Difference between revisions of "FF7/Savemap"

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m (0x10ED size is 7 (from 0x10ED to 0x10F3) offsets start from 0.)
(Edited the table to include Bank[2][34] type references. No changes other than adding references)
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! Description
 
! Description
 
|-
 
|-
| 0x0BA4
+
| 0x0BA4<br/>Bank[1/2][0]
 
| 2 byte
 
| 2 byte
 
| Main progress variable
 
| Main progress variable
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BA6<br />z_7[0]
+
| style="background: rgb(255,205,154)" | 0x0BA6<br/>Bank[1/2][2]<br />z_7[0]
 
| 1 Byte
 
| 1 Byte
 
|
 
|
 
Yuffie's Initial Level (z_7 Unknown) Byte value before Yuffie join the team: 0x00.<br /> (If byte's value is changed, then you can't fight Yuffie, so she can't be obtained).<br /> Yuffie's Initial Level only is set when she already join the team.<br /> Credit to [[Savemap|(NFITC1)]]
 
Yuffie's Initial Level (z_7 Unknown) Byte value before Yuffie join the team: 0x00.<br /> (If byte's value is changed, then you can't fight Yuffie, so she can't be obtained).<br /> Yuffie's Initial Level only is set when she already join the team.<br /> Credit to [[Savemap|(NFITC1)]]
 
|-
 
|-
| 0x0BA7
+
| 0x0BA7<br/>Bank[1/2][3]
 
| 1 byte
 
| 1 byte
 
| Aeris' current love points
 
| Aeris' current love points
 
|-
 
|-
| 0x0BA8
+
| 0x0BA8<br/>Bank[1/2][4]
 
| 1 byte
 
| 1 byte
 
| Tifa's current love points
 
| Tifa's current love points
 
|-
 
|-
| 0x0BA9
+
| 0x0BA9<br/>Bank[1/2][5]
 
| 1 byte
 
| 1 byte
 
| Yuffie's current love points
 
| Yuffie's current love points
 
|-
 
|-
| 0x0BAA
+
| 0x0BAA<br/>Bank[1/2][6]
 
| 1 byte
 
| 1 byte
 
| Barret's current love points
 
| Barret's current love points
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BAB
+
| style="background: rgb(255,205,154)" | 0x0BAB<br/>Bank[1/2][7]
 
| style="background: rgb(255,205,154)" | 17 bytes
 
| style="background: rgb(255,205,154)" | 17 bytes
 
| style="background: rgb(255,205,154)" | z_8 Unknown
 
| style="background: rgb(255,205,154)" | z_8 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BAB<br />z_8[0]
+
| style="background: rgb(255,205,154)" | 0x0BAB<br/>Bank[1/2][7]<br />z_8[0]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
1<sup>st</sup> temp party member char ID placeholder<br />This is used to store the player's party configuration before they are overridden for a special event that requires a specific character setup using GTPYE. {elm/first/s1}<br /> The player's original party configuration can then be set back to its original setup using SPTYE. {elminn_2/ballet/s11}<br />
 
1<sup>st</sup> temp party member char ID placeholder<br />This is used to store the player's party configuration before they are overridden for a special event that requires a specific character setup using GTPYE. {elm/first/s1}<br /> The player's original party configuration can then be set back to its original setup using SPTYE. {elminn_2/ballet/s11}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BAC<br />z_8[1]
+
| style="background: rgb(255,205,154)" | 0x0BAC<br/>Bank[1/2][8]<br />z_8[1]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> temp party member char ID placeholder<br />
 
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> temp party member char ID placeholder<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BAD<br />z_8[2]
+
| style="background: rgb(255,205,154)" | 0x0BAD<br/>Bank[1/2][9]<br />z_8[2]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> temp party member char ID placeholder<br />
 
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> temp party member char ID placeholder<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BAE<br />z_8[3]
+
| style="background: rgb(255,205,154)" | 0x0BAE<br/>Bank[1/2][10]<br />z_8[3]
 
| style="background: rgb(255,205,154)" | 6 byte
 
| style="background: rgb(255,205,154)" | 6 byte
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BB4<br />z_8[9]
+
| style="background: rgb(255,205,154)" | 0x0BB4<br/>Bank[1/2][16]<br />z_8[9]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | Game Timer Hours
 
| style="background: rgb(254,254,255)" | Game Timer Hours
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BB5<br />z_8[10]
+
| style="background: rgb(255,205,154)" | 0x0BB5<br/>Bank[1/2][17]<br />z_8[10]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | Game Timer Minutes
 
| style="background: rgb(254,254,255)" | Game Timer Minutes
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BB6<br />z_8[11]
+
| style="background: rgb(255,205,154)" | 0x0BB6<br/>Bank[1/2][18]<br />z_8[11]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | Game Timer Seconds
 
| style="background: rgb(254,254,255)" | Game Timer Seconds
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BB7<br />z_8[12]
+
| style="background: rgb(255,205,154)" | 0x0BB7<br/>Bank[1/2][19]<br />z_8[12]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | Game Timer Frames. From 0x00 to ~0x21 in one sec.(33 FPS?)
 
| style="background: rgb(254,254,255)" | Game Timer Frames. From 0x00 to ~0x21 in one sec.(33 FPS?)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BB8<br />z_8[13]
+
| style="background: rgb(255,205,154)" | 0x0BB8<br/>Bank[1/2][20]<br />z_8[13]
 
| style="background: rgb(254,254,255)" | 1 bytes
 
| style="background: rgb(254,254,255)" | 1 bytes
 
| style="background: rgb(254,254,255)" | Countdown Timer Hours
 
| style="background: rgb(254,254,255)" | Countdown Timer Hours
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BB9<br />z_8[14]
+
| style="background: rgb(255,205,154)" | 0x0BB9<br/>Bank[1/2][21]<br />z_8[14]
 
| style="background: rgb(254,254,255)" | 1 bytes
 
| style="background: rgb(254,254,255)" | 1 bytes
 
| style="background: rgb(254,254,255)" | Countdown Timer Minutes
 
| style="background: rgb(254,254,255)" | Countdown Timer Minutes
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BBA<br />z_8[15]
+
| style="background: rgb(255,205,154)" | 0x0BBA<br/>Bank[1/2][22]<br />z_8[15]
 
| style="background: rgb(254,254,255)" | 1 bytes
 
| style="background: rgb(254,254,255)" | 1 bytes
 
| style="background: rgb(254,254,255)" | Countdown Timer Seconds
 
| style="background: rgb(254,254,255)" | Countdown Timer Seconds
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BBB<br />z_8[16]
+
| style="background: rgb(255,205,154)" | 0x0BBB<br/>Bank[1/2][23]<br />z_8[16]
 
| style="background: rgb(254,254,255)" | 1 bytes
 
| style="background: rgb(254,254,255)" | 1 bytes
 
| style="background: rgb(254,254,255)" | Countdown Timer Frames. From 0 to 30 (dec) in one sec.
 
| style="background: rgb(254,254,255)" | Countdown Timer Frames. From 0 to 30 (dec) in one sec.
 
|-
 
|-
| 0x0BBC
+
| 0x0BBC<br/>Bank[1/2][24]
 
| 2 bytes
 
| 2 bytes
 
| Number of battles fought
 
| Number of battles fought
 
|-
 
|-
| 0x0BBE
+
| 0x0BBE<br/>Bank[1/2][26]
 
| 2 bytes
 
| 2 bytes
 
| Number of escapes
 
| Number of escapes
 
|-
 
|-
| rowspan="2" | 0x0BC0
+
| rowspan="2" | 0x0BC0<br/>Bank[1/2][28]
 
| rowspan="2" | 2 bytes
 
| rowspan="2" | 2 bytes
 
| colspan="2" | Menu Visiblity Mask (Quit not affected)
 
| colspan="2" | Menu Visiblity Mask (Quit not affected)
Line 458: Line 458:
 
|}
 
|}
 
|-
 
|-
| rowspan="2" | 0x0BC2<br />
+
| rowspan="2" | 0x0BC2<br/>Bank[1/2][30]<br />
 
| rowspan="2" | 2 bytes
 
| rowspan="2" | 2 bytes
 
| colspan="2" | Menu Locking Mask (1: Locked) (Quit not affected)
 
| colspan="2" | Menu Locking Mask (1: Locked) (Quit not affected)
Line 478: Line 478:
 
|}
 
|}
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BC4
+
| style="background: rgb(255,205,154)" | 0x0BC4<br/>Bank[1/2][32]
 
| style="background: rgb(255,205,154)" | 16 bytes
 
| style="background: rgb(255,205,154)" | 16 bytes
 
| style="background: rgb(255,205,154)" | z_9 Unknown
 
| style="background: rgb(255,205,154)" | z_9 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BC4<br />z_9[0]
+
| style="background: rgb(255,205,154)" | 0x0BC4<br/>Bank[1/2][32]<br />z_9[0]
 
| style="background: rgb(255,205,154)" | 4 byte
 
| style="background: rgb(255,205,154)" | 4 byte
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BC8<br />z_9[4]
+
| style="background: rgb(255,205,154)" | 0x0BC8<br/>Bank[1/2][36]<br />z_9[4]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Field Items, Sector 7 Train Graveyard<br />Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Hi-Potion.(mds7st1|Barrel 1)<br /> 0x02: Echo Screen.(mds7st1|Barrel 2)<br /> 0x04: Potion.(mds7st2|Floor 2)<br /> 0x08: Ether.(mds7st2|Floor 3)<br /> 0x10: Hi-Potion.(mds7st1|Roof Train 1)<br /> 0x20: Potion.(mds7st1|Inside Train 2)<br /> 0x40: Potion.(mds7st1|Floor 1)<br /> 0x80: Hi-Potion.(mds7st2|Roof Train 2)<br />
 
Field Items, Sector 7 Train Graveyard<br />Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Hi-Potion.(mds7st1|Barrel 1)<br /> 0x02: Echo Screen.(mds7st1|Barrel 2)<br /> 0x04: Potion.(mds7st2|Floor 2)<br /> 0x08: Ether.(mds7st2|Floor 3)<br /> 0x10: Hi-Potion.(mds7st1|Roof Train 1)<br /> 0x20: Potion.(mds7st1|Inside Train 2)<br /> 0x40: Potion.(mds7st1|Floor 1)<br /> 0x80: Hi-Potion.(mds7st2|Roof Train 2)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BC9<br />z_9[5]
+
| style="background: rgb(255,205,154)" | 0x0BC9<br/>Bank[1/2][37]<br />z_9[5]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Field Items<br />0x01: Elixir {hyou8_2/tr00/s1}<br /> 0x02: Potion {hyou5_1/tr00/s1}<br /> 0x04: Safety Bit {hyou5_3/trbox/s1}<br /> 0x08: Mind Source {hyou2/trbox/s1}<br /> 0x10: Sneak Glove {mkt_w/event/s1}<br /> 0x20: Premium Heart {mkt_ia/event/s3}{mkt_ia/line00/s4}<br /> 0x40: Unused<br /> 0x80: Unused<br />
 
Field Items<br />0x01: Elixir {hyou8_2/tr00/s1}<br /> 0x02: Potion {hyou5_1/tr00/s1}<br /> 0x04: Safety Bit {hyou5_3/trbox/s1}<br /> 0x08: Mind Source {hyou2/trbox/s1}<br /> 0x10: Sneak Glove {mkt_w/event/s1}<br /> 0x20: Premium Heart {mkt_ia/event/s3}{mkt_ia/line00/s4}<br /> 0x40: Unused<br /> 0x80: Unused<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BCA<br />z_9[6]
+
| style="background: rgb(255,205,154)" | 0x0BCA<br/>Bank[1/2][38]<br />z_9[6]
 
| style="background: rgb(255,205,154)" | 10 byte
 
| style="background: rgb(255,205,154)" | 10 byte
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
|-
 
|-
| 0x0BD4
+
| 0x0BD4<br/>Bank[1/2][48]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Item bit mask ([[Bit_numbering|LBS]])(applied when you pick them up). Field Item / Materia<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Potion {md8_3/p/s1}<br /> 0x02: Potion + Phoenix Down {ealin_2/zu/s1}<br /> 0x04: Ether {eals_1/p/s1}<br /> 0x08: Cover Materia {eals_1/mp/s1}<br /> 0x10: Choco-Mog Summon {farm/dancer/s1}<br /> 0x20: Sense Materia {mds6_22/mat/s1}<br /> 0x40: Ramuh Summon {crcin_2/mat/s1}<br /> 0x80: Mythril Key Item {zz1/m1/s1}<br />
 
Item bit mask ([[Bit_numbering|LBS]])(applied when you pick them up). Field Item / Materia<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Potion {md8_3/p/s1}<br /> 0x02: Potion + Phoenix Down {ealin_2/zu/s1}<br /> 0x04: Ether {eals_1/p/s1}<br /> 0x08: Cover Materia {eals_1/mp/s1}<br /> 0x10: Choco-Mog Summon {farm/dancer/s1}<br /> 0x20: Sense Materia {mds6_22/mat/s1}<br /> 0x40: Ramuh Summon {crcin_2/mat/s1}<br /> 0x80: Mythril Key Item {zz1/m1/s1}<br />
 
|-
 
|-
| 0x0BD5
+
| 0x0BD5<br/>Bank[1/2][49]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Materia Cave / Northern Cave (Item bit mask)<br />0x01: Mime Materia {zz5/l1,l2,l3,l4/s1}<br /> 0x02: HP&lt;-&gt;MP Materia {zz6/mat/s1}<br /> 0x04: Quadra Magic Materia {zz7/l1,l2,l3,l4/s1}<br /> 0x08: Knights of the Round Summon {zz8/l1,l2,l3,l4/s1}<br /> 0x10: Elixir {las3_1/hako1/s1}{las4_0/cid/s1}<br /> 0x20: X-Potion {las3_1/hako2/s1}<br /> 0x40: Turbo Ether {las3_2/hako1/s1}{las4_0/tifa/s1}{las4_0/cait/s1}<br /> 0x80: Vaccine {las3_2/hako2/s1}{las4_0/yufi/s1}<br />
 
Materia Cave / Northern Cave (Item bit mask)<br />0x01: Mime Materia {zz5/l1,l2,l3,l4/s1}<br /> 0x02: HP&lt;-&gt;MP Materia {zz6/mat/s1}<br /> 0x04: Quadra Magic Materia {zz7/l1,l2,l3,l4/s1}<br /> 0x08: Knights of the Round Summon {zz8/l1,l2,l3,l4/s1}<br /> 0x10: Elixir {las3_1/hako1/s1}{las4_0/cid/s1}<br /> 0x20: X-Potion {las3_1/hako2/s1}<br /> 0x40: Turbo Ether {las3_2/hako1/s1}{las4_0/tifa/s1}{las4_0/cait/s1}<br /> 0x80: Vaccine {las3_2/hako2/s1}{las4_0/yufi/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BD6
+
| style="background: rgb(255,205,154)" | 0x0BD6<br/>Bank[1/2][50]
 
| style="background: rgb(255,205,154)" | 14 bytes
 
| style="background: rgb(255,205,154)" | 14 bytes
 
| style="background: rgb(255,205,154)" | z_10 Unknown
 
| style="background: rgb(255,205,154)" | z_10 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BD6<br />z_10[0]
+
| style="background: rgb(255,205,154)" | 0x0BD6<br/>Bank[1/2][50]<br />z_10[0]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
Field Items Northern Cave<br />0x01: Magic Counter Materia {las3_2/mat/s1}<br /> 0x02: Speed Source {las3_3/hako1/s1}{las4_0/red/s1}<br /> 0x04: Turbo Ether {las3_3/hako2/s1}<br /> 0x08: X-Potion {las3_3/hako3/s1}<br /> 0x10: Mega All {las3_3/mat/s3}{las4_0/vincent/s1}<br /> 0x20: Luck Source {las4_1/hako1/s1}<br /> 0x40: Remedy {las3_1/hako3/s1}{las4_0/ballet/s1}<br /> 0x80: Bolt Ring {zz1/m1/s1}<br />
 
