Author Topic: Memory MAP  (Read 88728 times)

Chickenlump

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Memory MAP
« on: November 08, 2005, 04:11:26 am »
It might be helpful to compile every memory address known into one place. Here is the current listing compiled by Geiger.

Byte Offset   Bytes   Bits   Description   Modified
7E00F2   1   FF   "Also seems to be a JoyPress, used by Event Command 38, 39 during Arris Dome"   7/21/2004
7E00F8   1   FF   "Used for activating save points with joypress, Event Command 31"   7/21/2004
7E0100   2   FF   Current Location   10/22/2004
7E0150   1   FF   JoyPress1   7/21/2004
7E0151   1   FF   JoyPress2   7/21/2004
7E0155   1   FF   Z-plane   7/21/2004
7E0290   2   FF   Epoch X Coord in pixels   8/16/2004
7E0292   2   FF   Epoch Y Coord in pixels   8/16/2004
7E0294   1   FF   Epoch Status . A0 - upgraded   8/16/2004
7E0295   2   FF   Dactyl X Coord in pixels   8/16/2004
7E0297   2   FF   Dactyl Y Coord in pixels   8/16/2004
7E0299   1   FF   Dactyl Status   8/16/2004
7E029A   2   FF   Epoch Map   8/16/2004
7E1B9B   10   FF   Overworld music   8/23/2004
7E1BA6   1   FF   Overworld storyline counter (only during event processing)   8/23/2004
7E2603   2   FF   Crono current HP   11/17/2004
7E2605   2   FF   Crono max HP   11/17/2004
7E2607   2   FF   Crono current MP   11/17/2004
7E2609   2   FF   Crono max MP   11/17/2004
7E260B   1   FF   Crono power   11/17/2004
7E260C   1   FF   Crono stamina   11/17/2004
7E260D   1   FF   Crono speed   11/17/2004
7E260E   1   FF   Crono magic   11/17/2004
7E260F   1   FF   Crono hit   11/17/2004
7E2610   1   FF   Crono evade   11/17/2004
7E2611   1   FF   Crono magic defense   11/17/2004
7E2612   1   FF   Crono Level   8/23/2004
7E2613   3   FF   Crono XP   11/17/2004
7E2662   1   FF   Marle Level   8/23/2004
7E26B2   1   FF   Lucca Level   8/23/2004
7E2702   1   FF   Robo Level   8/23/2004
7E2752   1   FF   Frog Level   8/23/2004
7E27A2   1   FF   Ayla Level   8/23/2004
7E27F2   1   FF   Magus Level   8/23/2004
7E2980   1   FF   PC1   7/21/2004
7E2981   1   FF   PC2   7/21/2004
7E2982   1   FF   PC3   7/21/2004
7E2983   1   FF   Reserve PC1   8/23/2004
7E2984   1   FF   Reserve PC2   8/23/2004
7E2985   1   FF   Reserve PC3   8/23/2004
7E2986   1   FF   Reserve PC4   8/23/2004
7E2987   1   FF   Reserve PC5   8/23/2004
7E2988   1   FF   Reserve PC6   8/23/2004
7E2990   1   FF   Battle guage speed setting   11/17/2004
7E2991   1   FF   Menu Background Style   11/17/2004
7E2992   1   FF   Battle guage type   11/17/2004
7E2993   1   FF   Confirm button   11/17/2004
7E2994   1   FF   Cancel button   11/17/2004
7E2995   1   FF   Menu button   11/17/2004
7E2996   1   FF   Dash button   11/17/2004
7E2997   1   FF   Map button   11/17/2004
7E2998   1   FF   Warp button   11/17/2004
7E2C53   1   FF   Gold   7/21/2004
7E3000   40   FF   Location Layer 1 Tile   7/21/2004
7E3040   40   FF   Location Layer 2 Tile   7/21/2004
7E3080   40   FF   Location Layer 3 Tile   7/21/2004
7E30C0   40   FF   Location Tile Properties 1   7/21/2004
7E3100   3F00   FF   Repeat of previous pattern for each row   7/21/2004
7E4000   1800   FF   Overworld L2 Tiles   8/20/2004
7E5800   1800   FF   Overworld L1 Tiles   8/20/2004
7E7000   40   FF   Location Tile Properties 2   7/21/2004
7E7000   0200   FF   Overworld tile properties   8/23/2004
7E7040   40   FF   Location Tile Properties 3   7/21/2004
7E7080   80   FF   ???   7/21/2004
7E7100   3F00   FF   Repeat of previous pattern for each row   7/21/2004
7E7200   0C00   FF   Overworld music transition data   8/23/2004
7E7E00   ?   FF   Overworld exits   8/23/2004
7EFE01   1   FF   Juror 2 bases final decision on this address   7/21/2004
7F0000   1   FF   Storyline Counter (keeps track of storyline progress)   7/21/2004
7F0050   1   01   Marle bumped into Crono . Said never stole anything . Juror 7 - Guilty   7/21/2004
