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Information inside FF3us's ROM
Credits
Jumper: starting the web site and participating in FF3H and FF4H
Cless: all bunch of goody offsets
Cyan: table files and informations about end credits
Czar dragon: some missing information about FF3's SRAM
Master ZED: for decoding battle scripts
Yousei: for the source code of FF3ed wich contains the compression algorithm, shop data and Espers data
             
Legend/keywords:
Highlights in yellow means the data is consecutive. Highlights in blue means it’s WIP.
Word(s): is a single or a list of strings, they are most likely terminated with a NULL
Text: like Words, except it's conversation, not descriptions or titles
List: a series of strings, each strings have a constant length and are not terminated with NULL
Startup: information used when starting a new game
Constants: values used for monsters HP, numeral references...
A note:
Some strings, such as items and spells, have a logo (tools, sword, white) preceding the first character.
             
Padding empty spaces
Some databases take a fixed amount of memory. Most of the time, if not always, it is a multiple of 0x100.
So if a given database (the Rare Items names, for example) take a little less than the size of the block, the remaining bytes will be filled by padding bytes.
The point is, in FF3us, the padding bytes are all 0xFFs, but in FF6j they are the least significant byte of the very offset they are located (e.g. offset 0x123456 contains 0x56).
             
Offsets
FF3us start offset (hex) FF3us stop offset (hex) FF6j start offset (hex) FF6j stop offset (hex) number of bytes or n * length description additional info
0 200 0 200 200 SMC specific header  
0E1A0 0E2A0     128*2 DTE encoding scheme DTE TBL file
0E400 0E580     24*(8*8)*2/8 Tiles: Incomplete alphabet, used in ??? (not used by blue fonts in menu) 8x8 tiles 
            2 bits colors
            SNES bmps
10100 10110     7 + 9 spares entry point in SMC (finish w/ jump to c00019 (0x219 in SMC)) ASM baby
101C0 101E0     32 Cartridge information  
29944 29954     16 Palette: 8 colors, ???  
29954 29974     32 Palette: 16 colors end credit fonts  
29974 29994     32 Palette: 16 colors end credits (flipping pages)  
29994 29A34     5*32 Palette: 16 colors, ???  
2AFE1 2B121     32*10 List: status query Battles TBL file
2C889 2C891     8 Palette: the four colors used in battle for the glove, the actor cursor, the miss tiles and harmfull count digits  
2C891 2C899     8 Palette: the four colors used in battle for curative count digits  
2D02B ?     26? Battle sprites palette assigment Battle palette indexes
2E285 ?     ? Word: 'Esper' Battles TBL file
2E365 ?     ? Words: 'row', 'def', 'R-hand', 'L-hand' Battles TBL file
3391B ?     ? Word: 'Wounded' Battles TBL file
33970 ~33A60     ? Words: menu labels Battles TBL file
34B0C ?     ? Words: config. menu Battles TBL file
35A8B ?     ? Words: 'MP needed' Battles TBL file
35E4A ?     ? Words: skills menu Battles TBL file
3666F ?     ? Words: percentiles, vitals tags Battles TBL file
36AE5 ?     ? Words: 'Please enter a name' Battles TBL file
37100 37140 37894   64 Palette: assigment to mug shots (following sprites indexes)  
~37140         relates to pointers of mugshots  
37C97 ?     ? Words: 'Form n groups' Battles TBL file
38F18 ?     ? Words: '2-hands'... Battles TBL file
3A4BC ?     ? Words: equipment tags like 'Head', 'OPTIMUM'... Battles TBL file
3AF9C and 3B611 ?     ? Words: coliseum related Battles TBL file
3C4FE ?     ? Words: shops dialogue Battles TBL file
46CC0 47AC0 46CC0 47AC0 256*14 Constants: Magic spells effects Magic effects
47AC0 47C40 47AC0 47C40 64*6 Startup: actors names Battles TBL file 
            Actors index
47CC0 48140     128 * 9 Data: shop data, 1st byte is identifier, 8 others are for items  
48140 481C0     32*4 Assignments: Items given when morphing monsters Item index 
            Morph packages
481C0 491C0     256*(8*8)*2/8 Tiles: small fonts, logos & progress bar 8x8 tiles 
            2 bits colors 
            The first 128 tiles are blank for FF3us
            (Sames offsets for FF6j, special coding for names list (8x12 tiles, pseudo DTE))
            SNES bmps
491C0 492C0 491C0 496C0 256 Constant: Corresponding big font width  do not exeed 16 pixels 
        (5 banks * 256 FF6j)    
492C0 4A600 496C0 50200 256 * (16*11)*1/8 Tiles: big fonts, DTE dialog, some battles strings 16x11 1bpp
        [5 banks * 256 * (16*11)*1/8 Note: index starts at 0x20 (before==extended codes) (FF6j has 5 banks, FF3us has only one, the 4 others are dummied)
        FF6j]   SNES bmps
04A600 04A6C0     192 Spare bytes (0's)  
04A6C0 04BC00     5440 Spare bytes  
04BC00 04C200     1465 + 71 spares Compressed data: end credits fonts SNES 2 bit colors
0C9C94 0C9C97       Startup: gold  
0CE800 0D0200     2*2+3326*2 Pointers: DTE dialog DTE TBL file 
            Special codes 
            DTE Pointers 
            Dialog dump
0D0200 0EF300     127232 Dialog: every non-battle discussions, seperated in two banks DTE TBL file 
            Special codes 
            Dialog dump
0EF300 0EF800      1280 Messages: towns names, shops names, caves names  DTE TBL file 
            Special codes
             