Field Items Northern Cave<br />0x01: Magic Counter Materia {las3_2/mat/s1}<br /> 0x02: Speed Source {las3_3/hako1/s1}{las4_0/red/s1}<br /> 0x04: Turbo Ether {las3_3/hako2/s1}<br /> 0x08: X-Potion {las3_3/hako3/s1}<br /> 0x10: Mega All {las3_3/mat/s3}{las4_0/vincent/s1}<br /> 0x20: Luck Source {las4_1/hako1/s1}<br /> 0x40: Remedy {las3_1/hako3/s1}{las4_0/ballet/s1}<br /> 0x80: Bolt Ring {zz1/m1/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BD7<br />z_10[1]
+
| style="background: rgb(255,205,154)" | 0x0BD7<br/>Bank[1/2][51]<br />z_10[1]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
Field Items<br />0x01: Gold Armlet {zz2/m/s8}<br /> 0x02: Great Gospel {zz2/m/s7}<br /> 0x04: Shooting Coaster prize Umbrella {jetin1/dic/s0}<br /> 0x08: Shooting Coaster prize Flayer {jetin1/dic/s0}<br /> 0x10: Death Penalty + Chaos {zz4/buki/s1}<br /> 0x20: Elixir {ghotin_2/reizo/s1}<br /> 0x40: Enemy Skill animation displayed {zz3/mat/s3}<br /> 0x80: Enemy Skill {zz3/mat/s1}<br />
 
Field Items<br />0x01: Gold Armlet {zz2/m/s8}<br /> 0x02: Great Gospel {zz2/m/s7}<br /> 0x04: Shooting Coaster prize Umbrella {jetin1/dic/s0}<br /> 0x08: Shooting Coaster prize Flayer {jetin1/dic/s0}<br /> 0x10: Death Penalty + Chaos {zz4/buki/s1}<br /> 0x20: Elixir {ghotin_2/reizo/s1}<br /> 0x40: Enemy Skill animation displayed {zz3/mat/s3}<br /> 0x80: Enemy Skill {zz3/mat/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BD8<br />z_10[2]
+
| style="background: rgb(255,205,154)" | 0x0BD8<br/>Bank[1/2][52]<br />z_10[2]
 
| style="background: rgb(255,255,204)" | 4 byte
 
| style="background: rgb(255,255,204)" | 4 byte
 
| style="background: rgb(255,255,204)" | Unknown (Always 0x00?)<br />
 
| style="background: rgb(255,255,204)" | Unknown (Always 0x00?)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BDC<br />z_10[6]
+
| style="background: rgb(255,205,154)" | 0x0BDC<br/>Bank[1/2][56]<br />z_10[6]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
Field Items, Sector 7 Wall Market and Shinra HQ<br />Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Ether.(Corneo's masion basement floor) {colne_4/TAKARA/s1}<br /> 0x02: Hyper.(Corneo's masion corneo 's bedroom floor) {colne_6/TAKARA/s1}<br /> 0x04: Phoenix Down (Corneo's masion 2nd floor right room) {colne_3/TAKARA/s1}<br /> 0x08: Elixir at Shinra HQ stairs {blinst_2/TAKARA/s1}<br /> 0x10: Unused<br /> 0x20: Magic Source {cosmin7/TAKARA/s1}<br /> 0x40: First Midgar Part Key Item {blin65_1/PARTA/s1}<br /> 0x80: Second Midgar Part at Shinra HQ {blin65_1/PARTB/s1}<br />
 
Field Items, Sector 7 Wall Market and Shinra HQ<br />Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Ether.(Corneo's masion basement floor) {colne_4/TAKARA/s1}<br /> 0x02: Hyper.(Corneo's masion corneo 's bedroom floor) {colne_6/TAKARA/s1}<br /> 0x04: Phoenix Down (Corneo's masion 2nd floor right room) {colne_3/TAKARA/s1}<br /> 0x08: Elixir at Shinra HQ stairs {blinst_2/TAKARA/s1}<br /> 0x10: Unused<br /> 0x20: Magic Source {cosmin7/TAKARA/s1}<br /> 0x40: First Midgar Part Key Item {blin65_1/PARTA/s1}<br /> 0x80: Second Midgar Part at Shinra HQ {blin65_1/PARTB/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BDD<br />z_10[7]
+
| style="background: rgb(255,205,154)" | 0x0BDD<br/>Bank[1/2][57]<br />z_10[7]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
Field Items, Shinra HQ <br />Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Third Midgar Part Key Item {blin65_1/PARTC/s1}<br /> 0x02: Fourth Midgar Part Key Item {blin65_1/PARTD/s1}<br /> 0x04: Fifth Midgar Part Key Item {blin65_1/PARTE/s1}<br /> 0x08: Keycard 66 Key Item {blin65_1/TAKARA/s1}<br /> 0x10: All Materia {shpin_2/TAKARAA/s1}<br /> 0x20: Ether {shpin_2/TAKARAB/s1}<br /> 0x40: Wind Slash {shpin_3/TAKARA/s1}<br /> 0x80: Fairy Ring {gidun_4/TAKARAA/s1}<br />
 
Field Items, Shinra HQ <br />Item bit mask ([[Bit_numbering|LBS]]) (applied when you pick them up).<br /> Bit=0(Item on the floor), Bit=1(Item Picked Up).<br /> 0x01: Third Midgar Part Key Item {blin65_1/PARTC/s1}<br /> 0x02: Fourth Midgar Part Key Item {blin65_1/PARTD/s1}<br /> 0x04: Fifth Midgar Part Key Item {blin65_1/PARTE/s1}<br /> 0x08: Keycard 66 Key Item {blin65_1/TAKARA/s1}<br /> 0x10: All Materia {shpin_2/TAKARAA/s1}<br /> 0x20: Ether {shpin_2/TAKARAB/s1}<br /> 0x40: Wind Slash {shpin_3/TAKARA/s1}<br /> 0x80: Fairy Ring {gidun_4/TAKARAA/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BDE<br />z_10[8]
+
| style="background: rgb(255,205,154)" | 0x0BDE<br/>Bank[1/2][58]<br />z_10[8]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
Field Items<br />0x01: X-Potion {gidun_4/TAKARAB/s1}<br /> 0x02: Added Effect Materia {gidun_1/TAKARAA/s1}<br /> 0x04: Black M-phone {gidun_2/TAKARAA/s1}<br /> 0x08: Ether {gidun_2/TAKARAB/s1}<br /> 0x10: Elixir {cosmin6/TAKARA/s1}<br /> 0x20: HP Absorb Materia {hideway3/TAKARA/s4}<br /> 0x40: Magic Shuriken {hideway1/TAKARA/s4}<br /> 0x80: Hairpin {hideway2/TAKARA/s4}<br />
 
Field Items<br />0x01: X-Potion {gidun_4/TAKARAB/s1}<br /> 0x02: Added Effect Materia {gidun_1/TAKARAA/s1}<br /> 0x04: Black M-phone {gidun_2/TAKARAA/s1}<br /> 0x08: Ether {gidun_2/TAKARAB/s1}<br /> 0x10: Elixir {cosmin6/TAKARA/s1}<br /> 0x20: HP Absorb Materia {hideway3/TAKARA/s4}<br /> 0x40: Magic Shuriken {hideway1/TAKARA/s4}<br /> 0x80: Hairpin {hideway2/TAKARA/s4}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BDF<br />z_10[9]
+
| style="background: rgb(255,205,154)" | 0x0BDF<br/>Bank[1/2][59]<br />z_10[9]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
Field Items<br />0x01: Keycard 62 Key Item {blin61/ZAKOA/s1}<br /> 0x02: MP Absorb Materia {uta_im/TAKARAA/s1}<br /> 0x04: Swift Bolt {uttmpin4/TAKARAA/s1}<br /> 0x08: Elixir {uttmpin4/TAKARAB/s1}<br /> 0x10: Pile Bunker {blin2_i/TAKARAA/s1}<br /> 0x20: Master Fist {blin2_i/TAKARAB/s1}<br /> 0x40: Behemoth Horn {blinst_2/TAKARB/s1}<br /> 0x80: Full Cure Materia {cosmin7/TAKARAA/s1}<br />
 
Field Items<br />0x01: Keycard 62 Key Item {blin61/ZAKOA/s1}<br /> 0x02: MP Absorb Materia {uta_im/TAKARAA/s1}<br /> 0x04: Swift Bolt {uttmpin4/TAKARAA/s1}<br /> 0x08: Elixir {uttmpin4/TAKARAB/s1}<br /> 0x10: Pile Bunker {blin2_i/TAKARAA/s1}<br /> 0x20: Master Fist {blin2_i/TAKARAB/s1}<br /> 0x40: Behemoth Horn {blinst_2/TAKARB/s1}<br /> 0x80: Full Cure Materia {cosmin7/TAKARAA/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BE0<br />z_10[10]
+
| style="background: rgb(255,205,154)" | 0x0BE0<br/>Bank[1/2][60]<br />z_10[10]
 
| style="background: rgb(255,255,204)" | 4 byte
 
| style="background: rgb(255,255,204)" | 4 byte
 
| style="background: rgb(255,255,204)" | Unknown (Always 0x00?)<br />
 
| style="background: rgb(255,255,204)" | Unknown (Always 0x00?)<br />
 
|-
 
|-
| 0x0BE4
+
| 0x0BE4<br/>Bank[1/2][64]
 
| 8 bytes
 
| 8 bytes
 
| Key items [see Key Item List]
 
| Key items [see Key Item List]
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BEC
+
| style="background: rgb(255,205,154)" | 0x0BEC<br/>Bank[1/2][72]
 
| style="background: rgb(255,205,154)" | 8 bytes
 
| style="background: rgb(255,205,154)" | 8 bytes
 
| style="background: rgb(255,205,154)" | z_11 Unknown
 
| style="background: rgb(255,205,154)" | z_11 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BEC<br />z_11[0]
+
| style="background: rgb(255,205,154)" | 0x0BEC<br/>Bank[1/2][72]<br />z_11[0]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252" | Northern Cave - Progress (TODO: more info)
 
| style="background: rgb(225,236,252" | Northern Cave - Progress (TODO: more info)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BED<br />z_11[1]
+
| style="background: rgb(255,205,154)" | 0x0BED<br/>Bank[1/2][73]<br />z_11[1]
 
| style="background: rgb(255,205,154)" | 1 byte
 
| style="background: rgb(255,205,154)" | 1 byte
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BEE<br />z_11[2]
+
| style="background: rgb(255,205,154)" | 0x0BEE<br/>Bank[1/2][74]<br />z_11[2]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Northern Cave - Progress (TODO: more info)
 
| style="background: rgb(225,236,252)" | Northern Cave - Progress (TODO: more info)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BEF<br />z_11[3]
+
| style="background: rgb(255,205,154)" | 0x0BEF<br/>Bank[1/2][75]<br />z_11[3]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Activated right after getting Choco-Mog{farm/mat/s1}(Is set by kernel, not from Field) (See 0x0BD4[4])<br /> 0x02: Activated right after getting Enemy Skill {blin68_2/mtr/s1}(Is set by kernel, not from Field) (See 0x0FC6[2])<br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Activated right after getting Choco-Mog{farm/mat/s1}(Is set by kernel, not from Field) (See 0x0BD4[4])<br /> 0x02: Activated right after getting Enemy Skill {blin68_2/mtr/s1}(Is set by kernel, not from Field) (See 0x0FC6[2])<br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BF0<br />z_11[4]
+
| style="background: rgb(255,205,154)" | 0x0BF0<br/>Bank[1/2][76]<br />z_11[4]
 
| style="background: rgb(255,205,154)" | 4 byte
 
| style="background: rgb(255,205,154)" | 4 byte
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
| style="background: rgb(255,205,154)" | Unknown (Always 0x00?)<br />
 
|-
 
|-
| 0x0BF4
+
| 0x0BF4<br/>Bank[1/2][80]
 
| 1 byte
 
| 1 byte
 
| Aeris battle love points
 
| Aeris battle love points
 
|-
 
|-
| 0x0BF5
+
| 0x0BF5<br/>Bank[1/2][81]
 
| 1 byte
 
| 1 byte
 
| Tifa battle love points
 
| Tifa battle love points
 
|-
 
|-
| 0x0BF6
+
| 0x0BF6<br/>Bank[1/2][82]
 
| 1 byte
 
| 1 byte
 
| Yuffie battle love points
 
| Yuffie battle love points
 
|-
 
|-
| 0x0BF7
+
| 0x0BF7<br/>Bank[1/2][83]
 
| 1 byte
 
| 1 byte
 
| Barret battle love points
 
| Barret battle love points
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BF8
+
| style="background: rgb(255,205,154)" | 0x0BF8<br/>Bank[1/2][84]
 
| style="background: rgb(255,205,154)" | 1 bytes
 
| style="background: rgb(255,205,154)" | 1 bytes
 
| style="background: rgb(255,205,154)" | z_12 Unknown
 
| style="background: rgb(255,205,154)" | z_12 Unknown
 
|-
 
|-
| 0x0BF9
+
| 0x0BF9<br/>Bank[1/2][85]
 
| 1 byte
 
| 1 byte
 
| Rating for Penned Chocobo Number 1 (01: Wonderful -&gt; 08: Worst)
 
| Rating for Penned Chocobo Number 1 (01: Wonderful -&gt; 08: Worst)
 
|-
 
|-
| 0x0BFA
+
| 0x0BFA<br/>Bank[1/2][86]
 
| 1 byte
 
| 1 byte
 
| Rating for Penned Chocobo Number 2
 
| Rating for Penned Chocobo Number 2
 
|-
 
|-
| 0x0BFB
+
| 0x0BFB<br/>Bank[1/2][87]
 
| 1 byte
 
| 1 byte
 
| Rating for Penned Chocobo Number 3
 
| Rating for Penned Chocobo Number 3
 
|-
 
|-
| 0x0BFC
+
| 0x0BFC<br/>Bank[1/2][88]
 
| 1 byte
 
| 1 byte
 
| Rating for Penned Chocobo Number 4
 
| Rating for Penned Chocobo Number 4
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0BFD
+
| style="background: rgb(255,205,154)" | 0x0BFD<br/>Bank[1/2][89]
 
| style="background: rgb(255,205,154)" | 2 bytes
 
| style="background: rgb(255,205,154)" | 2 bytes
 
| style="background: rgb(255,205,154)" | z_13 Unknown
 
| style="background: rgb(255,205,154)" | z_13 Unknown
 
|-
 
|-
| 0x0BFF
+
| 0x0BFF<br/>Bank[1/2][91]
 
| 3 bytes
 
| 3 bytes
 
| Ultimate Weapon's remaining HP
 
| Ultimate Weapon's remaining HP
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C02
+
| style="background: rgb(255,205,154)" | 0x0C02<br/>Bank[1/2][94]
 
| style="background: rgb(255,205,154)" | 28 bytes
 
| style="background: rgb(255,205,154)" | 28 bytes
 
| style="background: rgb(255,205,154)" | z_14 Unknown
 
| style="background: rgb(255,205,154)" | z_14 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C02<br />z_14[0]
+
| style="background: rgb(255,205,154)" | 0x0C02<br/>Bank[1/2][94]<br />z_14[0]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Northern Cave, bit mask<br />0x01: Set if Dragon Zombie has used Pandora's Box<br /> 0x02: Unknown<br /> 0x04: Northern Cave - Progress (TODO: more info)<br /> 0x08: Unknown<br /> 0x10: Unknown<br /> 0x20: Northern Cave - Bizarro Sephiroth Battle Progress: Second time you switch between party groups in battle change to 0xE0.<br /> 0x40: Northern Cave - Bizarro Sephiroth Battle Progress: First time you switch between party groups in battle change to 0xC0.<br /> 0x80: Northern Cave - Bizarro Sephiroth Battle Progress: Set to 0x80 on Bizarro Sephiroth battle start.<br />
 