7F0050   1   02   "Tempted by Marle's fortune . Juror 4, 5 - Guilty"   7/21/2004
7F0050   1   04   Just a bit tempted by Marle's fortune . Juror 1 - Guilty   7/21/2004
7F0050   1   08   Found out the Chancellor is framing King Gaurdia   7/21/2004
7F0051   1   FF   Trial innocent votes   8/5/2004
7F0052   1   FF   Silver Points   7/21/2004
7F0053   1   FF   Kittens   7/21/2004
7F0054   1   01   Brought the girl her cat back . Juror 2 - Innocent   7/21/2004
7F0054   1   02   Talked to the girl who lost her cat before bringing it back to her . Juror 2 - Guilty   7/21/2004
7F0054   1   04   Ate the old man's lunch . Juror 6 - Guilty   7/21/2004
7F0055   1   01   Tried to sell Marle's pendant . Juror 1 - Guilty   7/21/2004
7F0055   1   02   Picked up pendant before talking to Marle . Juror 4 - Guilty   7/21/2004
7F0055   1   04   Talked to Marle about missing pendant   7/21/2004
7F0055   1   20   Marle yells about being kidnapped . Juror 3 - Guilty   7/21/2004
7F0055   1   40   Given Marle her pendant / Juror 5 - Guilty   7/21/2004
7F005A   1   20   Lucca tries to change the past   7/21/2004
7F005D   1   01   Crono Poyozo   7/21/2004
7F005D   1   02   Marle Poyozo   7/21/2004
7F005D   1   04   Lucca Poyozo   7/21/2004
7F005D   1   08   Robo Poyozo   7/21/2004
7F005D   1   10   Frog Poyozo   7/21/2004
7F005D   1   20   Ayla Poyozo   7/21/2004
7F005D   1   40   Magus Poyozo   7/21/2004
7F005D   1   80   Crono won cat at fair   7/21/2004
7F005E   1   01   Crono Clone   7/21/2004
7F005E   1   02   Marle Clone   7/21/2004
7F005E   1   04   Lucca Clone   7/21/2004
7F005E   1   08   Robo Clone   7/21/2004
7F005E   1   10   Frog Clone   7/21/2004
7F005E   1   20   Ayla Clone   7/21/2004
7F005E   1   40   Magus Clone   7/21/2004
7F005F   1   FF   Cat Food   7/21/2004
7F007C   1   40   Lara loses her legs   7/21/2004
7F00E1   1   02   Met Spekkio   7/21/2004
7F00E1   1   04   Beat Spekkio E0   7/21/2004
7F00E1   1   08   Beat Spekkio E1   7/21/2004
7F00E1   1   10   Beat Spekkio E2   7/21/2004
7F00E1   1   20   Beat Spekkio E3   7/21/2004
7F00E1   1   40   Beat Spekkio E4   7/21/2004
7F00E1   1   80   Beat Spekkio E5   7/21/2004
7F00E2   1   01   Spekkio has met Robo   7/21/2004
7F00E2   1   02   Spekkio has met Ayla   7/21/2004
7F00E2   1   04   Spekkio has met Magus   7/21/2004
7F00F7   1   02   Told sapling woman to plant the tree   7/21/2004
7F00FE   1   02   Naga-ette Bromide (?)   7/21/2004
7F013A   1   01   Fought Son of Sun   7/21/2004
7F0140   1   01   Mom mentioned Lucca dropping by   7/21/2004
7F0140   1   02   Mom gave Crono allowance   7/21/2004
7F0140   1   04   Mom has met Marle   7/21/2004
7F0140   1   08   Mom has met Lucca   7/21/2004
7F0140   1   10   Mom has met Robo   7/21/2004
7F0140   1   20   Mom has met Frog   7/21/2004
7F0140   1   40   Mom has met Ayla   7/21/2004
7F0140   1   80   Mom has met Magus   7/21/2004
7F014A   1   08   Power Tab in long Geno Dome hallway   8/5/2004
7F014E   1   08   Mother speaks to PCs in long Geno Dome hallway   8/5/2004
7F0190   1   01   Brought to Prison   8/5/2004
7F0198   1   02   Mid Tonics on Prison Supervisor   8/5/2004
7F0198   1   20   Defeated Guards in Prison Supervisor's Office   8/5/2004
7F01A2   1   10   Fought Medina Merchant   7/21/2004
7F01CF   1   80   Saving available   8/5/2004
7F01D2   1   04   Gave Jerky away   7/21/2004
7F01E0   1   01   Spekkio has given Crono magic   7/21/2004
7F01E0   1   02   Spekkio has given Marle magic   7/21/2004
7F01E0   1   04   Spekkio has given Lucca magic   7/21/2004
7F01E0   1   08   Spekkio has given Robo magic   7/21/2004
7F01E0   1   10   Spekkio has given Frog magic   7/21/2004
7F01E0   1   20   Spekkio has given Ayla magic   7/21/2004
7F01E0   1   40   Spekkio has given Magus magic   7/21/2004
7F01F7   1   02   Black Omen has appeared   7/21/2004
7F0400   1900   FF   Overworld Event Data   8/6/2004
7F2000   1800   FF   Location Event Data   8/6/2004