EFDA0 EFEB0     20*13 +12 dummy List: rare items name Battles TBL file
EFEB0 F0200     20*vary Words: rare items description Battles TBL file
F0200 F3200     384*32 Constants: monsters HP, MP, GP, EP, status, weakness… Monst index 
            Stats details
F3200 F3800      384*4 Assignments: item stealed (2 items) & dropped (2 items) Monst index 
            Item index
F3800 F39C0     448 lots of 0, 48, 8, 20, 30, 18, c4, a8  
F39C0 F3B40     384 the way the main attack looks like  
F3B40 F3E40     27*vary Text: Esper description Battles TBL file
F3E40 F3F00     8*12 + 60 dummy List: sword tech. commands Battles TBL file
F3F00 F4500 F3F00 F4500 384*4 Template: The four actions resulting of the "control" command execution Monst index 
            Consult
            FF3 Math
            for the indexed list of the spells
F4500 F4800 F4500 F4800 384*2 Template: The two actions resulting of the "sketch" command execution Monst index 
            Consult
            FF3 Math
            for the indexed list of the spells
F4800 F4A00 F4800 F4A00 256*2 Template: The two actions resulting of the "rage" command execution corresponding to the monster index Monst index 
            Consult
            FF3 Math
            for the indexed list of the spells
F4A00 F5200     256 zones * 4 possibilities * 2 bytes for tmp index Template: assigment of monsters formations, each zone, or particular fight, can trigger one of four formations. Assigment is done word-wize. Formation Packs
F5200 F5600     256 zones * 2 possibilities * 2 * bytes for tmp index Template: Much like above, randomnisation is done on two possibilities instead of four. Formation Packs
             
F5B00 F6400     576*4 Related to monsters templates, song played, pre-emptive, side, pincer, initial draw...  Extra data
F6400 F8600     576*15 + 64 dummy Constants: monsters groups templates Monst index 
            Tmp details
            Formation dump
F8600 F8900     384*2 Pointers: to enemy attack set, ordered by monster index Monst index
F8900 FC250 F8900 FC250 dynamic Data Base: Enemy attack sets, used by the F8600 pointer bank. An indicator (???) is used to mark the end of a sequence.  
             