Northern Cave, bit mask<br />0x01: Set if Dragon Zombie has used Pandora's Box<br /> 0x02: Unknown<br /> 0x04: Northern Cave - Progress (TODO: more info)<br /> 0x08: Unknown<br /> 0x10: Unknown<br /> 0x20: Northern Cave - Bizarro Sephiroth Battle Progress: Second time you switch between party groups in battle change to 0xE0.<br /> 0x40: Northern Cave - Bizarro Sephiroth Battle Progress: First time you switch between party groups in battle change to 0xC0.<br /> 0x80: Northern Cave - Bizarro Sephiroth Battle Progress: Set to 0x80 on Bizarro Sephiroth battle start.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C14<br />z_14[18]
+
| style="background: rgb(255,205,154)" | 0x0C14<br/>Bank[1/2][112]<br />z_14[18]
 
| style="background: rgb(225,236,252)" | 2 bytes
 
| style="background: rgb(225,236,252)" | 2 bytes
 
| style="background: rgb(225,236,252)" | Current Battle Points (Battle Square)
 
| style="background: rgb(225,236,252)" | Current Battle Points (Battle Square)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C18<br />z_14[22]
+
| style="background: rgb(255,205,154)" | 0x0C18<br/>Bank[1/2][116]<br />z_14[22]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Current Number of Battles Won (Battle Square)
 
| style="background: rgb(225,236,252)" | Current Number of Battles Won (Battle Square)
 
|-
 
|-
| 0x0C1E
+
| 0x0C1E<br/>Bank[1/2][122]
 
| 1 bytes
 
| 1 bytes
 
|
 
|
 
Needs more research. (bit=0: show tutorial. bit=1: hide tutorial.)<br />0x01: Junnon Parade (Jump to map junone22) {junonr1/evl0/s3}<br /> 0x02: Space Animation displayed {rcktin7/space/s3}<br /> 0x04: Grey Submarine Tutorial already seen?<br /> 0x08: Forgotten City Animation displayed {loslake1/ev1/s3}<br /> 0x10: unknown<br /> 0x20: Snow Area Tutorial already seen?<br /> 0x40: Display Field Help<br /> 0x80: Bizarro Sephiroth Battle, set if main group is currently fighting.<br />
 
Needs more research. (bit=0: show tutorial. bit=1: hide tutorial.)<br />0x01: Junnon Parade (Jump to map junone22) {junonr1/evl0/s3}<br /> 0x02: Space Animation displayed {rcktin7/space/s3}<br /> 0x04: Grey Submarine Tutorial already seen?<br /> 0x08: Forgotten City Animation displayed {loslake1/ev1/s3}<br /> 0x10: unknown<br /> 0x20: Snow Area Tutorial already seen?<br /> 0x40: Display Field Help<br /> 0x80: Bizarro Sephiroth Battle, set if main group is currently fighting.<br />
 
|-
 
|-
| 0x0C1F
+
| 0x0C1F<br/>Bank[1/2][123]
 
| 1 bytes
 
| 1 bytes
 
|
 
|
 
Weapons Killed<br />0x01: Ultimate Weapon killed (enables Special Battles at Battle Sq) {COLOIN1/s2/s1}<br /> 0x04: Ultima Weapon's HP < 20,000<br /> 0x08: Ruby Weapon<br /> 0x10: Emerald Weapon
 
Weapons Killed<br />0x01: Ultimate Weapon killed (enables Special Battles at Battle Sq) {COLOIN1/s2/s1}<br /> 0x04: Ultima Weapon's HP < 20,000<br /> 0x08: Ruby Weapon<br /> 0x10: Emerald Weapon
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C20
+
| style="background: rgb(255,205,154)" | 0x0C20<br/>Bank[1/2][124]
 
| style="background: rgb(255,205,154)" | 4 bytes
 
| style="background: rgb(255,205,154)" | 4 bytes
 
| style="background: rgb(255,205,154)" | z_15 Unknown
 
| style="background: rgb(255,205,154)" | z_15 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C20<br />z_15[0]
+
| style="background: rgb(255,205,154)" | 0x0C20<br/>Bank[1/2][124]<br />z_15[0]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Which Chocobo was taken out from the stable.<br />00 / 01 - 06 Which stable's Chocobo was taken out. The stable is displayed empty, but still occupied. 00: Chocobo can be taken out even if another Chocobo is exist on world map. - (* Glitch) Not 00: Chocobo cannot be taken out even if no Chocobo is exist on world map.
 
Which Chocobo was taken out from the stable.<br />00 / 01 - 06 Which stable's Chocobo was taken out. The stable is displayed empty, but still occupied. 00: Chocobo can be taken out even if another Chocobo is exist on world map. - (* Glitch) Not 00: Chocobo cannot be taken out even if no Chocobo is exist on world map.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C21<br />z_15[1]
+
| style="background: rgb(255,205,154)" | 0x0C21<br/>Bank[1/2][125]<br />z_15[1]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Riding off wild chocobo dialog options.<br />0x01 Enter direction to Chocobo Farm &amp; Show send/release Wild Chocobo option when riding off. ON: Right of ranch / Show option OFF: In front of cage / Hide option Set to "ON" after buying chocobo stable.
 
Riding off wild chocobo dialog options.<br />0x01 Enter direction to Chocobo Farm &amp; Show send/release Wild Chocobo option when riding off. ON: Right of ranch / Show option OFF: In front of cage / Hide option Set to "ON" after buying chocobo stable.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C22<br />z_15[2]
+
| style="background: rgb(255,205,154)" | 0x0C22<br/>Bank[1/2][126]<br />z_15[2]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Chocobo display value on world map ([[Bit_numbering|LBS]]).<br />Bit=0(Disabled), Bit=1(Enabled).<br /> Ex: Wild Chocobo (0x01) + Black Chocobo (0x20) = Byte value 0x21 <br /> 0x01: Caught wild chocobo<br /> 0x02: Riding Chocobo<br /> 0x04: Yellow<br /> 0x08: Green<br /> 0x10: Blue<br /> 0x20: Black<br /> 0x40: Gold<br /> 0x80: None?<br />
 
Chocobo display value on world map ([[Bit_numbering|LBS]]).<br />Bit=0(Disabled), Bit=1(Enabled).<br /> Ex: Wild Chocobo (0x01) + Black Chocobo (0x20) = Byte value 0x21 <br /> 0x01: Caught wild chocobo<br /> 0x02: Riding Chocobo<br /> 0x04: Yellow<br /> 0x08: Green<br /> 0x10: Blue<br /> 0x20: Black<br /> 0x40: Gold<br /> 0x80: None?<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C23<br />z_15[3]
+
| style="background: rgb(255,205,154)" | 0x0C23<br/>Bank[1/2][127]<br />z_15[3]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Vehicle display value on world map ([[Bit_numbering|LBS]]).<br />Note: if disk is different than 1, buggy is invisible.<br /> Bit=0(Disabled), Bit=1(Enabled).<br /> Ex: Buggy (0x01) + Tiny Bronco (0x04) = Byte value 0x05 <br /> Byte value 0x00: None<br /> 0x01: Buggy<br /> 0x02: Buggy (bit=1:Driving it | bit=0: Don't)<br /> 0x04: Tiny Bronco<br /> 0x08: Unknown/Unused<br /> 0x10: Highwind<br /> 0x20: Highwind (bit=1: Flying in the sky | bit=0: On the ground)<br /> 0x40: Unknown/Unused<br /> 0x80: Unknown/Unused<br />
 
Vehicle display value on world map ([[Bit_numbering|LBS]]).<br />Note: if disk is different than 1, buggy is invisible.<br /> Bit=0(Disabled), Bit=1(Enabled).<br /> Ex: Buggy (0x01) + Tiny Bronco (0x04) = Byte value 0x05 <br /> Byte value 0x00: None<br /> 0x01: Buggy<br /> 0x02: Buggy (bit=1:Driving it | bit=0: Don't)<br /> 0x04: Tiny Bronco<br /> 0x08: Unknown/Unused<br /> 0x10: Highwind<br /> 0x20: Highwind (bit=1: Flying in the sky | bit=0: On the ground)<br /> 0x40: Unknown/Unused<br /> 0x80: Unknown/Unused<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C24
+
| style="background: rgb(255,205,154)" | 0x0C24<br/>Bank[1/2][128]
 
| style="background: rgb(255,205,154)" | 97 bytes
 
| style="background: rgb(255,205,154)" | 97 bytes
 
| style="background: rgb(255,205,154)" | z_16 Unknown
 
| style="background: rgb(255,205,154)" | z_16 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C24<br />z_16[0]
+
| style="background: rgb(255,205,154)" | 0x0C24<br/>Bank[1/2][128]<br />z_16[0]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Field mask, Corel ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Barret talks about his hometown before enter the Ropeway for first time {ROPEST[1][1-Main][49]}<br /> 0x02: Free rest in corel inn {NCOINN[0][0-Main][5]}<br /> 0x04: Villagers rebuke Barret {NCOREL[13][1][3]}<br /> 0x08: <br /> 0x10: <br /> 0x20: If you couldn't stop the train {NCOREL2[5][2][4]}<br /> 0x40: Huge Materia Key Item {NOREL3[1][0-Main][7]}<br /> 0x80: Ultima Materia {NCOREL2[2][4][26]}{NCOREL3[24][4][20]}{NCOIN2[8][1][25]}<br />
 
Field mask, Corel ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Barret talks about his hometown before enter the Ropeway for first time {ROPEST[1][1-Main][49]}<br /> 0x02: Free rest in corel inn {NCOINN[0][0-Main][5]}<br /> 0x04: Villagers rebuke Barret {NCOREL[13][1][3]}<br /> 0x08: <br /> 0x10: <br /> 0x20: If you couldn't stop the train {NCOREL2[5][2][4]}<br /> 0x40: Huge Materia Key Item {NOREL3[1][0-Main][7]}<br /> 0x80: Ultima Materia {NCOREL2[2][4][26]}{NCOREL3[24][4][20]}{NCOIN2[8][1][25]}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C25<br />z_16[1]
+
| style="background: rgb(255,205,154)" | 0x0C25<br/>Bank[1/2][129]<br />z_16[1]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Priscilla Warnings (Reset after read): "It gets deeper the farther you go..." or (High Voltage through tower base) {UJUNON2/cloud/s12}<br /> 0x02: Oldman: "Young man, do CPR!" {UJUNON4/oldm1/s3}<br /> 0x04: Free rest: "You all must be tired. If you want to get some rest, stay here." {JUMIN/drctr/s0}<br /> 0x08: Talk with oldm1 about seeing "a man with a black cape" {UJUNON1/cloud/s10}<br /> 0x10: Priscilla: "It gets deeper the farther you go..." {UJUNON2/cloud/s12}<br /> 0x20: Tifa: "No...it was 5 years ago" {JUMIN/tifa/s9}<br /> 0x40: Cloud: "Hey!!" (Group designate cloud to clim the High Tower) {ujunon1/cloud/s15}<br /> 0x80: If you reach the top of the pole{UJUNON3/ad/s5}<br />
 
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Priscilla Warnings (Reset after read): "It gets deeper the farther you go..." or (High Voltage through tower base) {UJUNON2/cloud/s12}<br /> 0x02: Oldman: "Young man, do CPR!" {UJUNON4/oldm1/s3}<br /> 0x04: Free rest: "You all must be tired. If you want to get some rest, stay here." {JUMIN/drctr/s0}<br /> 0x08: Talk with oldm1 about seeing "a man with a black cape" {UJUNON1/cloud/s10}<br /> 0x10: Priscilla: "It gets deeper the farther you go..." {UJUNON2/cloud/s12}<br /> 0x20: Tifa: "No...it was 5 years ago" {JUMIN/tifa/s9}<br /> 0x40: Cloud: "Hey!!" (Group designate cloud to clim the High Tower) {ujunon1/cloud/s15}<br /> 0x80: If you reach the top of the pole{UJUNON3/ad/s5}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C26<br />z_16[2]
+
| style="background: rgb(255,205,154)" | 0x0C26<br/>Bank[1/2][130]<br />z_16[2]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: man1: "It's dangerous, please don't go!" if you choose "I'm still going" {SNOW/man1/s3}<br /> 0x02: Snowboard Key Item {SNMIN1/board/s1}<br /> 0x04: If you choose to kick Shinra Soldier's butt {SNOW/SINRAH1,SINRAH2,SINRAH3/s2}<br /> 0x08: Elena punch Cloud {SNOW/man1/s3}{SNOW/irena/s11}<br /> 0x10: Cloud wake-up in Gast home after beeing punched {SNMAYOR/drctr/s0}<br /> 0x20: The boy gives you his snowboard {SNMIN1/boy/s1}<br /> 0x40: Glacier Map Key Item {SNMIN2/dscvmap/s4}<br /> 0x80: First time you do Snowboard {SNOW/playgam/s2}<br />
 