Misc. other stuff

7E2C23 - Crono's name


7EAE93 - Crono's current tech animation
« Last Edit: April 28, 2006, 03:01:23 pm by ZeaLitY »

Agent 12

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« Reply #1 on: November 09, 2005, 02:35:41 am »
-------------------------------------------------------
7F0050--Used to hold Judges/in rainbow Shell quest

--------------------------------------------------------

750052-Silver Points

------------------------------------------------------------

7E0200-Holds the value that can be displayed to text
            by using the {value 8} command

------------------------------------------------------------

7E2603 - Crono current HP
7E2653 - Marle current HP
7E26A3 - Lucca current HP
7E26F3 - Robo current HP
7E2743 - Frog current HP
7E2793 - Ayla current HP
7E27E3 - Magus current HP
--JLUKAS
----------------------------------------------------------------

7E2981--Who is the current Second Playable character
00 crono
01 marle and so on

------------------------------------------------------------------

That's the ones used in the coliseum

Chickenlump

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« Reply #2 on: November 09, 2005, 02:46:06 am »
7F01D3 - Guardia Forest tabs collected? (past and present) (bit 4 set for present,  bit 8 set for past if collected)
7F01D2 - Guardia Forest sealed chest opened? (past) (bit 80 set if opened)
7F01D1 - Guardia Forest Dead End sealed chest opened? (present) (bit 20 set if opened)
7F014A - Truce Inn sealed chest opened? (present) (bit 20 set if opened, If 7F004A has bit 40 set, you get powered up item)

Each chest and tab check a different address to see if it's collected.
If the guardia forest tab is collected, it sets bit 4 at 7F01D3, but when drawing it, it checks 7F00D3 to see if it's been collected, and hides it if it has...
Same with 7F01D1/7F00D1, etc...

If locations are different in your hacks, these types of addresses can be used for extra storyline counters and the likes. It would be good to go through all the events and make a master list of these.