FC250 FD150 FCA00 FD600 384*10 List: monsters names Battles TBL file 
        (384*8 FF6j)   Monst index
FD150 FD2D0     384 Spare: since  FF6j links directly mst name db with mst atk db, traduction left some spare bytes (name extention to 11 chars? hmm...)  
FD2D0 FE1E0 FD600 FE200 384*10 + 16 dummy List: monsters attacks, the number of the index of the attack belong to the monster that has that same index Battles TBL file 
        (384*8 FF6j)   Attack index 
            Monst index
FE1E0 FE3E0 FE200 FE600 512 bytes, add another 512 for wasted bytes in FF6j Pointers: monsters quotes  
FE3E0 FF650 FE600    4720 Text: monsters dialogue in battle Battles TBL file
FFE00 100000       8*vary Words: blitz descriptions  Battles TBL file
1000AE ?     ? Words: percentiles, Esper freebies Battles TBL file
10D400 10FF00     10871 + 3 scrap? + 134 spares Text: team dialogue in battle Battles TBL file
11F200 11F9A0     1952 Words: spell/attack results in battle Battles TBL file
127100 127200      32*7 List: weapon types Battles TBL file
127200 127A20     416*5 Data Base: pointers to monsters bmps and palettes assigment (finally!!) Mst bmp Tmp
127A20 12AA20     384*32 Palettes: Monsters palettes Color encoding
12AA20 12B500 12AA20 12B500 128*8, then Assigment: maps 8x8 and 16x16 tiles for monsters graphics construction The first 2 words are pointers
        48*32   Mst tiles mapping
        (absolute max: 347)    
12B500 12C200 26F900 270200 256*13 List: items names Battles TBL file 
        (256*9 FF6j)   Item index
             
12E200 12EE00     2884 + 188 spare Compressed data: battle tiles like numerals, miss logo, mute status… Enough padding to mess around without ROM expantion SNES 4 bit colors
12EE00 12F000     16 * 32 colors palettes Palettes: WoB  
12F000 12F200     16 * 32 colors palettes Palettes: WoR Color encoding
12F200 130200      16*(2*(16*16))*4/8 Tiles: casino slot command logos, 2 tiles per logo, 8 official, 1 not sure and 7 not used 16x16 tiles 
            4 bits colors
            SNES bmps
             
150200 185200      6784*(8*8)*4/8 Sprites: every battle & town sprites  8x8 tiles 
          (Confirmed: are the same for both FF3us & FF6j) 4 bits colors
            SNES bmps
185200 187000     256*30 Data: items spec.  
187000 187200     27 * 11 + 215 spares Data: Esper template  
187200 18CBA0     1434*(8*8)*2/8 Tiles: relates to attacks, spells, Espers?, desperado attacks sprites 8x8 tiles 
            2 bits colors
            SNES bmps
18CBA0 18D0A0     vary Words: spells descriptions Battles TBL file
18D0A0 18D180 2CE500 2CE5C0 32*7 List: battle commands Battles TBL file
        (32*6 for FF6j)    
18D180 18D200     54 * 2 + 20 spares Pointers: spells descriptions  
18D200 18DCF2     2802 Compressed data: airship bombarding enemies tiles (slot command), big ball of fire? SNES 4 bit colors
18DCF2 18DF00     480 + 46 spare Compressed data: smells like compressed data…  
18E1B8 18E9BA     2050 Compressed data: I'd put my hand into fire to say it's graphics… SNES 4 bit colors
18EA00 18EA08     8 Palette: 4 colours for menu cursor  
195096 19588C     2038 Compressed data: realy looks like graphics (Phoenix picture? floating island picture? fractals anyone?)  
199F4B 19A6E4     1945 Compressed data: skull for some spells? An egg hatching?? SNES 4 bit colors
19A6E4 19A769     133 ??? (not compressed)  
19A769 19AA00     663 Spare bytes  
19AA00 19CF10     42 * relative + 196 spares Compressed data: ???  
19CF10 19CF90     43 * 2 + 42 Pointers: to previous compressed data  
19CF90 19D3B0     3 * 351 + 3 spares 24-bits pointers: to next compressed data (not abs. ptr.)  
19D3B0 1E0200     350 * 3 + 14 spares Compressed data: ???  
1E0200 1FB600     75 * relative + 44 spares Compressed data: ???  
1FB600 1FB800 110000 110200 512*1 Constants: magic points given (512 first formations only)  
1FB800 1FBC00 10F400 10F800 256*4 Templates: Colosseum fights setup Monst index
          Confirmed: data is the same for either versions Item index
            Colosseum tmp
            Fights dump
1FDC00 25F600     12496*(8*8)*4/8 Tiles: buildings, grass, town tiles, sometime assembled as 16x16 8x8 tiles 
            4 bits colors
            SNES bmps
260200 268200     1024*(8*8)*4/8 Tiles: other town tiles? contains Empire's big flags, and what seems to be the bridge to Esper world 8x8 tiles 
            4 bits colors
            SNES bmps
268200 268600     32*32 Palettes: Overworld & town sprites palettes Users 
            Color encoding
             