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: man1: "It's dangerous, please don't go!" if you choose "I'm still going" {SNOW/man1/s3}<br /> 0x02: Snowboard Key Item {SNMIN1/board/s1}<br /> 0x04: If you choose to kick Shinra Soldier's butt {SNOW/SINRAH1,SINRAH2,SINRAH3/s2}<br /> 0x08: Elena punch Cloud {SNOW/man1/s3}{SNOW/irena/s11}<br /> 0x10: Cloud wake-up in Gast home after beeing punched {SNMAYOR/drctr/s0}<br /> 0x20: The boy gives you his snowboard {SNMIN1/boy/s1}<br /> 0x40: Glacier Map Key Item {SNMIN2/dscvmap/s4}<br /> 0x80: First time you do Snowboard {SNOW/playgam/s2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C27<br />z_16[3]
+
| style="background: rgb(255,205,154)" | 0x0C27<br/>Bank[1/2][131]<br />z_16[3]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: If you succeed climbing (to the top, not the cave, just before crater_1 map) {GAIA_32/ladd5/s4}<br /> 0x02: If you Push-over the rock {GAIIN_2/icerock/s1}<br /> 0x04: Ice Pillar 1 down {GAIIN_5/turara1/s3}<br /> 0x08: Ice Pillar 2 down {GAIIN_5/turara2/s3}<br /> 0x10: Ice Pillar 3 down {GAIIN_5/turara3/s3}<br /> 0x20: Ice Pillar 4 down {GAIIN_5/turara4/s3}<br /> 0x40: First time you enter Holzoff's house(2nd room) / If you collaps at the Great Glacier {HOLU_2/drctr/s0}<br /> 0x80: History about Yamski and mini Cliff tutorial {HOLU_1/drctr/s0}<br />
 
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: If you succeed climbing (to the top, not the cave, just before crater_1 map) {GAIA_32/ladd5/s4}<br /> 0x02: If you Push-over the rock {GAIIN_2/icerock/s1}<br /> 0x04: Ice Pillar 1 down {GAIIN_5/turara1/s3}<br /> 0x08: Ice Pillar 2 down {GAIIN_5/turara2/s3}<br /> 0x10: Ice Pillar 3 down {GAIIN_5/turara3/s3}<br /> 0x20: Ice Pillar 4 down {GAIIN_5/turara4/s3}<br /> 0x40: First time you enter Holzoff's house(2nd room) / If you collaps at the Great Glacier {HOLU_2/drctr/s0}<br /> 0x80: History about Yamski and mini Cliff tutorial {HOLU_1/drctr/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C28<br />z_16[4]
+
| style="background: rgb(255,205,154)" | 0x0C28<br/>Bank[1/2][132]<br />z_16[4]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: First time you enter GAIAFOOT map talk {GAIAFOOT/drctr/s0}<br /> 0x02: <br /> 0x04: Tifa ask you take her with you {CRATER_2/drctr/s0}<br /> 0x08: Rufus finds the crater {TRNAD_2/hikutei/s2}<br /> 0x10: Sephiroth: "This is the end...for all of you" then his body vanish {TRNAD_4/discver/s2}<br /> 0x20: <br /> 0x40: Sephiroth illusion Nibelheim{WOA_3/gonivl1,gonivl2,gonivl3/s2}<br /> 0x80: First time cloud enter map crater_1 and talk about meteor and the crater {CRATER_1/drctr/s0}<br />
 
Field mask ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: First time you enter GAIAFOOT map talk {GAIAFOOT/drctr/s0}<br /> 0x02: <br /> 0x04: Tifa ask you take her with you {CRATER_2/drctr/s0}<br /> 0x08: Rufus finds the crater {TRNAD_2/hikutei/s2}<br /> 0x10: Sephiroth: "This is the end...for all of you" then his body vanish {TRNAD_4/discver/s2}<br /> 0x20: <br /> 0x40: Sephiroth illusion Nibelheim{WOA_3/gonivl1,gonivl2,gonivl3/s2}<br /> 0x80: First time cloud enter map crater_1 and talk about meteor and the crater {CRATER_1/drctr/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C29<br />z_16[5]
+
| style="background: rgb(255,205,154)" | 0x0C29<br/>Bank[1/2][133]<br />z_16[5]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: If you give the Black Materia to Barret {TRNAD_1/ballet/s1}<br /> 0x02: If you give the Black Materia to {TRNAD_1/red/s1}<br /> 0x04: Entrust the Black Materia {TRNAD_1/ballet/s1}<br /> 0x08: Tifa tells you need to cross when the wind is calm {WOA_1/setume3/s2}<br /> 0x10: 12 Black Cape man down {TRNAD_3/drctr/s0}<br /> 0x20: Black Cape man down {WOA_1/drctr/s0}<br /> 0x40: Black Cape man down {CRATER_1/blkdown/s4}<br /> 0x80: Black Cape man jump off {TRNAD_2/drctr/s0}<br />
 
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: If you give the Black Materia to Barret {TRNAD_1/ballet/s1}<br /> 0x02: If you give the Black Materia to {TRNAD_1/red/s1}<br /> 0x04: Entrust the Black Materia {TRNAD_1/ballet/s1}<br /> 0x08: Tifa tells you need to cross when the wind is calm {WOA_1/setume3/s2}<br /> 0x10: 12 Black Cape man down {TRNAD_3/drctr/s0}<br /> 0x20: Black Cape man down {WOA_1/drctr/s0}<br /> 0x40: Black Cape man down {CRATER_1/blkdown/s4}<br /> 0x80: Black Cape man jump off {TRNAD_2/drctr/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C2A<br />z_16[6]
+
| style="background: rgb(255,205,154)" | 0x0C2A<br/>Bank[1/2][134]<br />z_16[6]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Cloud: "What happened to this town? It's so run-down" {UJUNON1/drctr/s0}<br /> 0x02: If you have taken the Glacier Map before he offers you to, man3: "What nerve! You already tore down the map."<br /> 0x04: Screen shake then Random Battle{GAIIN_6/drctr/s0}<br /> 0x08: Shiva Summon in Priscilla's house {PRISILA/sivamt/s1}<br /> 0x10: Black Cape man: "Ugh… Errgaahh!!" {GAIIN_6/drctr/s0}<br /> 0x20: oldm1: "What? Cloud is missing?" {UJUNON1/oldm1/s1}<br /> 0x40: Prisila/Tifa talk about at prisila's house while cloud is missing in lifestream {PRISILA/prisl/s1}<br /> 0x80: Prisila/Cloud Talk at prisila's house after lifestream {PRISILA/drctr/s0}<br />
 
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Cloud: "What happened to this town? It's so run-down" {UJUNON1/drctr/s0}<br /> 0x02: If you have taken the Glacier Map before he offers you to, man3: "What nerve! You already tore down the map."<br /> 0x04: Screen shake then Random Battle{GAIIN_6/drctr/s0}<br /> 0x08: Shiva Summon in Priscilla's house {PRISILA/sivamt/s1}<br /> 0x10: Black Cape man: "Ugh… Errgaahh!!" {GAIIN_6/drctr/s0}<br /> 0x20: oldm1: "What? Cloud is missing?" {UJUNON1/oldm1/s1}<br /> 0x40: Prisila/Tifa talk about at prisila's house while cloud is missing in lifestream {PRISILA/prisl/s1}<br /> 0x80: Prisila/Cloud Talk at prisila's house after lifestream {PRISILA/drctr/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C2B<br />z_16[7]
+
| style="background: rgb(255,205,154)" | 0x0C2B<br/>Bank[1/2][135]<br />z_16[7]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Cid regets about gaving the Huge Materia to the Shinra {NCOREL/worry/s2}<br /> 0x02: After Barret finish talking about his hometown history then enters the ropeway {ROPEST/ad/S3}<br /> 0x04: Cid tell Prisila they have found Cloud {PRISILA/prisl/s1}<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Field mask, Whirlwind Maze ([[Bit_numbering|LBS]])(applied when you take the item).<br /> Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Cid regets about gaving the Huge Materia to the Shinra {NCOREL/worry/s2}<br /> 0x02: After Barret finish talking about his hometown history then enters the ropeway {ROPEST/ad/S3}<br /> 0x04: Cid tell Prisila they have found Cloud {PRISILA/prisl/s1}<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C44<br />z_16[32]
+
| style="background: rgb(255,205,154)" | 0x0C44<br/>Bank[1/2][160]<br />z_16[32]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Progress items, Wallmarket ([[Bit_numbering|LBS]]).<br />Bit=0(Item not obtained), Bit=1(Item obtained).<br /> 0x01: Cologne at Wallmarket {mktpb/woman2/s1}<br /> 0x02: Flower Cologne at Wallmarket {mktpb/woman2/s1}<br /> 0x04: Sexy Cologne at Wallmarket {mktpb/woman2/s1}<br /> 0x08: Wig at Wallmarket {mkt_mens}<br /> 0x10: Dyed Wig at Wallmarket {mkt_mens}<br /> 0x20: Blonde Wig at Wallmarket {mkt_mens}<br /> 0x40: Pharmacy coupon at Wallmarket {mkt_s2/line01/s3}<br /> 0x80: Obtained any Wig at Wallmarket {mkt_mens/event/s1}<br />
 
Progress items, Wallmarket ([[Bit_numbering|LBS]]).<br />Bit=0(Item not obtained), Bit=1(Item obtained).<br /> 0x01: Cologne at Wallmarket {mktpb/woman2/s1}<br /> 0x02: Flower Cologne at Wallmarket {mktpb/woman2/s1}<br /> 0x04: Sexy Cologne at Wallmarket {mktpb/woman2/s1}<br /> 0x08: Wig at Wallmarket {mkt_mens}<br /> 0x10: Dyed Wig at Wallmarket {mkt_mens}<br /> 0x20: Blonde Wig at Wallmarket {mkt_mens}<br /> 0x40: Pharmacy coupon at Wallmarket {mkt_s2/line01/s3}<br /> 0x80: Obtained any Wig at Wallmarket {mkt_mens/event/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C45<br />z_16[33]
+
| style="background: rgb(255,205,154)" | 0x0C45<br/>Bank[1/2][161]<br />z_16[33]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Progress items, Wallmarket ([[Bit_numbering|LBS]]).<br />Bit=0(Item not obtained), Bit=1(Item obtained).<br /> 0x01: Girl at Honey Bee Inn put make-up on cloud, poor result (result is random) {onna2/girl1/s3}<br /> 0x02: Girl at Honey Bee Inn put make-up on cloud, averange result (result is random) {onna2/girl1/s3}<br /> 0x04: Girl at Honey Bee Inn put make-up on cloud, best result (result is random) {onna2/girl1/s3}<br /> 0x08: Obtaining the dress at Wallmarket {mkt_s1/event/s2}<br /> 0x10: Dress selected (clean/soft,shiny/shimmers) {mktpb/oldm3/s1}<br /> 0x20: Cotton Dress [0xCA] {mktpb/oldm3/s1}<br /> 0x40: Satin Dress [0xAA] {mktpb/oldm3/s1}<br /> 0x80: Silk Dress [0x9A] {mktpb/oldm3/s1}<br />
 
Progress items, Wallmarket ([[Bit_numbering|LBS]]).<br />Bit=0(Item not obtained), Bit=1(Item obtained).<br /> 0x01: Girl at Honey Bee Inn put make-up on cloud, poor result (result is random) {onna2/girl1/s3}<br /> 0x02: Girl at Honey Bee Inn put make-up on cloud, averange result (result is random) {onna2/girl1/s3}<br /> 0x04: Girl at Honey Bee Inn put make-up on cloud, best result (result is random) {onna2/girl1/s3}<br /> 0x08: Obtaining the dress at Wallmarket {mkt_s1/event/s2}<br /> 0x10: Dress selected (clean/soft,shiny/shimmers) {mktpb/oldm3/s1}<br /> 0x20: Cotton Dress [0xCA] {mktpb/oldm3/s1}<br /> 0x40: Satin Dress [0xAA] {mktpb/oldm3/s1}<br /> 0x80: Silk Dress [0x9A] {mktpb/oldm3/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C46<br />z_16[34]
+
| style="background: rgb(255,205,154)" | 0x0C46<br/>Bank[1/2][162]<br />z_16[34]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Progress items, Wallmarket ([[Bit_numbering|LBS]]).<br />Bit=0(Item not obtained), Bit=1(Item obtained).<br /> 0x01: Disinfectant at Wallmarket {mkt_s3/tensyu}<br /> 0x02: Deodorant at Wallmarket {mkt_s3/tensyu}<br /> 0x04: Digestive at Wallmarket {mkt_s3/tensyu}<br /> 0x08: Materia shop owner ask you to get something from the inn vending machine {MKT_M/tensyu/s1}<br /> 0x10: 200 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}<br /> 0x20: 100 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}<br /> 0x40: 50 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}<br /> 0x80: Boutique owner's son ask you to bring his father back from bar {mkt_s1/man1/s8}<br />
 
Progress items, Wallmarket ([[Bit_numbering|LBS]]).<br />Bit=0(Item not obtained), Bit=1(Item obtained).<br /> 0x01: Disinfectant at Wallmarket {mkt_s3/tensyu}<br /> 0x02: Deodorant at Wallmarket {mkt_s3/tensyu}<br /> 0x04: Digestive at Wallmarket {mkt_s3/tensyu}<br /> 0x08: Materia shop owner ask you to get something from the inn vending machine {MKT_M/tensyu/s1}<br /> 0x10: 200 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}<br /> 0x20: 100 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}<br /> 0x40: 50 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}<br /> 0x80: Boutique owner's son ask you to bring his father back from bar {mkt_s1/man1/s8}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C47<br />z_16[35]
+
| style="background: rgb(255,205,154)" | 0x0C47<br/>Bank[1/2][163]<br />z_16[35]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Ms. Cloud Bauty level (Don Corneo choice) (0 to 25 Points)<br />1 Point: Cotton Dress, Wig, Glass Tiara, Cologne, Poor Make-Up<br /> 3 Points: Satin Dress, Dyed Wig, Ruby Tiara, Flower Cologne, Averange Make-Up <br /> 5 Points: Silk Dress, Blonde Wig, Diamond Tiara, Sexy Cologne, Best Make-Up<br /> Unfinished Calc Script for this items (Not taken into account by point calc): <br /> Lingerie (Should be +1), Mystery panties (+3), Bikini briefs (+5) <br /> 2 to 11 Points: Choose Tifa<br /> 12 to 18 Points: Choose Aerith<br /> 19 or more Points: Choose Cloud<br />
 
Ms. Cloud Bauty level (Don Corneo choice) (0 to 25 Points)<br />1 Point: Cotton Dress, Wig, Glass Tiara, Cologne, Poor Make-Up<br /> 3 Points: Satin Dress, Dyed Wig, Ruby Tiara, Flower Cologne, Averange Make-Up <br /> 5 Points: Silk Dress, Blonde Wig, Diamond Tiara, Sexy Cologne, Best Make-Up<br /> Unfinished Calc Script for this items (Not taken into account by point calc): <br /> Lingerie (Should be +1), Mystery panties (+3), Bikini briefs (+5) <br /> 2 to 11 Points: Choose Tifa<br /> 12 to 18 Points: Choose Aerith<br /> 19 or more Points: Choose Cloud<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C48<br />z_16[36]
+
| style="background: rgb(255,205,154)" | 0x0C48<br/>Bank[1/2][164]<br />z_16[36]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Field Objects, Sector 7 Train Graveyard ([[Bit_numbering|LBS]]) (so far)<br />Bit=0(Original Position), Bit=1(Moved).<br /> 0x01: Train 1 Position. {mds7st2}<br /> 0x02: Train 2 Position. {mds7st2}<br /> 0x04: Train 3 Position. {mds7st2}<br /> 0x08, 0x10, 0x20, 0x40, 0x80: Unused<br />
 
Field Objects, Sector 7 Train Graveyard ([[Bit_numbering|LBS]]) (so far)<br />Bit=0(Original Position), Bit=1(Moved).<br /> 0x01: Train 1 Position. {mds7st2}<br /> 0x02: Train 2 Position. {mds7st2}<br /> 0x04: Train 3 Position. {mds7st2}<br /> 0x08, 0x10, 0x20, 0x40, 0x80: Unused<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C49<br />z_16[37]
+
| style="background: rgb(255,205,154)" | 0x0C49<br/>Bank[1/2][165]<br />z_16[37]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Field Items, Sector 7 Wall Market<br />Items bit mask ([[Bit_numbering|LBS]])<br /> 0x01: Cloud see the first battery holder and figured out the idea of using a battery there... {wcrimb_1}<br /> 0x02: First battery applied up the wall of Wallmarket(0x02){wcrimb_1}<br /> 0x04: Second battery applied up the wall of Wallmarket(0x04){wcrimb_1}<br /> 0x08: <br /> 0x10: Third battery applied and Ether obtained up the wall of Wallmarket (0x10){wcrimb_2}<br /> 0x20: Battery (Gun shop batery pack 1/3){MKT_W/oyaji02/s1}<br /> 0x40: Battery (Gun shop batery pack 2/3){MKT_W/oyaji02/s1}<br /> 0x80: Battery (Gun shop batery pack 3/3){MKT_W/oyaji02/s1}<br /> Note: all 3 batteries get at same time.
 
