SRAM - clementgallet/ff6-tas GitHub Wiki

$1600-$1FFF : Data that is stored to Save-RAM
$1600-$184F : Character data (592 bytes, 37 bytes each character)
              Order of characters: Terra, Locke, Cyan, Shadow, Edgar, Sabin, Celes, Strago,
                                   Relm, Setzer, Mog, Gau, Gogo, Umaro, #14 (Vicks, Banon, Leo), #15 (Wedge)
$1600: Outside battle character Sprite set
$1601: Outside battle character Level adjustment factor (among other things)
$1602: Outside battle character Name (6 bytes)
$1608: Outside battle character unmodified Level
$1609: Outside battle character unmodified Current HP (2 bytes)
$160B: Outside battle character unmodified Max HP (2 bytes)
$160D: Outside battle character unmodified Current MP (2 bytes)
$160F: Outside battle character unmodified Max MP (2 bytes)
$1611: Outside battle character XP (3 bytes)
$1614: Outside battle character Statuses (2 bytes)
$1616: Outside battle character Commands (4 bytes)
$161A: Outside battle character Vigor
$161B: Outside battle character Speed
$161C: Outside battle character Stamina
$161D: Outside battle character Magic Power
$161E: Outside battle character Esper equipped
$161F: Outside battle character Right hand
$1620: Outside battle character Left hand
$1621: Outside battle character Helmet
$1622: Outside battle character Armor
$1623: Outside battle character Relic 1
$1624: Outside battle character Relic 2
(note that the above structure repeats for each character)
$1850-$185F: Setup of current parties (16 bytes)
$1860-$1862: Gold (3 bytes)
$1863-$1865: Game Time (3 bytes)
$1866-$1868: Steps (3 Bytes)
$1869-$1968: Items possessed (256 bytes)
$1969-$1A68: Item quantities (256 bytes)
$1A69-$1A6C: Espers possessed (4 bytes)
$1A6D: Active party
$1A6E-$1CF5: Percentage learned of spells by characters (54 spells X 12 characters = 648 bytes) (#$FF = known)
$1CF6: Time Morph will last
$1CF7: Known sword techs??
$1CF8-$1D27: Sword tech names (48 bytes) (Seems to be a holdover from FF6j, I dunno)
$1D28: BlitzList Sabin's blitzes. Each bit is a blitz; 1 is acquired, 0 isn't.
$1D29-$1D2B: Known lores (3 bytes, 1 bit per lore)
$1D2C-$1D4B: Known rages (32 bytes, 1 bit per rage)
$1D4C: Known dances (1 bit for each dance)
$1D4D: (Bit 7 = 1: Short command set, 6-4: Battle speed, 3 = 1: Wait battle mode, 2-0: Message speed)
$1D4E: (Bit 7 = 1: Reequip empty, 6 = 1: Cursor memory, 5 = 1: Sound mono, 4 = 1: Gauge off, 3-0: Wallpaper)
$1D4F-$1D53 : Not sure...
$1D54: Config (Magic order, among other things)
$1D55-$1D56: Font color
$1D57-$1DC6: Colors for each wallpaper component (7 components X 8 wallpapers X 2 bytes each = 112 bytes)
$1DC7: Number of saves (likely to be two bytes)
$1DC9-$1DDC: List of 20 permanently-stored battle variables
$1DD0: Bit 0 = Fanatics’ Tower
$1DD1: Bit 2 = Morph Available
$1DD3-$1DD4: Doom Gaze’s HP
$1DD5: Battles fought with the cursed shield
$1DDD-$1E1C: Monster formations beaten (to fight on veldt) (64 bytes)
$1E1D-1E3F: (35 bytes which appear to be unused, at least in my save files)
$1E40-$1E6F: Treasure chests opened (Only the first 33 bytes are known to be used)
$1E70-$1E7F: Unused (at least all my save files have this filled with 55h, indicating that it is never disturbed [and I have a lot a save files])
$1E80-$1F5F: Event bits
$1F60: World Map XY position (2 bytes)
$1F62: Airship’s XY position (2 bytes)
$1F64: Map zone (0x01FF) and flags (0xFE00) (2 bytes)
$1F66: Camera XY position (2 bytes)
$1F69: Map zone during 'Loads map' events (2 bytes)
$1F6B: Map XY position during 'Loads map' events (2 bytes)
$1F6D: RndCounter Acts just like $72.
$1F80: Song? (Needs verification)
$1FA1: RNG index for random battles
$1FA2: RNG index for random battle formation
$1FA3: RNG offset for random battle formation
$1FA4: RNG offset for random battles
$1FA5: Veldt encounter pack
$1FC0: Character XY position (2 bytes)
$1FC2-$1FD1: Event words
$1FD2: Flag for event 6C (Set parent map)
$1FF9 : Which monster is it
$1FFE: SRAM Checksum (2 bytes)