26CFC0 26DB02     2882 Compressed data: graphics SNES 4 bit colors
26DB02 26E045     1347 Compressed data: graphics SNES 4 bit colors
26E045 26E34C     775 Compressed data: graphics SNES 4 bit colors
26E34C 26E59A     590 Compressed data: graphics SNES 4 bit colors
26E59A 26EB91     1527 Compressed data: graphics SNES 4 bit colors
26EB91 26F400     2055 + 104 spares Compressed data: an Esper's tiles? SNES 4 bit colors
26F400 26F6A0     18*32 + 5*16 spares + 1*16 Palettes: 16 colors ???  
26F6A0 26F764     1*98 + 1*98 Constants: HP given at level up, then MP given at level up, starting for level 2  
26F764 26F767     3 Constants: Lores given at startup, ninary encoded, 1st bytes = 8 first Lores  
26F767 26F8E1 2D7600   54*7 List: magic spells Battles TBL file
             
26F8E1 26F9B9 2D770E   27*8 List: Espers names Battles TBL file
             
26F9B9 26FA31 2D77E6   12*10 List: skeens, slot high end, in battle Battles TBL file
        (12*8 FF6j)    
26FA31 26FA81     8*10 List: blitz names Battles TBL file
        (8*8 FF6j)    
26FA81 26FB71     24*10 List: dances spells Battles TBL file
        (24*8 FF6j)    
26FB71 26FBAD     6*10 List: slot commands Battles TBL file
        (6*8 FF6j)    
26FBAD 26FBFD     8*10 List m-tek commands Battles TBL file
        (8*8 FF6j)    
26FBFD 26FCED     24*10 List: blue magic spells Battles TBL file
        (12*8 FF6j)    
26FCED 26FFEF     77*10 List: monsters magic spells Battles TBL file
26FFEF 270067     12*10 List: desperado attacks Battles TBL file
270067 27008F     4*10 List: dog attacks, lagomorph, ??? Battles TBL file
27008F 27019D     27*10 List: Espers attacks Battles TBL file
27019D 270200     8*12 + 3 spare bytes List dance types Battles TBL file
             