Chickenlump

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« Reply #3 on: November 09, 2005, 03:32:53 am »
-------------------------------------------
Menu Icons Attributes
-------------------------------------------
7E0700 - Equipment Icon - X position
7E0701 - Equipment Icon - Y position
7E0702 - Equipment Icon - graphic used
7E0703 - Equipment Icon - palette used
7E0704 - Item Icon - X position
7E0705 - Item Icon - Y position
7E0706 - Item Icon - graphic used
7E0707 - Item Icon - palette used
7E0708 - Tec Icon - X position
7E0709 - Tec Icon - Y position
7E070A - Tec Icon - graphic used
7E070B - Tec Icon - palette used
7E070C - Settings Icon - X position
7E070D - Settings Icon - Y position
7E070E - Settings Icon - graphic used
7E070F - Settings Icon - palette used
7E0710 - Exchange Icon - X position
7E0711 - Exchange Icon - Y position
7E0712 - Exchange Icon - graphic used
7E0713 - Exchange Icon - palette used
7E0714 - Save Icon - X position
7E0715 - Save Icon - Y position
7E0716 - Save Icon - graphic used
7E0717 - Save Icon - palette used
7E0718 - Bottom Pointer Icon - X position
7E0719 - Bottom Pointer Icon - Y position
7E071A - Bottom Pointer Icon - graphic used
7E071B - Bottom Pointer Icon - palette used
7E071C - Top Pointer Icon - X position
7E071D - Top Pointer Icon - Y position
7E071E - Top Pointer Icon - graphic used
7E071F - Top Pointer Icon - palette used




7E0D13 - Menu shading style
7E0D8C - Save menu  window theme type (0 - 7)

7E8B56 -7E8EC6(???) Overworld map hdma shading colors






7E9F19 - 7E9F4E - Menu hdma shading colors


(I took screencaps of these, I thought they were cool. ^_^)

JLukas

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« Reply #4 on: November 09, 2005, 06:53:35 am »
If the guardia forest tab is collected, it sets bit 4 at 7F01D3, but when drawing it, it checks 7F00D3 to see if it's been collected, and hides it if it has...

This is the "Bug #4 Event Command 16 Wrong Address Displayed"  I mentioned in e-mail yesterday.  That's why I thought the bug should be in the Critical category.  The check address is supposed to be the same, 7F01D3.

Nice find with the HDMA colors.

JLukas

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« Reply #5 on: November 09, 2005, 06:59:01 am »
7F01DF - Character lock status

7F01EC - Status of last battle fought 00 - You won/ran away, 01 - defeated

Chickenlump

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« Reply #6 on: November 11, 2005, 04:51:12 am »
Quote from: JLukas
If the guardia forest tab is collected, it sets bit 4 at 7F01D3, but when drawing it, it checks 7F00D3 to see if it's been collected, and hides it if it has...

This is the "Bug #4 Event Command 16 Wrong Address Displayed"  I mentioned in e-mail yesterday.  That's why I thought the bug should be in the Critical category.  The check address is supposed to be the same, 7F01D3.

Nice find with the HDMA colors.


The sad part is, I read the email about an hour before posting.  :oops:
I have egg on my face. Boiling hot, scalding egg.

The HDMA colors aren't palettized like other snes colors, but still pretty easy to edit. I'll post again tommorow with the ROM addresses for these.

Quote from: justin3009
Could you show a small pic of the coding...I want to see what lil detail you used to do that stuff...Like bit math byte math Mem-to-mem etc...


What effect are you wanting to see exactly? These RAM addresses can be modified with event code in TF, but some of these addresses are always being updated and cleared and changed, so using events to write to some of these addresses (like the HDMA colors) won't do any good. Most of these are being edited and discovered with Geiger's Snes9X Debugger, which allows for all sorts of information finding, and hacking of SNES ROMS, while playing the game.

http://geigercount.net/crypt/index.html

Chickenlump

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« Reply #7 on: December 22, 2005, 02:50:49 pm »
Code: [Select]
7E001C - Overworld Brightness
7E0020 - Overworld Map centering (left to right position)
7E0026 - Overworld Map centering (up and down position)
7E002C - Overworld Map stretching (left to right)
7E002E - Overworld Map Diagonal stretching
7E0032 - Overworld Map stretching (up and down)
7E0045 - Overworld Map color oddity (00 - off/01 - on)
7E0046 - Overworld Map background Stretching (or something)
7E0119 - Location Screen Brightness
07 - pause value
0F - normal value
7E0121 - Screen color overlay (color value overlays Layers 1 & 2 only)