Field Items, Sector 7 Wall Market<br />Items bit mask ([[Bit_numbering|LBS]])<br /> 0x01: Cloud see the first battery holder and figured out the idea of using a battery there... {wcrimb_1}<br /> 0x02: First battery applied up the wall of Wallmarket(0x02){wcrimb_1}<br /> 0x04: Second battery applied up the wall of Wallmarket(0x04){wcrimb_1}<br /> 0x08: <br /> 0x10: Third battery applied and Ether obtained up the wall of Wallmarket (0x10){wcrimb_2}<br /> 0x20: Battery (Gun shop batery pack 1/3){MKT_W/oyaji02/s1}<br /> 0x40: Battery (Gun shop batery pack 2/3){MKT_W/oyaji02/s1}<br /> 0x80: Battery (Gun shop batery pack 3/3){MKT_W/oyaji02/s1}<br /> Note: all 3 batteries get at same time.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C4A<br />z_16[38]
+
| style="background: rgb(255,205,154)" | 0x0C4A<br/>Bank[1/2][166]<br />z_16[38]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Number of Fort Condor Battles Fought<br />
 
| style="background: rgb(255,255,204)" | Number of Fort Condor Battles Fought<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C4B<br />z_16[39]
+
| style="background: rgb(255,205,154)" | 0x0C4B<br/>Bank[1/2][167]<br />z_16[39]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Number of Fort Condor Battles Won<br />
 
| style="background: rgb(255,255,204)" | Number of Fort Condor Battles Won<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C4C<br />z_16[40]
+
| style="background: rgb(255,205,154)" | 0x0C4C<br/>Bank[1/2][168]<br />z_16[40]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Progress, Fort Condor<br />0x01: Oldman sited ask your help to protect the Condor [0x01] {convil_1/event/s13}<br /> 0x02: If 0x01 &amp;Cloud join them to fight Shinra [0x03] {convil_1/cloud/s18}<br /> 0x04: If 0x02 &amp; you talk him again: [0x07] {convil_1/event/s15}<br /> A) He tells you he already talk to the store owners to sell you items.<br /> B) He let you rest for free.<br /> 0x08: When set they tell you that there are no more shinra troops to fight[0x0F] {convil_2/event/s4}<br /> 0x10: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Party talk {convil_2/event/s11}--&gt;{condor2/init/s0}--&gt;{condor2/event/s3}<br /> 0x20: Phoenix Materia (Then Condor fly) {convil_4/ph_mat/s1}<br /> 0x40: Condor Born movie() {convil_2/event/s11}<br /> 0x80: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Cutted rope {convil_2/event/s11}--&gt;{condor2/init/s0}<br />
 
Progress, Fort Condor<br />0x01: Oldman sited ask your help to protect the Condor [0x01] {convil_1/event/s13}<br /> 0x02: If 0x01 &amp;Cloud join them to fight Shinra [0x03] {convil_1/cloud/s18}<br /> 0x04: If 0x02 &amp; you talk him again: [0x07] {convil_1/event/s15}<br /> A) He tells you he already talk to the store owners to sell you items.<br /> B) He let you rest for free.<br /> 0x08: When set they tell you that there are no more shinra troops to fight[0x0F] {convil_2/event/s4}<br /> 0x10: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Party talk {convil_2/event/s11}--&gt;{condor2/init/s0}--&gt;{condor2/event/s3}<br /> 0x20: Phoenix Materia (Then Condor fly) {convil_4/ph_mat/s1}<br /> 0x40: Condor Born movie() {convil_2/event/s11}<br /> 0x80: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Cutted rope {convil_2/event/s11}--&gt;{condor2/init/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C4D<br />z_16[41]
+
| style="background: rgb(255,205,154)" | 0x0C4D<br/>Bank[1/2][169]<br />z_16[41]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Battle Rank (Battle difficulty), Fort Condor<br />01: Rank 1 (Battles 1-3)<br /> 02: Rank 2 (Battles 4-6)<br /> 03: Rank 3 (Battles 7-9)<br /> 04: Rank 4 (Battles 10-12)<br /> 05: Rank 5 (Battles 13+)<br /> 06: Rank 6 (Huge Materia battle)<br /> The Battle Rank set the number of enemies. Fire Catapults enabled from Rank 2, and Tristoners from Rank 3.
 
Battle Rank (Battle difficulty), Fort Condor<br />01: Rank 1 (Battles 1-3)<br /> 02: Rank 2 (Battles 4-6)<br /> 03: Rank 3 (Battles 7-9)<br /> 04: Rank 4 (Battles 10-12)<br /> 05: Rank 5 (Battles 13+)<br /> 06: Rank 6 (Huge Materia battle)<br /> The Battle Rank set the number of enemies. Fire Catapults enabled from Rank 2, and Tristoners from Rank 3.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C4E<br />z_16[42]
+
| style="background: rgb(255,205,154)" | 0x0C4E<br/>Bank[1/2][170]<br />z_16[42]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Number of Allies left, Fort Condor<br />The number of surviving allies units. (The ones that you give in exchange for gil)<br />
 
Number of Allies left, Fort Condor<br />The number of surviving allies units. (The ones that you give in exchange for gil)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C4F<br />z_16[43]
+
| style="background: rgb(255,205,154)" | 0x0C4F<br/>Bank[1/2][171]<br />z_16[43]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Number of Enemies killed, Fort Condor<br />
 
| style="background: rgb(225,236,252)" | Number of Enemies killed, Fort Condor<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C50<br />z_16[44]
+
| style="background: rgb(255,205,154)" | 0x0C50<br/>Bank[1/2][172]<br />z_16[44]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Battle result, Fort Condor<br />00: If you win the battle<br /> 01: If you lose the battle
 
Battle result, Fort Condor<br />00: If you win the battle<br /> 01: If you lose the battle
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C51<br />z_16[45]
+
| style="background: rgb(255,205,154)" | 0x0C51<br/>Bank[1/2][173]<br />z_16[45]
 
| style="background: rgb(225,236,252)" | 2 bytes
 
| style="background: rgb(225,236,252)" | 2 bytes
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Game Progres Temp Var, Fort Condor {convil_4/mihari/s1}<br />When the battle ends, the Game Progres Var (0x0BA4) is copied to this Var.<br /> Is used to check the progresion diff to trigger the new attack event.
 
Game Progres Temp Var, Fort Condor {convil_4/mihari/s1}<br />When the battle ends, the Game Progres Var (0x0BA4) is copied to this Var.<br /> Is used to check the progresion diff to trigger the new attack event.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C53<br />z_16[47]
+
| style="background: rgb(255,205,154)" | 0x0C53<br/>Bank[1/2][175]<br />z_16[47]
 
| style="background: rgb(225,236,252)" | 1 bytes
 
| style="background: rgb(225,236,252)" | 1 bytes
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Number of Enemies left alive in the battle field, Fort Condor <br />Set by kernel, not referenced by the field script.
 
Number of Enemies left alive in the battle field, Fort Condor <br />Set by kernel, not referenced by the field script.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C54<br />z_16[48]
+
| style="background: rgb(255,205,154)" | 0x0C54<br/>Bank[1/2][176]<br />z_16[48]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Progress, Fort Condor<br />00: No battle<br /> 01: Normal Battle<br /> 03: Final Boss Battle<br />
 
Progress, Fort Condor<br />00: No battle<br /> 01: Normal Battle<br /> 03: Final Boss Battle<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C55<br />z_16[49]
+
| style="background: rgb(255,205,154)" | 0x0C55<br/>Bank[1/2][177]<br />z_16[49]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Progress &amp; Battle Reward, Fort Condor<br />0x01: Condor Progress {convil_1/jijii/s1}<br /> 0x02: Condor Progress {convil_1/mihari/s1}{convil_2/mihari/s1}{convil_4/ph_mat/s1}<br /> 0x04: Condor Progress {convil_1/event/s19}<br /> 0x08: Condor Progress {convil_2/mihari/s1}<br /> 0x10: "Received "Magic Comb"!" {convil_2/itemget/s1}<br /> 0x20: "Received "Peace Ring"!" {convil_2/itemget/s1}<br /> 0x40: "Received "Megalixir"!" {convil_2/itemget/s1}<br /> 0x80: "Received "Super Ball"!" {convil_2/itemget/s1}<br />
 
Progress &amp; Battle Reward, Fort Condor<br />0x01: Condor Progress {convil_1/jijii/s1}<br /> 0x02: Condor Progress {convil_1/mihari/s1}{convil_2/mihari/s1}{convil_4/ph_mat/s1}<br /> 0x04: Condor Progress {convil_1/event/s19}<br /> 0x08: Condor Progress {convil_2/mihari/s1}<br /> 0x10: "Received "Magic Comb"!" {convil_2/itemget/s1}<br /> 0x20: "Received "Peace Ring"!" {convil_2/itemget/s1}<br /> 0x40: "Received "Megalixir"!" {convil_2/itemget/s1}<br /> 0x80: "Received "Super Ball"!" {convil_2/itemget/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C56<br />z_16[50]
+
| style="background: rgb(255,205,154)" | 0x0C56<br/>Bank[1/2][178]<br />z_16[50]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Progress, Fort Condor<br />0x01: <br /> 0x02: If you ever entered the {condor1} map<br /> 0x04: If you are inside the Fort<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Progress, Fort Condor<br />0x01: <br /> 0x02: If you ever entered the {condor1} map<br /> 0x04: If you are inside the Fort<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C57<br />z_16[51]
+
| style="background: rgb(255,205,154)" | 0x0C57<br/>Bank[1/2][179]<br />z_16[51]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Battle modifier linked with 0x0C4D, Fort Condor<br />0x01: If 0x0C4D &gt;= 2 is set to 1 {convil_2/event/s7}<br /> 0x02: If 0x0C4D &gt;= 3 is set to 1 {convil_2/event/s7}<br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Battle modifier linked with 0x0C4D, Fort Condor<br />0x01: If 0x0C4D &gt;= 2 is set to 1 {convil_2/event/s7}<br /> 0x02: If 0x0C4D &gt;= 3 is set to 1 {convil_2/event/s7}<br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C58<br />z_16[52]
+
| style="background: rgb(255,205,154)" | 0x0C58<br/>Bank[1/2][180]<br />z_16[52]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | Fort Condor Funds
 
| style="background: rgb(255,255,204)" | Fort Condor Funds
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C5A<br />z_16[54]
+
| style="background: rgb(255,205,154)" | 0x0C5A<br/>Bank[1/2][182]<br />z_16[54]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Number of Fort Condor Battles Lost<br />
 
| style="background: rgb(225,236,252)" | Number of Fort Condor Battles Lost<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C5B<br />z_16[55]
+
| style="background: rgb(255,205,154)" | 0x0C5B<br/>Bank[1/2][183]<br />z_16[55]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Speaking to the children near the wall of Wallmarket(0x01)<br /> 0x02: Speaking to the children near the wall of Wallmarket(0x02)<br /> 0x04: Conversation of children on top of the wall of Wallmarket(0x04)<br /> 0x08: Speaking to the child by the pipe in Wallmarket (0x08)<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Conversations mask ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Speaking to the children near the wall of Wallmarket(0x01)<br /> 0x02: Speaking to the children near the wall of Wallmarket(0x02)<br /> 0x04: Conversation of children on top of the wall of Wallmarket(0x04)<br /> 0x08: Speaking to the child by the pipe in Wallmarket (0x08)<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C5C<br />z_16[56]
+
| style="background: rgb(255,205,154)" | 0x0C5C<br/>Bank[1/2][184]<br />z_16[56]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Handle the map jumps to MOVE_S(670),MOVE_I,MOVE_F,MOVE_R,MOVE_U,MOVE_D, Great Glacier<br />
 
| style="background: rgb(225,236,252)" | Handle the map jumps to MOVE_S(670),MOVE_I,MOVE_F,MOVE_R,MOVE_U,MOVE_D, Great Glacier<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C5D<br />z_16[57]
+
| style="background: rgb(255,205,154)" | 0x0C5D<br/>Bank[1/2][185]<br />z_16[57]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Progress, Great Glacier<br />0x01: To know if you came from the snowboard course (0=YES,1=NO), if so display the land event: "...So where did we land?..."{hyou2/event/s1}, "We've jumped pretty far..." {hyou3/event/s5}<br /> 0x02: To know if you came from the Glacier Map Screen, if so restore your position and set this bit to 0 {hyou1/init/s0}<br />
 
