F);
    Return();
}

Event13/26x26
{
    If(bit $128 == 0) branch to 0A60B3;
    3D(10);
    3D(11);
    QueueObject(10, 4 bytes, wait)
    {
        Object_SetPosition(25, 20);
        Object_EndQueue();
    }
    QueueObject(11, 4 bytes, wait)
    {
        Object_SetPosition(27, 20);
        Object_EndQueue();
    }
    41(10);
    41(11);
    RefreshObjects();
    QueueObject(10, 2 bytes, no wait)
    {
        Object_MoveDown3();
        Object_EndQueue();
    }
    QueueObject(11, 2 bytes, wait)
    {
        Object_MoveDown3();
        Object_EndQueue();
    }
    DisplayDialogueAndWait(000D, bottom);
    QueueObject(10, 3 bytes, no wait)
    {
        Object_MoveDown3();
        Object_TurnRight();
        Object_EndQueue();
    }
    QueueObject(11, 3 bytes, wait)
    {
        Object_MoveDown3();
        Object_TurnLeft();
        Object_EndQueue();
    }
    InvokeBattle(01, Narshe background);
    JumpToSubroutine($0A60A9)
    {
        B7(40, B25E00);
        B2(66E502)
        FE;
    }
    42(10);
    42(11);
    RefreshObjects();
    RefreshScreen();
    5C;
    SetEventBit($128);
    3A;
    Return();
}

Info on save points (0CA45E):
{
    if(bit 001 == 0) branch to 0CA468;
    DisplayDialogueAndWait($0014);
    Return();
}

SPC Note Info
-------------
00-0A       Play note, frequency 0
10-1A       Play note, frequency 1
20-2A       Play note, frequency 2
30-3A       Play note, frequency 3
40-4A       Play note, frequency 4
50-5A       Play note, frequency 5
60-6A       Play note, frequency 6
70-7A       Play note, frequency 7
80-8A       Play note, frequency 8
90-9A       Play note, frequency 9
A0-AA       Play note, frequency 10
B0-BA       Play silence
C4 xx       Set volume of channel to xx (00-7F), higher values == greater volume.
C5 ss xx    Fade volume to xx at speed ss
C6 xx       Pan song left->right as xx (00-7F) increases
C7 xx       Pan song right->left as xx (00-7F) increases
//C8            Created an odd ascending portamento effect.
CD xx       Pan repeatedly back and forth at speed xx (00-FF), higher values == slower panning.
CE          Disable pan loop
D7          Raise octave by 1
D8          Lower octave by 1
DE          Disables DF.
//DF            Created an odd volume "cut" very shortly into the note... 
//E4            Creates a portamento effect linking all following notes with pitch slides.
E5          Disables E4.
E6          Enable vibrato.
E7          Disable vibrato.
F0 xx       Set tempo to xx (00-FF), higher values == faster tempo.
F1 ss xx    Fade tempo to xx at speed ss
F2 xx       Set echo to xx
F3 ss xx    Fade echo to xx at speed ss

SAFER SEIFER

0x70ba2: Table of loop start for the samples (2 bytes for each sample)
0x70ae7: Table of addresses for samples (3 bytes)
0x70e11: Table of the samples used in each song (16x2 bytes)
0x70d18: Table of adresses of the songs (3 bytes)
0x70c1e: Table of relative frequencies for each sample (1 signed byte, add 256 to get the relative frequency)
There are 82 songs in FF6US.
The samples begin with the length of the sample in bytes, then the sample comes after it, in BRR format. Every 16 samples are compressed into 9 bytes. They have the following format:
rrrrffle 01 23 45 67 89 AB CD EF
rrrr - Granularity (shift every nybble upwards by this granularity)
ff - filter designation
l - looping sample, only used in the last block
e - end of sample
Example:
01010000 01 23 21 0F ED CB CD EF
becomes
0000 0020 0040 0060 0040 0020 0000 FFE0 FFC0 FFA0 FF80 FF60 FF80 FFA0 FFC0 FFE0

The songs begin with 19 words. Word 3 to 11 contains the low 16-bit half of the offset to each channel's data. The high half is the same as the address to the table if the low part is higher than the low part of the address of the table, if it is lower, the high half is the high half of the address to the table +1.
The format of each channel in the song:
Bytes below 0xC4 - Divide by 14 to get the note. 12 is nothing and 13 means note off. The remainder is an offset to a table which contains the length of the note. The table is:
192, 96, 64, 72, 48, 32, 36, 24, 16, 12, 8, 6, 4, 3
C4 xx: Volume
C5 tt xx: VolSlide
C6 xx: Pan
C7 tt xx: PanSlide
C8 tt xx: Portamento. Xx denotes the increase in pitch. When this is immediately followed by a note, the portamento comes after the note.
C9 ss tt dd: Vibrato. Ss is the speed of the vibrato. Tt is the time until the vibrato appears. Dd is the depth.
CA: Vibrato off
CB ss tt dd: Tremolo
CC: Tremolo off
CD ?? ??: Pan sweep back and forth
CE: Pansweep off
D6: Set octave
D7: 1 Octave up
D8: 1 Octave down
DA: Set transpose
DB: Add to transpose
DC: Change sample
E2 xx: Loop start. Xx is number of times to loop -1.
There can be up to 4 nested loops.
E3: Loop end
E8 xx: Set the length of the next note
EB: End of channel
F0: Set speed
F5 xx aaaa: When instruction has been executed xx times, jump to aaaa and end the most recent loop
F6 aaaa: Jump to aaaa
FB: set drum mode on
FC: set drum mode off
I don't know where the table for the drums is, but it is 36 bytes for each song containing the instrument, note and pan position for each drum.