271850 271A48     (75 * 3) + 279 spares Absolute pointers: to compressed battle background tiles  
271A48 271B28     (49 + 126) *2 Pointers: to next compress data (?)  
271B28 27ABE7     49*relative Compressed data: background data?  
27ABE7 27B859     3186 Compressed data: battle backgrounds SNES 4 bit colors
27B859 27BFE2     1929 Compressed data: battle backgrounds SNES 4 bit colors
27BFE2 27C899     2231 Compressed data: battle backgrounds SNES 4 bit colors
27C899 27CF04     1643 Compressed data: battle backgrounds SNES 4 bit colors
27CF04 27D212     782 Compressed data: battle backgrounds SNES 4 bit colors
27D212 27DB78     2406 Compressed data: battle backgrounds SNES 4 bit colors
27DB78 27E2B5     1853 Compressed data: battle backgrounds SNES 4 bit colors
27E2B5 27E77B     1222 Compressed data: battle backgrounds SNES 4 bit colors
27E77B 27EEC8     1869 Compressed data: battle backgrounds SNES 4 bit colors
27EEC8 27F77F     2231 Compressed data: battle backgrounds SNES 4 bit colors
27F77F 2802B3     2868 Compressed data: battle backgrounds SNES 4 bit colors
2802B3 280E49     2966 Compressed data: battle backgrounds SNES 4 bit colors
280E49 281A41     3064 Compressed data: battle backgrounds SNES 4 bit colors
281A41 282149     1800 Compressed data: battle backgrounds SNES 4 bit colors
282149 282E58     3343 Compressed data: battle backgrounds SNES 4 bit colors
282E58 2835C1     1897 Compressed data: battle backgrounds SNES 4 bit colors
2835C1 283ECA     2313 Compressed data: battle backgrounds SNES 4 bit colors
283ECA 2845AE     1764 Compressed data: battle backgrounds SNES 4 bit colors
2845AE 284A76     1224 Compressed data: battle backgrounds SNES 4 bit colors
284A76 28512D     1719 Compressed data: battle backgrounds SNES 4 bit colors
28512D 2858B6     1929 Compressed data: graphics from magitek factory battle background? SNES 4 bit colors
2858B6 285CB5     1023 Compressed data: battle backgrounds SNES 4 bit colors
285CB5 286960     3243 Compressed data: battle backgrounds SNES 4 bit colors
286960 2872BA     2394 Compressed data: battle backgrounds SNES 4 bit colors
2872BA 2875DE     804 Compressed data: graphics from magitek factory battle background? SNES 4 bit colors
2875DE 287C67     1673 Compressed data: battle backgrounds SNES 4 bit colors
287C67 288858     3057 Compressed data: battle backgrounds SNES 4 bit colors
288858 288F6E     1814 Compressed data: battle backgrounds SNES 4 bit colors
288F6E 289625     1719 Compressed data: battle backgrounds SNES 4 bit colors
289625 28A617     4082 Compressed data: tentacles battle background SNES 4 bit colors
28A617 28AC6A     1619 Compressed data: battle backgrounds SNES 4 bit colors
28AC6A 28B3F3     1929 Compressed data: battle backgrounds SNES 4 bit colors
28B3F3 28BAB5     1730 Compressed data: battle backgrounds SNES 4 bit colors
28BAB5 28C1E7     1842 Compressed data: Zozo battles background SNES 4 bit colors
28C1E7 28CC7F     2712 Compressed data: battle backgrounds SNES 4 bit colors
28CC7F 28D3CE     1871 Compressed data: battle backgrounds SNES 4 bit colors
28D3CE 28D566     408 Compressed data: battle backgrounds SNES 4 bit colors
28D566 28E620     4282 Compressed data: final Kefka Espers part 1 battle background SNES 4 bit colors
28E620 28F74B     4395 Compressed data: final Kefka Espers part 1 battle background SNES 4 bit colors
28F74B 29074A     4095 Compressed data: final Kefka Espers part 2 battle background SNES 4 bit colors
29074A 29189D     4435 Compressed data: final Kefka Espers part 2 battle background SNES 4 bit colors
29189D 2928D9     4156 Compressed data: final Kefka Espers part 3 battle background SNES 4 bit colors
2928D9 2937D6     3837 Compressed data: final Kefka Espers part 3 battle background SNES 4 bit colors
2937D6 29481E     4168 Compressed data: final Kefka battle background SNES 4 bit colors
29481E 29582A     4108 Compressed data: final Kefka battle background SNES 4 bit colors
29582A 295A63     569 Compressed data: battle backgrounds SNES 4 bit colors
295A63 29616D     1802 Compressed data: Ghost train graphics? SNES 4 bit colors
29616d 2964C1     852 Compressed data: battle backgrounds SNES 4 bit colors
2964C1 296500     64 Spare bytes  
296500 ?     ? Tiles: "The end" logo, and some scrambled tiles ??? 
            4 bits colors?
297200 2CE400?     (max 0x7200 * 8) Tiles: monsters & Espers  8x8 tiles 
  (Crusader's last tile: 2CE2F8)         4 bits colors & 3 bits colors
            SNES bmps
2CE400 2CE5C0     448 Spare bytes  
2CE5C0 2CE600     2*2*16 Data: natural magic table: spell then level: 16 for Terra, then 16 for Celes  
2D0200 2D1E00     224*(8*8)*4/8 Tiles: wall paper settings, 8 WPs  8x8 tiles 
            4 bits colors
            SNES bmps
2D1E00 2D1F00     8*32 Palettes: Wall paper palettes Color encoding
2D1F00 2D5A40     474*(8*8)*4/8 Tiles: mug shots  8x8 tiles 
            4 bits colors
            SNES bmps
2D5A40 2D5CC0     20*32 Palettes: mug shots  
2D5CC0 2D64C0     64*(8*8)*4/8 Tiles: cursor, arrows, coliseum's VS, status logos, some are assembled as 16x16  8x8 tiles 
            3 bits colors
            SNES bmps
2D64C0 2D6500     2*32 Palettes: graduator, magic icons, disabled commands  
2D6500 2D6600     8*32 Palettes: Battle sprites palettes  Users 
            Color encoding
2D6600 2D79A0     vary Words: item description Battles TBL file
2D79A0 2D7C70     vary Words: blue magic description Battles TBL file
2D7C70 2D7CA0     2*24 Pointers: to blue magic descr.  
2D7CA0 2D7EA0     2*256 Pointers: Item description Item index 
2D7EA0 2D8420     64*22 Startup: numerical attributes, battle commands, equip. Actor index 
            Startup details
2E0000 2E01D0      vary Words: Esper freebies descriptions Battles TBL file
2EB400 2EB460     3 * 29 + 9 spare Absolute pointers: 24-bit pointers to the next compressed bank  
2EB460 2EB490     10 * 3 + 18 spares 24-bits pointers: 3 first are absolute (EF800, EF83C, EF848), 7 others relatives  
2EB490 2EC495     4101 Compressed data: looks like skies?? SNES 4 bit colors
2EC495 2EC902     1133 Compressed data: ???  
2EC902 2ED634     3378 Compressed data: black jack tiles SNES 4 bit colors
2ED634 2F134F     15643 Compressed data: WoB data  
2F134F 2F3450     8449 Compressed data: WoB tiles Game boy advance 4 bit colors
2F3450 2F4A46     5622 max ? (unlikelly to be compressed)  
2F4A46 ?     ? ? (not compressed)  
             