Progress, Great Glacier<br />0x01: To know if you came from the snowboard course (0=YES,1=NO), if so display the land event: "...So where did we land?..."{hyou2/event/s1}, "We've jumped pretty far..." {hyou3/event/s5}<br /> 0x02: To know if you came from the Glacier Map Screen, if so restore your position and set this bit to 0 {hyou1/init/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C5E<br />z_16[58]
+
| style="background: rgb(255,205,154)" | 0x0C5E<br/>Bank[1/2][186]<br />z_16[58]
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | Store Cloud MAPID, is used to know where to send you after seeing the Glacier Map, Great Glacier {hyoumap/init/s0}<br />
 
| style="background: rgb(225,236,252)" | Store Cloud MAPID, is used to know where to send you after seeing the Glacier Map, Great Glacier {hyoumap/init/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C60<br />z_16[60]
+
| style="background: rgb(255,205,154)" | 0x0C60<br/>Bank[1/2][188]<br />z_16[60]
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | Store Cloud position (X) right before you use the map, Great Glacier<br />
 
| style="background: rgb(225,236,252)" | Store Cloud position (X) right before you use the map, Great Glacier<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C62<br />z_16[62]
+
| style="background: rgb(255,205,154)" | 0x0C62<br/>Bank[1/2][190]<br />z_16[62]
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | Store Cloud position (Y) right before you use the map, Great Glacier<br />
 
| style="background: rgb(225,236,252)" | Store Cloud position (Y) right before you use the map, Great Glacier<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C64<br />z_16[64]
+
| style="background: rgb(255,205,154)" | 0x0C64<br/>Bank[1/2][192]<br />z_16[64]
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | Store Cloud position (Z) right before you use the map, Great Glacier<br />
 
| style="background: rgb(225,236,252)" | Store Cloud position (Z) right before you use the map, Great Glacier<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C66<br />z_16[66]
+
| style="background: rgb(255,205,154)" | 0x0C66<br/>Bank[1/2][194]<br />z_16[66]
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | 2 byte
 
| style="background: rgb(225,236,252)" | Store Cloud position (triangle ID) right before you use the map, Great Glacier<br />
 
| style="background: rgb(225,236,252)" | Store Cloud position (triangle ID) right before you use the map, Great Glacier<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C68<br />z_16[68]
+
| style="background: rgb(255,205,154)" | 0x0C68<br/>Bank[1/2][196]<br />z_16[68]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Store Cloud direction right before you use the map, then restore it from it, Great Glacier<br />
 
| style="background: rgb(225,236,252)" | Store Cloud direction right before you use the map, then restore it from it, Great Glacier<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C69<br />z_16[69]
+
| style="background: rgb(255,205,154)" | 0x0C69<br/>Bank[1/2][197]<br />z_16[69]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Is set to 1 when cloud pass-out, Great Glacier<br />
 
| style="background: rgb(225,236,252)" | Is set to 1 when cloud pass-out, Great Glacier<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C6A<br />z_16[70]
+
| style="background: rgb(255,205,154)" | 0x0C6A<br/>Bank[1/2][198]<br />z_16[70]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Cloud Pass-out Counter, Great Glacier<br />First time you jump to HOLU_1(687), then to HOLU_2(688) <br />
 
Cloud Pass-out Counter, Great Glacier<br />First time you jump to HOLU_1(687), then to HOLU_2(688) <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C6B<br />z_16[71]
+
| style="background: rgb(255,205,154)" | 0x0C6B<br/>Bank[1/2][199]<br />z_16[71]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Progress &amp; Field item mask, Great Glacier<br />0x01: When you touch the hot spring (used to get Alexander Summon) {hyou10/event/s3}---&gt;{hyou10/cloud/s4,s5}<br /> 0x02: If you ever have spoken to snoww {hyou12/snoww/s1}<br /> 0x04: If you lose the battle against the Snow woman (snoww)<br /> 0x08: If you win the battle against the Snow woman<br /> 0x10: Received "Alexander" Materia{hyou13_2/mt/s1}<br /> 0x20: Received "Added Cut" Materia {MOVE_d/mt/s1}<br /> 0x40: Received "All" Materia {hyou12/mt/s1}<br /> 0x80: <br />
 
Progress &amp; Field item mask, Great Glacier<br />0x01: When you touch the hot spring (used to get Alexander Summon) {hyou10/event/s3}---&gt;{hyou10/cloud/s4,s5}<br /> 0x02: If you ever have spoken to snoww {hyou12/snoww/s1}<br /> 0x04: If you lose the battle against the Snow woman (snoww)<br /> 0x08: If you win the battle against the Snow woman<br /> 0x10: Received "Alexander" Materia{hyou13_2/mt/s1}<br /> 0x20: Received "Added Cut" Materia {MOVE_d/mt/s1}<br /> 0x40: Received "All" Materia {hyou12/mt/s1}<br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C74<br />z_16[80]
+
| style="background: rgb(255,205,154)" | 0x0C74<br/>Bank[1/2][208]<br />z_16[80]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Used to save user anwser in the debugroom {BLACKBG7/leave/s1} before Jump to map blin70_4 (No269)<br />00: Set along with GameProgress = 0<br /> 00: Set along with GameProgress = 1566<br /> 00: Set along with GameProgress = 1572<br />
 
Used to save user anwser in the debugroom {BLACKBG7/leave/s1} before Jump to map blin70_4 (No269)<br />00: Set along with GameProgress = 0<br /> 00: Set along with GameProgress = 1566<br /> 00: Set along with GameProgress = 1572<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C75<br />z_16[81]
+
| style="background: rgb(255,205,154)" | 0x0C75<br/>Bank[1/2][209]<br />z_16[81]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Unknown is set to 0 in Wall Market {MRKT2/mapinit/s0}
 
| style="background: rgb(225,236,252)" | Unknown is set to 0 in Wall Market {MRKT2/mapinit/s0}
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C84<br />z_16[96]
+
| style="background: rgb(255,205,154)" | 0x0C84<br/>Bank[1/2][224]<br />z_16[96]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Keeps track of which Shinra floors are unlocked (By picking keycards). Values still unknown.(255 all doors opened when set manualy)
 
| style="background: rgb(255,255,204)" | Keeps track of which Shinra floors are unlocked (By picking keycards). Values still unknown.(255 all doors opened when set manualy)
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0C85
+
| style="background: rgb(255,255,204)" | 0x0C85<br/>Bank[1/2][225]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Mission 1st reactor flags.<br />0x01: elevator on top floor.<br /> 0x08: 1st door opened.<br />0x10: 2nd door opened.<br />0x20: Jessie free from stuck.<br />0x40: bomb set.<br />0x80: set if time is out for gameover check.
 
| style="background: rgb(255,255,204)" | Mission 1st reactor flags.<br />0x01: elevator on top floor.<br /> 0x08: 1st door opened.<br />0x10: 2nd door opened.<br />0x20: Jessie free from stuck.<br />0x40: bomb set.<br />0x80: set if time is out for gameover check.
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0C86
+
| style="background: rgb(255,255,204)" | 0x0C86<br/>Bank[1/2][226]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Mission 1st reactor flags.<br />0x02: elevator door opened.<br />0x04: scrolled at map init to show reactor.
 
| style="background: rgb(255,255,204)" | Mission 1st reactor flags.<br />0x02: elevator door opened.<br />0x04: scrolled at map init to show reactor.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0C87
+
| style="background: rgb(255,205,154)" | 0x0C87<br/>Bank[1/2][227]
 
| style="background: rgb(255,205,154)" | 29/45 bytes
 
| style="background: rgb(255,205,154)" | 29/45 bytes
 
| style="background: rgb(255,205,154)" | z_17 Unknown[0-28] First 29 bytes of 45 (ENDS AT 0x0CB3 16 Bytes into next bank)
 
| style="background: rgb(255,205,154)" | z_17 Unknown[0-28] First 29 bytes of 45 (ENDS AT 0x0CB3 16 Bytes into next bank)
Line 907: Line 907:
 
! Description
 
! Description
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CA4
+
| style="background: rgb(255,205,154)" | 0x0CA4<br/>Bank[3/4][0]
 
| style="background: rgb(255,205,154)" | 16/45 Bytes
 
| style="background: rgb(255,205,154)" | 16/45 Bytes
 
| style="background: rgb(255,205,154)" | z_17 Unknown[29-44] Last 16 bytes of 45
 
| style="background: rgb(255,205,154)" | z_17 Unknown[29-44] Last 16 bytes of 45
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CAD<br />z_17[9]
+
| style="background: rgb(255,205,154)" | 0x0CAD<br/>Bank[3/4][9]<br />z_17[9]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
1<sup>st</sup> party member char ID mirror.<small> Is a mirror of 0x04F8 (set from field module).</small><br />
 
1<sup>st</sup> party member char ID mirror.<small> Is a mirror of 0x04F8 (set from field module).</small><br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CAE<br />z_17[10]
+
| style="background: rgb(255,205,154)" | 0x0CAE<br/>Bank[3/4][10]<br />z_17[10]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
2<sup>nd</sup> party member char ID mirror.<small> Is a mirror of 0x04F9 (set from field module).</small><br />
 
2<sup>nd</sup> party member char ID mirror.<small> Is a mirror of 0x04F9 (set from field module).</small><br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CAF<br />z_17[11]
+
| style="background: rgb(255,205,154)" | 0x0CAF<br/>Bank[3/4][11]<br />z_17[11]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" |
 
| style="background: rgb(254,254,255)" |
 
3<sup>ed</sup> party member char ID mirror.<small> Is a mirror of 0x04FA (set from field module).</small><br />
 
3<sup>ed</sup> party member char ID mirror.<small> Is a mirror of 0x04FA (set from field module).</small><br />
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0CB4
+
| style="background: rgb(255,255,204)" | 0x0CB4<br/>Bank[3/4][16]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Aeris In Church progression (document this better)
 
| style="background: rgb(255,255,204)" | Aeris In Church progression (document this better)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CB5
+
| style="background: rgb(255,205,154)" | 0x0CB5<br/>Bank[3/4][17]
 
| style="background: rgb(255,205,154)" | 49 Bytes
 
| style="background: rgb(255,205,154)" | 49 Bytes
 
| style="background: rgb(255,205,154)" | z_18 Unknown
 
| style="background: rgb(255,205,154)" | z_18 Unknown
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0CE6
+
| style="background: rgb(255,255,204)" | 0x0CE6<br/>Bank[3/4][66]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Escape from 1st reactor progress.<br />0x01: after scroll at start of map MD8_2 (maybe unneded).<br />0x02: after people panic on MD8_3 is over to never show it again.
 
| style="background: rgb(255,255,204)" | Escape from 1st reactor progress.<br />0x01: after scroll at start of map MD8_2 (maybe unneded).<br />0x02: after people panic on MD8_3 is over to never show it again.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CE7
+
| style="background: rgb(255,205,154)" | 0x0CE7<br/>Bank[3/4][67]
 
| style="background: rgb(255,205,154)" | 7 Bytes
 
| style="background: rgb(255,205,154)" | 7 Bytes
 
| style="background: rgb(255,205,154)" | z_19 Unknown
 
| style="background: rgb(255,205,154)" | z_19 Unknown
 
|-
 
|-
| 0x0CEE
+
| 0x0CEE<br/>Bank[3/4][74]
 
| 2 bytes
 
| 2 bytes
 
| Party GP (0-10000)
 
| Party GP (0-10000)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CF0
+
| style="background: rgb(255,205,154)" | 0x0CF0<br/>Bank[3/4][76]
 
| style="background: rgb(255,205,154)" | 12 Bytes
 
| style="background: rgb(255,205,154)" | 12 Bytes
 
| style="background: rgb(255,205,154)" | z_20 Unknown
 
| style="background: rgb(255,205,154)" | z_20 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CF0<br />z_20[0]
+
| style="background: rgb(255,205,154)" | 0x0CF0<br/>Bank[3/4][76]<br />z_20[0]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Chocobo Race - Times you lose (Only on Corel Prision Race){crcin/esto/s0}<br />
 
| style="background: rgb(225,236,252)" | Chocobo Race - Times you lose (Only on Corel Prision Race){crcin/esto/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CF3 <br /> z_20[3]
+
| style="background: rgb(255,205,154)" | 0x0CF3<br/>Bank[3/4][79] <br /> z_20[3]
 
| style="background: rgb(255,205,154)" | 1 Byte
 
| style="background: rgb(255,205,154)" | 1 Byte
 
| style="background: rgb(255,205,154)" | Battle Square Special Dialog Progression {0x00 init, 0x10 :no text, 0xF0:new special fight}
 
| style="background: rgb(255,205,154)" | Battle Square Special Dialog Progression {0x00 init, 0x10 :no text, 0xF0:new special fight}
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CF4 <br /> z_20[4] &amp; Z_20[5]
+
| style="background: rgb(255,205,154)" | 0x0CF4<br/>Bank[3/4][80] <br /> z_20[4] &amp; Z_20[5]
 
| style="background: rgb(255,255,204)" | 2 Bytes
 
| style="background: rgb(255,255,204)" | 2 Bytes
 
| style="background: rgb(255,255,204)" | Battle Square Battle Points
 
| style="background: rgb(255,255,204)" | Battle Square Battle Points
 
|-
 
|-
| 0x0CFC
+
| 0x0CFC<br/>Bank[3/4][88]
 
| 1 byte
 
| 1 byte
 
| Number of chocobo stables owned
 
| Number of chocobo stables owned
 
|-
 
|-
| 0x0CFD
+
| 0x0CFD<br/>Bank[3/4][89]
 
| 1 byte
 
| 1 byte
 
| Number of occupied stables
 
| Number of occupied stables
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0CFE
+
| style="background: rgb(255,205,154)" | 0x0CFE<br/>Bank[3/4][90]
 
| style="background: rgb(225,236,252)" | 1 Byte
 
| style="background: rgb(225,236,252)" | 1 Byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Choco Bill dialogs mask 0x01: If you talk him after meteor get summoned (only showed once) {FRMIN/jijii/s1}<br /> 0x02: If he offers you to rent Chocobo Stables (only showed once) {FRMIN/jijii/s1}<br />
 
Choco Bill dialogs mask 0x01: If you talk him after meteor get summoned (only showed once) {FRMIN/jijii/s1}<br /> 0x02: If he offers you to rent Chocobo Stables (only showed once) {FRMIN/jijii/s1}<br />
 
|-
 
|-
| 0x0CFF
+
| 0x0CFF<br/>Bank[3/4][91]
 
| 1 byte
 
| 1 byte
 
| Chocobo Stables Occupied Mask. LSB 1 2 3 4 5 6 x x MSB Stable #) Chocobo's in stables. 1=0ccupied
 
| Chocobo Stables Occupied Mask. LSB 1 2 3 4 5 6 x x MSB Stable #) Chocobo's in stables. 1=0ccupied
 
|-
 
|-
| 0x0D00
+
| 0x0D00<br/>Bank[3/4][92]
 
| 1 byte
 
| 1 byte
 
| Chocobos who can't mate LSB 1 2 3 4 5 6 x x MSB (Stable #).The Chocobo Was Just Born or has Recently Mated.1=can't mate
 
| Chocobos who can't mate LSB 1 2 3 4 5 6 x x MSB (Stable #).The Chocobo Was Just Born or has Recently Mated.1=can't mate
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D01
+
| style="background: rgb(255,205,154)" | 0x0D01<br/>Bank[3/4][93]
 
| style="background: rgb(255,205,154)" | 40 Bytes
 
| style="background: rgb(255,205,154)" | 40 Bytes
 
| style="background: rgb(255,205,154)" | z_22 Unknown
 
| style="background: rgb(255,205,154)" | z_22 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D13<br />z_22[18]
+
| style="background: rgb(255,205,154)" | 0x0D13<br/>Bank[3/4][111]<br />z_22[18]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Aeris flower quest progress.<br />0x01: if we buy flower from Aeris.
 
| style="background: rgb(255,255,204)" | Aeris flower quest progress.<br />0x01: if we buy flower from Aeris.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D23<br />z_22[34]
+
| style="background: rgb(255,205,154)" | 0x0D23<br/>Bank[3/4][127]<br />z_22[34]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Current room in TUNNEL_1. From 1 to 6. If less then 1 then we go to TUNNEL_3. If 6 then to TUNNEL_2. Used instead of duplicating tunnel rooms. Start room set during mission 5 reactor train minigame.
 