Code: [Select]
7EA329 - speed of Hetake Attack leaping goto/return in battle
7EA324 - speed of Crono attack leaping goto/return in battle
7E29AE - Music track to play after battle
7EB1FD - In-Battle target of damage/healing
7EB202 - Damage/Healing Target (does the attack or spell affect MP or HP?
7EB203 - Damage/Healing Type (Does the attack or spell add or subtract from MP or HP?
7EB191 - Which Enemy gets the next attack
7EB1FD - Which Character gets the graphical numbers from spell/attack (visual only)
7EAD8E - Which party member gets the attack
7EAE89 - Damage/healing receive (HP) Crono
7EAE9C - Damage/healing receive (MP) Crono
7EAE9E - Displays the 'miss' graphic, and other types of numeral animations for Crono
7EAE96 - Target of current tech/attack (80 for party/10 for enemies)

Dirtie

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« Reply #8 on: December 25, 2005, 04:27:11 am »
There are some nice finds here. I really wanna see how those HDMA colours are worked out if they're not palette based.

Chickenlump

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« Reply #9 on: December 31, 2005, 01:57:36 am »
Scroll Mask in RAM for the current location

7E1D1A - Scroll Left
7E1D1B - Scroll Right
7E1D1C - Scroll Top
7E1D1D - Scroll Bottom


soooo.... one map, and as many rooms as you can fit in it, and through events (value to mem) you can set the scroll mask properties in the event to correctly block out everything else in the map, all proper like. WOOO






other MAP related stuffs in RAM




7E1D24 - Layer 1 Scrolling (Unknown 1.70 in TF - Map Properties)
7E1D25 - Layer 1 Scrolling (Unknown 1.70 in TF - Map Properties)
7E1D26 - Layer 2 Scrolling (Unknown 2 in TF - Map Properties)
7E1D27 - Layer 2 Scrolling (Unknown 2 in TF - Map Properties)
7E1D28 - Layer 3 Scrolling (Unknown 3 in TF - Map Properties)
7E1D29 - Layer 3 Scrolling (Unknown 3 in TF - Map Properties)


7E1D1E - Layer 1 Width
7E1D1F - Layer 1 Height
7E1D20 - Layer 2 Width
7E1D21 - Layer 2 Height
7E1D22 - Layer 3 Width
7E1D23 - Layer 3 Height

7E1D00 - Screen Scrolling
7E1D01 - Screen Scrolling
7E1D02 - Screen Scrolling
7E1D03 - Screen Scrolling

Agent 12

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« Reply #10 on: December 31, 2005, 06:22:24 pm »
I used GetObjectCoordinates yesterday.  It's really easy to use so we'll definately be able to make use of the Scroll left/right/top bottom.  Way to go chickenlump.

--jp

Chickenlump

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« Reply #11 on: December 31, 2005, 06:30:39 pm »
Make sure to change them before the screen loads (as soon as the event begins).  Changing it after will still change it, it just won't reflect visually unless you refresh the screen somehow (like going in and out of the menu).

Agent 12

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« Reply #12 on: December 31, 2005, 08:09:50 pm »
if you put it in startup/load that would work right?

--jp

Chickenlump

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« Reply #13 on: December 31, 2005, 08:16:28 pm »
I've tried it twice successfully, so it should work. Events load, and then the screen is drawn (I think). I'm going to see if I can find out more on this.

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« Reply #14 on: January 04, 2006, 07:39:29 pm »
I'm wondering how to use the Epoch Memory correctly.  What I'm doing so far is using an assign command to 7f0290/292 and putting in the exact coordinates.  But it still isn't showing up.  So

Do I have to somehow say what map it is (I see that 7F029A)
Do I have to do some hex calculation (like location ->Overworld exits)
Something else?

Note:  TF 2.0 has 7f029A=Mem.DactylXCoord

--jp