2F4C46 2F6C56     8208 Compressed data: WoR tiles Game boy advance 4 bit colors
2F6C56 2F9F17     12993 Compressed data: WoR data  
2F9F17 2FB831     6426 Compressed data: ???  
2FB831 2FC824     4083 Compressed data: looks like volcanoes or a forest?? Game boy advance 4 bit colors
2FC824 2FD077     2131 Compressed data: chocobo tiles, arrrk!! SNES 4 bit colors
2FD077 ?     ? ? (not compressed)  
             
2FD097 ?     ? ? (unlikelly to be compressed)  
             
2FD0B7 2FD1B9     258 Compressed data: we can see a sort of pattern… SNES 4 bit colors
2FD1B9 2FDE4C     3219 Compressed data: tiles: Figaro castle, Terra flying, sand dust, Narshe boat, … SNES 4 bit colors
2FDE4C 2FE69B     2127 Compressed data: other chocobo tiles SNES 4 bit colors
2FE69B 2FEAB3     1048 Compressed data: WoB mini-map tiles SNES 4 bit colors
2FEAB3 2FEF26     1139 Compressed data: WoR mini-map tiles SNES 4 bit colors
2FEF26 2FFCC8     3490 Compressed data: falcon tiles SNES 4 bit colors
2FFCC8 ?     ? ? (unlikelly to be compressed)  
300200 300200 300200 300200 0 EOF  
             
It is obvious that you can use these offsets for your own hacks, but a mention of the authors efforts in your work is always appreciated!!
...happy hacking!!
Lord J, decipherer, web site maintainer
home: http://www.angelfire.com/pq/jumparound/index.html
             
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