| style="background: rgb(255,255,204)" | Current room in TUNNEL_1. From 1 to 6. If less then 1 then we go to TUNNEL_3. If 6 then to TUNNEL_2. Used instead of duplicating tunnel rooms. Start room set during mission 5 reactor train minigame.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D24<br />z_22[35]
+
| style="background: rgb(255,205,154)" | 0x0D24<br/>Bank[3/4][128]<br />z_22[35]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Kalm ([[Bit_numbering|LBS]])(applied when you speak to someone).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Spoke to the child in the house next to the Inn<br /> 0x10: Freed the dog in a house<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Conversations mask, Kalm ([[Bit_numbering|LBS]])(applied when you speak to someone).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Spoke to the child in the house next to the Inn<br /> 0x10: Freed the dog in a house<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D26<br />z_22[37]
+
| style="background: rgb(255,205,154)" | 0x0D26<br/>Bank[3/4][130]<br />z_22[37]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Speaking with Biggs(0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Speaking with Biggs(0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D27<br />z_22[38]
+
| style="background: rgb(255,205,154)" | 0x0D27<br/>Bank[3/4][131]<br />z_22[38]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Speaking with Jesse(0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Speaking with Jesse(0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| 0x0D29
+
| 0x0D29<br/>Bank[3/4][133]
 
| 1 Byte
 
| 1 Byte
 
| Yuffie can be found in the forests? (LSB only) others used?
 
| Yuffie can be found in the forests? (LSB only) others used?
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D2A
+
| style="background: rgb(255,205,154)" | 0x0D2A<br/>Bank[3/4][134]
 
| style="background: rgb(255,205,154)" | 28 Bytes
 
| style="background: rgb(255,205,154)" | 28 Bytes
 
| style="background: rgb(255,205,154)" | z_23 Unknown
 
| style="background: rgb(255,205,154)" | z_23 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D44<br />z_23[26]
+
| style="background: rgb(255,205,154)" | 0x0D44<br/>Bank[3/4][160]<br />z_23[26]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]]).<br />Bit=0(NOT Activated/Received/Spoken to), Bit=1(Activated/Received/Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: Aerith on roof event ends<br /> 0x20: <br /> 0x40: Turbo Ether {MIN51_2}<br /> 0x80: Aerith on roof event starts<br />
 
Conversations mask, Reactor under the plate ([[Bit_numbering|LBS]]).<br />Bit=0(NOT Activated/Received/Spoken to), Bit=1(Activated/Received/Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: Aerith on roof event ends<br /> 0x20: <br /> 0x40: Turbo Ether {MIN51_2}<br /> 0x80: Aerith on roof event starts<br />
 
|-
 
|-
| 0x0D46
+
| 0x0D46<br/>Bank[3/4][162]
 
| 1 byte
 
| 1 byte
 
| Don's Mission Progress (more needed here)
 
| Don's Mission Progress (more needed here)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D47
+
| style="background: rgb(255,205,154)" | 0x0D47<br/>Bank[3/4][163]
 
| style="background: rgb(255,205,154)" | 31 Bytes
 
| style="background: rgb(255,205,154)" | 31 Bytes
 
| style="background: rgb(255,205,154)" | z_24 Unknown
 
| style="background: rgb(255,205,154)" | z_24 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D47<br />z_24[0]
+
| style="background: rgb(255,205,154)" | 0x0D47<br/>Bank[3/4][163]<br />z_24[0]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Elevator event at shinra HQ(0x08)<br /> 0x10: First conversation while climbing Shinra HQ stairs(0x10)<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Elevator event at shinra HQ(0x08)<br /> 0x10: First conversation while climbing Shinra HQ stairs(0x10)<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D49<br />z_24[2]
+
| style="background: rgb(255,205,154)" | 0x0D49<br/>Bank[3/4][165]<br />z_24[2]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: Second conversation while climbing Shinra HQ stairs(0x80)<br />
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: Second conversation while climbing Shinra HQ stairs(0x80)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D4A<br />z_24[3]
+
| style="background: rgb(255,205,154)" | 0x0D4A<br/>Bank[3/4][166]<br />z_24[3]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Third conversation while climbing Shinra HQ stairs (0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Third conversation while climbing Shinra HQ stairs (0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D4C<br />z_24[5]
+
| style="background: rgb(255,205,154)" | 0x0D4C<br/>Bank[3/4][168]<br />z_24[5]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Braking in Shinra HQ scene (0x01)<br /> 0x02: Taking out the guards and obtaining keycard 60(0x02)<br /> 0x04: Taking everyone out the first floor in Shinra HQ(0x04)<br /> 0x08: Speaking to the couple in the shop at Shinra HQ(0x08)<br /> 0x10: Speaking to the shop seller in Shinra HQ(0x10)<br /> 0x20: Approaching Shinra HQ and conversation at the front door scene(0x20)<br /> 0x40: Approaching Shinra HQ and conversation at the front door scene(0x40)<br /> 0x80: <br />
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Braking in Shinra HQ scene (0x01)<br /> 0x02: Taking out the guards and obtaining keycard 60(0x02)<br /> 0x04: Taking everyone out the first floor in Shinra HQ(0x04)<br /> 0x08: Speaking to the couple in the shop at Shinra HQ(0x08)<br /> 0x10: Speaking to the shop seller in Shinra HQ(0x10)<br /> 0x20: Approaching Shinra HQ and conversation at the front door scene(0x20)<br /> 0x40: Approaching Shinra HQ and conversation at the front door scene(0x40)<br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D50<br />z_24[9]
+
| style="background: rgb(255,205,154)" | 0x0D50<br/>Bank[3/4][172]<br />z_24[9]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Items mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Item on floor), Bit=1(Item taken).<br /> 0x01: Phoenix down from locker at floor 64 (0x01)<br /> 0x02: Ether from locker at floor 64(0x02)<br /> 0x04: <br /> 0x08: <br /> 0x10: Exiting elevator FMV at floor 60(0x10)<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Items mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Item on floor), Bit=1(Item taken).<br /> 0x01: Phoenix down from locker at floor 64 (0x01)<br /> 0x02: Ether from locker at floor 64(0x02)<br /> 0x04: <br /> 0x08: <br /> 0x10: Exiting elevator FMV at floor 60(0x10)<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D52<br />z_24[11]
+
| style="background: rgb(255,205,154)" | 0x0D52<br/>Bank[3/4][174]<br />z_24[11]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Bits kept for the doors at floor 63, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Door opened), Bit=1(Door closed).<br />
 
Bits kept for the doors at floor 63, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Door opened), Bit=1(Door closed).<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D55<br />z_24[14]
+
| style="background: rgb(255,205,154)" | 0x0D55<br/>Bank[3/4][177]<br />z_24[14]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Item mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Item on floor), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: Coupon C from Shinra HQ(0x02)<br /> 0x04: Coupon C from Shinra HQ(0x04)<br /> 0x08: Coupon B from Shinra HQ(0x08)<br /> 0x10: Speaking to the machine at floor 63(0x10)<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Item mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Item on floor), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: Coupon C from Shinra HQ(0x02)<br /> 0x04: Coupon C from Shinra HQ(0x04)<br /> 0x08: Coupon B from Shinra HQ(0x08)<br /> 0x10: Speaking to the machine at floor 63(0x10)<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D56<br />z_24[15]
+
| style="background: rgb(255,205,154)" | 0x0D56<br/>Bank[3/4][178]<br />z_24[15]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Bits kept for some events on floor 63, Shinra HQ ([[Bit_numbering|LBS]])(Really needs to be investigated).<br />Bit=0(Door opened), Bit=1(Door closed).<br />
 
Bits kept for some events on floor 63, Shinra HQ ([[Bit_numbering|LBS]])(Really needs to be investigated).<br />Bit=0(Door opened), Bit=1(Door closed).<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D57<br />z_24[16]
+
| style="background: rgb(255,205,154)" | 0x0D57<br/>Bank[3/4][179]<br />z_24[16]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Hitting vending machine at floor 64(0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Hitting vending machine at floor 64(0x01)<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D58<br />z_24[17]
+
| style="background: rgb(255,205,154)" | 0x0D58<br/>Bank[3/4][180]<br />z_24[17]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Placing midgar fifth part(0x08)<br /> 0x10: Placing midgar fourth part(0x10)<br /> 0x20: Placing midgar third part(0x20)<br /> 0x40: Placing midgar second part(0x40)<br /> 0x80: Placing midgar first part(0x80)<br />
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Placing midgar fifth part(0x08)<br /> 0x10: Placing midgar fourth part(0x10)<br /> 0x20: Placing midgar third part(0x20)<br /> 0x40: Placing midgar second part(0x40)<br /> 0x80: Placing midgar first part(0x80)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D59<br />z_24[18]
+
| style="background: rgb(255,205,154)" | 0x0D59<br/>Bank[3/4][181]<br />z_24[18]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Midgar model lights up at floor 65<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: Last conversation with floor 63 machine<br />
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: Midgar model lights up at floor 65<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: Last conversation with floor 63 machine<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D5D<br />z_24[22]
+
| style="background: rgb(255,205,154)" | 0x0D5D<br/>Bank[3/4][185]<br />z_24[22]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: Retrieving coupons (must know the order)(0x20)<br /> 0x40: Retrieving coupons (must know the order)(0x40)<br /> 0x80: Retrieving coupons (must know the order)(0x80)<br />
 
Conversations mask, Shinra HQ ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: Retrieving coupons (must know the order)(0x20)<br /> 0x40: Retrieving coupons (must know the order)(0x40)<br /> 0x80: Retrieving coupons (must know the order)(0x80)<br />
 
|-
 
|-
| 0x0D66
+
| 0x0D66<br/>Bank[3/4][194]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Turtle Paradise Flyers Seen LSB 1 2 3 4 5 6 x x MSB (flyer#) 1=seen 0x01: Sector 7 Slums<br /> 0x02: 1st Floor Shinra Building<br /> 0x04: Gold Saucer - Ghost Hotel<br /> 0x08: Cosmo Canyon - Inn 2nd Floor<br /> 0x10: Cosmo Canyon - Near Shop<br /> 0x20: Wutai In Front of Trap Room<br /> 0x40: Wutai - In Front of Turtle Paradise<br /> 0x80: <br />
 
Turtle Paradise Flyers Seen LSB 1 2 3 4 5 6 x x MSB (flyer#) 1=seen 0x01: Sector 7 Slums<br /> 0x02: 1st Floor Shinra Building<br /> 0x04: Gold Saucer - Ghost Hotel<br /> 0x08: Cosmo Canyon - Inn 2nd Floor<br /> 0x10: Cosmo Canyon - Near Shop<br /> 0x20: Wutai In Front of Trap Room<br /> 0x40: Wutai - In Front of Turtle Paradise<br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D67
+
| style="background: rgb(255,205,154)" | 0x0D67<br/>Bank[3/4][195]
 
| style="background: rgb(255,205,154)" | 12 Bytes
 
| style="background: rgb(255,205,154)" | 12 Bytes
 
| style="background: rgb(255,205,154)" | z_25 Unknown
 
| style="background: rgb(255,205,154)" | z_25 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D67<br />z_25[0]
+
| style="background: rgb(255,205,154)" | 0x0D67<br/>Bank[3/4][195]<br />z_25[0]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Conversations mask<br />0x01: Cait Sith Leaves, and tell you that "The Sister Ray's not this way" {SINBIL_1/KETLINE/s5}<br /> 0x02: Don Corneo's mansion first time you talk to DOORMAN {colne_1/DOORMAN/s1}<br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Conversations mask<br />0x01: Cait Sith Leaves, and tell you that "The Sister Ray's not this way" {SINBIL_1/KETLINE/s5}<br /> 0x02: Don Corneo's mansion first time you talk to DOORMAN {colne_1/DOORMAN/s1}<br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D68<br />z_25[1]
+
| style="background: rgb(255,205,154)" | 0x0D68<br/>Bank[3/4][196]<br />z_25[1]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Northern Cave: Cloud Lv just before Jenova Synthesis battle start.<br />Used as lv placeholder for Jenova Synthesis Boost formula.
 
Northern Cave: Cloud Lv just before Jenova Synthesis battle start.<br />Used as lv placeholder for Jenova Synthesis Boost formula.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D69<br />z_25[2]
+
| style="background: rgb(255,205,154)" | 0x0D69<br/>Bank[3/4][197]<br />z_25[2]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Northern Cave: Barret Lv just before Jenova Synthesis battle start.<br />
 
| style="background: rgb(225,236,252)" | Northern Cave: Barret Lv just before Jenova Synthesis battle start.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D6A<br />z_25[3]
+
| style="background: rgb(255,205,154)" | 0x0D6A<br/>Bank[3/4][198]<br />z_25[3]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Northern Cave: Tifa Lv just before Jenova Synthesis battle start.<br />
 
| style="background: rgb(225,236,252)" | Northern Cave: Tifa Lv just before Jenova Synthesis battle start.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D6B<br />z_25[4]
+
| style="background: rgb(255,205,154)" | 0x0D6B<br/>Bank[3/4][199]<br />z_25[4]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Northern Cave: Red XII Lv just before Jenova Synthesis battle start.<br />
 
| style="background: rgb(225,236,252)" | Northern Cave: Red XII Lv just before Jenova Synthesis battle start.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D6C<br />z_25[5]
+
| style="background: rgb(255,205,154)" | 0x0D6C<br/>Bank[3/4][200]<br />z_25[5]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Northern Cave: Yuffie Lv just before Jenova Synthesis battle start.<br />
 
| style="background: rgb(225,236,252)" | Northern Cave: Yuffie Lv just before Jenova Synthesis battle start.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D6D<br />z_25[6]
+
| style="background: rgb(255,205,154)" | 0x0D6D<br/>Bank[3/4][201]<br />z_25[6]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Northern Cave: Cait Sith Lv just before Jenova Synthesis battle start.<br />
 
| style="background: rgb(225,236,252)" | Northern Cave: Cait Sith Lv just before Jenova Synthesis battle start.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D6E<br />z_25[7]
+
| style="background: rgb(255,205,154)" | 0x0D6E<br/>Bank[3/4][202]<br />z_25[7]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Northern Cave: Vincent Lv just before Jenova Synthesis battle start.<br />
 
| style="background: rgb(225,236,252)" | Northern Cave: Vincent Lv just before Jenova Synthesis battle start.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D6F<br />z_25[8]
+
| style="background: rgb(255,205,154)" | 0x0D6F<br/>Bank[3/4][203]<br />z_25[8]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | Northern Cave: Cid Lv just before Jenova Synthesis battle start.<br />
 
| style="background: rgb(225,236,252)" | Northern Cave: Cid Lv just before Jenova Synthesis battle start.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D70<br />z_25[9]
+
| style="background: rgb(255,205,154)" | 0x0D70<br/>Bank[3/4][204]<br />z_25[9]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Bizarro Sephiroth Fight Number of Groups<br />01: 1 Group. First time you enter the map{LASTMAP/directr/s0}<br /> 02: 2 Groups {LASTMAP/AD3/s3}<br /> 03: 3 Groups {LASTMAP/AD3/s3}<br />
 
Bizarro Sephiroth Fight Number of Groups<br />01: 1 Group. First time you enter the map{LASTMAP/directr/s0}<br /> 02: 2 Groups {LASTMAP/AD3/s3}<br /> 03: 3 Groups {LASTMAP/AD3/s3}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D71<br />z_25[10]
+
| style="background: rgb(255,205,154)" | 0x0D71<br/>Bank[3/4][205]<br />z_25[10]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Bizarro Sephiroth Fight, some progress value<br />00: {LASTMAP/BAT/s4,s5}<br /> 01: {LASTMAP/BAT/s4}<br /> 02: {LASTMAP/BAT/s4}<br /> 03: {LASTMAP/BAT/s5}<br /> 04: {LASTMAP/BAT/s5}<br /> 05: {LASTMAP/BAT/s5}<br /> 06: {LASTMAP/BAT/s5}<br />
 
Bizarro Sephiroth Fight, some progress value<br />00: {LASTMAP/BAT/s4,s5}<br /> 01: {LASTMAP/BAT/s4}<br /> 02: {LASTMAP/BAT/s4}<br /> 03: {LASTMAP/BAT/s5}<br /> 04: {LASTMAP/BAT/s5}<br /> 05: {LASTMAP/BAT/s5}<br /> 06: {LASTMAP/BAT/s5}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D72<br />z_25[11]
+
| style="background: rgb(255,205,154)" | 0x0D72<br/>Bank[3/4][206]<br />z_25[11]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Great Glacier Snowboard, taken path (Set the exit location where you land) {hyou1/event/s1}<br />0x01: Left both times: Forest HYOU2<br /> 0x02: Right both times: Outside Frostbite cave HYOU3<br /> 0x04: Left right: Main gate HYOU1<br /> 0x08: Right then left: Single tree HYOU7<br />
 
Great Glacier Snowboard, taken path (Set the exit location where you land) {hyou1/event/s1}<br />0x01: Left both times: Forest HYOU2<br /> 0x02: Right both times: Outside Frostbite cave HYOU3<br /> 0x04: Left right: Main gate HYOU1<br /> 0x08: Right then left: Single tree HYOU7<br />
 
|-
 
|-
| 0x0D73
+
| 0x0D73<br/>Bank[3/4][207]
 
| 1 byte
 
| 1 byte
 
| Yuffie Regulary. Has the character entered the party regulary? For example Yuffie further appears in the forest if this option is off.<br />0x6E: Yes; 0x6F: No
 
| Yuffie Regulary. Has the character entered the party regulary? For example Yuffie further appears in the forest if this option is off.<br />0x6E: Yes; 0x6F: No
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D74
+
| style="background: rgb(255,205,154)" | 0x0D74<br/>Bank[3/4][208]
 
| style="background: rgb(255,205,154)" | 15 Bytes
 
| style="background: rgb(255,205,154)" | 15 Bytes
 
| style="background: rgb(255,205,154)" | z_26 Unknown
 
| style="background: rgb(255,205,154)" | z_26 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D74<br />z_26[0]
+
| style="background: rgb(255,205,154)" | 0x0D74<br/>Bank[3/4][208]<br />z_26[0]
 
| style="background: rgb(255,163,0)" | 1 byte
 
| style="background: rgb(255,163,0)" | 1 byte
 
| style="background: rgb(255,163,0)" |
 
| style="background: rgb(255,163,0)" |
 
MDS7PLR1 event flags.<br />0x01: when everyone run to hideout.<br /> 0x02: when talk to man to view pillar to call. This will run special event script when return to this map. Remove this bit after script is called.<br /> 0x04: when Barret return to map and call us again.<br /> 0x08: after return to this map after seeing pillar.<br /> 0x10: after talking to right soldier twice (before mission in 5th reactor).<br /> 0x20: <br /> 0x40: <br /> 0x80:
 
MDS7PLR1 event flags.<br />0x01: when everyone run to hideout.<br /> 0x02: when talk to man to view pillar to call. This will run special event script when return to this map. Remove this bit after script is called.<br /> 0x04: when Barret return to map and call us again.<br /> 0x08: after return to this map after seeing pillar.<br /> 0x10: after talking to right soldier twice (before mission in 5th reactor).<br /> 0x20: <br /> 0x40: <br /> 0x80:
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D75<br />z_26[1]
+
| style="background: rgb(255,205,154)" | 0x0D75<br/>Bank[3/4][209]<br />z_26[1]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: Right after enter s7 bar MAP[0xA1]<br /> 0x02: After 7th heaven initial scene[0xFF]or[0xBF] if bit 6 is 0<br /> 0x04: Tifa get out the bar[0xA5]?<br /> 0x08: Scene ends and barret wait outside bar[0xAD]<br /> 0x10: Barret talk before enter the bar[0xFD]or[0xBD] if bit 6 is 0<br /> 0x20: Right after enter s7 bar MAP[0xA1]<br /> 0x40: Girl talk about reactor explotion[0xED]<br /> 0x80: Right after enter s7 bar MAP[0xA1]<br />
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: Right after enter s7 bar MAP[0xA1]<br /> 0x02: After 7th heaven initial scene[0xFF]or[0xBF] if bit 6 is 0<br /> 0x04: Tifa get out the bar[0xA5]?<br /> 0x08: Scene ends and barret wait outside bar[0xAD]<br /> 0x10: Barret talk before enter the bar[0xFD]or[0xBD] if bit 6 is 0<br /> 0x20: Right after enter s7 bar MAP[0xA1]<br /> 0x40: Girl talk about reactor explotion[0xED]<br /> 0x80: Right after enter s7 bar MAP[0xA1]<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D76<br />z_26[2]
+
| style="background: rgb(255,205,154)" | 0x0D76<br/>Bank[3/4][210]<br />z_26[2]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: After you wake up in the Hideout[0x03]<br /> 0x02: After you wake up in the Hideout[0x03]<br /> 0x04: Unknown[0x00]?<br /> 0x08: Unknown[0x00]<br /> 0x10: Avalache member continue running to s7 train station and Villagers are arround Avalache team [0x51]{mds7}<br /> 0x20: Unknown it become 1 seconds after 0x0D76[4] is set [0x51]{mds7}<br /> 0x40: Unknown[0x00]<br /> 0x80: Unknown[0x00]<br />
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: After you wake up in the Hideout[0x03]<br /> 0x02: After you wake up in the Hideout[0x03]<br /> 0x04: Unknown[0x00]?<br /> 0x08: Unknown[0x00]<br /> 0x10: Avalache member continue running to s7 train station and Villagers are arround Avalache team [0x51]{mds7}<br /> 0x20: Unknown it become 1 seconds after 0x0D76[4] is set [0x51]{mds7}<br /> 0x40: Unknown[0x00]<br /> 0x80: Unknown[0x00]<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D77<br />z_26[3]
+
| style="background: rgb(255,205,154)" | 0x0D77<br/>Bank[3/4][211]<br />z_26[3]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: Tell tifa did fight w/ barret (1) didn't fight (0)[0x05]or[0x04] if not<br /> 0x02: Unknown[0x00]<br /> 0x04: Auto tifa talk about fight w/ barret[0x04]<br /> 0x08: Unknown[0x00]<br /> 0x10: Unknown[0x00]<br /> 0x20: Unknown[0x00]<br /> 0x40: Unknown[0x00]<br /> 0x80: Unknown[0x00]<br />
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: Tell tifa did fight w/ barret (1) didn't fight (0)[0x05]or[0x04] if not<br /> 0x02: Unknown[0x00]<br /> 0x04: Auto tifa talk about fight w/ barret[0x04]<br /> 0x08: Unknown[0x00]<br /> 0x10: Unknown[0x00]<br /> 0x20: Unknown[0x00]<br /> 0x40: Unknown[0x00]<br /> 0x80: Unknown[0x00]<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D78<br />z_26[4]
+
| style="background: rgb(255,205,154)" | 0x0D78<br/>Bank[3/4][212]<br />z_26[4]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: Barret chages in bar (set w/ z_26[1] state #2)[0x03]<br /> 0x02: Barret chages in bar (set w/ z_26[1] state #2)[0x03]<br /> 0x04: After we have talked to tifa[0x07]<br /> 0x08: Set to 1 if we choose no drink when talking to tifa[0x0F]<br /> 0x10: Set to 1 if we choose strong drink talking ot tifa[0x17]<br /> 0x20: Unknown[0x00]<br /> 0x40: Unknown[0x00]<br /> 0x80: Unknown[0x00]<br />
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: Barret chages in bar (set w/ z_26[1] state #2)[0x03]<br /> 0x02: Barret chages in bar (set w/ z_26[1] state #2)[0x03]<br /> 0x04: After we have talked to tifa[0x07]<br /> 0x08: Set to 1 if we choose no drink when talking to tifa[0x0F]<br /> 0x10: Set to 1 if we choose strong drink talking ot tifa[0x17]<br /> 0x20: Unknown[0x00]<br /> 0x40: Unknown[0x00]<br /> 0x80: Unknown[0x00]<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D79<br />z_26[5]
+
| style="background: rgb(255,205,154)" | 0x0D79<br/>Bank[3/4][213]<br />z_26[5]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: set to 1 when tifa calls the machine down after you 1st talk down stairs, never gets unset[0x03]<br /> 0x02: 1 if elevator is in hide out (pinball machine)[0x02]<br /> 0x04: After you wake up in the Hideout[0x1F]<br /> 0x08: After you wake up in the Hideout[0x1F]<br /> 0x10: After you wake up in the Hideout[0x1F]<br /> 0x20: Unknown[0x00]<br /> 0x40: After giving Barret the materia tutorial[0x5D]<br /> 0x80: Unknown[0x00]<br />
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: set to 1 when tifa calls the machine down after you 1st talk down stairs, never gets unset[0x03]<br /> 0x02: 1 if elevator is in hide out (pinball machine)[0x02]<br /> 0x04: After you wake up in the Hideout[0x1F]<br /> 0x08: After you wake up in the Hideout[0x1F]<br /> 0x10: After you wake up in the Hideout[0x1F]<br /> 0x20: Unknown[0x00]<br /> 0x40: After giving Barret the materia tutorial[0x5D]<br /> 0x80: Unknown[0x00]<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D7A<br />z_26[6]
+
| style="background: rgb(255,205,154)" | 0x0D7A<br/>Bank[3/4][214]<br />z_26[6]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: After hide out 1st talk[0x03]<br /> 0x02: After hide out 1st talk[0x03]<br /> 0x04: second part of talk tifa enter in scene[0x07]<br /> 0x08: After you wake up in the Hideout[0x6F]<br /> 0x10: Unknown[0x00]<br /> 0x20: After you wake up in the Hideout[0x6F]<br /> 0x40: After you wake up in the Hideout[0x6F]<br /> 0x80: After you get out the Hideout and talk to tifa [0xEF]<br />
 
Conversations mask, MDS7 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.<br /> Start sector 7 slums [0x00]<br /> 0x01: After hide out 1st talk[0x03]<br /> 0x02: After hide out 1st talk[0x03]<br /> 0x04: second part of talk tifa enter in scene[0x07]<br /> 0x08: After you wake up in the Hideout[0x6F]<br /> 0x10: Unknown[0x00]<br /> 0x20: After you wake up in the Hideout[0x6F]<br /> 0x40: After you wake up in the Hideout[0x6F]<br /> 0x80: After you get out the Hideout and talk to tifa [0xEF]<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D7B<br />z_26[7]
+
| style="background: rgb(255,205,154)" | 0x0D7B<br/>Bank[3/4][215]<br />z_26[7]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Items mask, Training room at sector 5 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Item on floor), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: All materia after taking ether(0x10)<br /> 0x20: Ether chest that falls from ceiling(0x20)<br /> 0x40: <br /> 0x80: <br />
 
Items mask, Training room at sector 5 ([[Bit_numbering|LBS]])(applied when you speak).<br />Bit=0(Item on floor), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: All materia after taking ether(0x10)<br /> 0x20: Ether chest that falls from ceiling(0x20)<br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D7C<br />z_26[8]
+
| style="background: rgb(255,205,154)" | 0x0D7C<br/>Bank[3/4][216]<br />z_26[8]
 
| style="background: rgb(255,163,0)" | 1 byte
 
| style="background: rgb(255,163,0)" | 1 byte
 
| style="background: rgb(255,163,0)" |
 
| style="background: rgb(255,163,0)" |
 
MDS7ST3 event flags.<br />0x01: when everyone start run to hideout.<br /> 0x02: when trainman tells you about war (3 talk).<br /> 0x04: when pair on station agreed with each other.<br /> 0x08: when Jessie, Biggs and Wedge run into train.<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
MDS7ST3 event flags.<br />0x01: when everyone start run to hideout.<br /> 0x02: when trainman tells you about war (3 talk).<br /> 0x04: when pair on station agreed with each other.<br /> 0x08: when Jessie, Biggs and Wedge run into train.<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0D83
+
| style="background: rgb(255,255,204)" | 0x0D83<br/>Bank[3/4][223]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Midgard train flags.<br />0x01: when we talk to Biggs on way to sector 7.<br />0x02: when we talk to Wedge twice on way to sector 7.<br />0x04: when talk to Jessie, before look at map.<br />0x10: this bit is checked on ROOTMAP, though it doesn't use ingame.
 
| style="background: rgb(255,255,204)" | Midgard train flags.<br />0x01: when we talk to Biggs on way to sector 7.<br />0x02: when we talk to Wedge twice on way to sector 7.<br />0x04: when talk to Jessie, before look at map.<br />0x10: this bit is checked on ROOTMAP, though it doesn't use ingame.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D84
+
| style="background: rgb(255,205,154)" | 0x0D84<br/>Bank[3/4][224]
 
| style="background: rgb(255,205,154)" | 32/64 Bytes
 
| style="background: rgb(255,205,154)" | 32/64 Bytes
 
| style="background: rgb(255,205,154)" | z_27 Unknown[0-31] First 32 bytes of 64 (ENDS AT 0x0DC3 32 Bytes into next bank)
 
| style="background: rgb(255,205,154)" | z_27 Unknown[0-31] First 32 bytes of 64 (ENDS AT 0x0DC3 32 Bytes into next bank)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0D90<br />z_27[12]
+
| style="background: rgb(255,205,154)" | 0x0D90<br/>Bank[3/4][236]<br />z_27[12]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
Line 1,229: Line 1,229:
 
! Description
 
! Description
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DA4
+
| style="background: rgb(255,205,154)" | 0x0DA4<br/>Bank[11/12][0]
 
| style="background: rgb(255,205,154)" | 32/64 Bytes
 
| style="background: rgb(255,205,154)" | 32/64 Bytes
 
| style="background: rgb(255,205,154)" | z_27 Unknown[32-63] Last 32 bytes of 64
 
| style="background: rgb(255,205,154)" | z_27 Unknown[32-63] Last 32 bytes of 64
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DA4<br />z_27[32]
+
| style="background: rgb(255,205,154)" | 0x0DA4<br/>Bank[11/12][0]<br />z_27[32]
 
| style="background: rgb(205,230,230)" | 6 bytes
 
| style="background: rgb(205,230,230)" | 6 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race - Chocobo Name ([[FF7/FF_Text|FF Text format]])
 
Chocobo Race - Chocobo Name ([[FF7/FF_Text|FF Text format]])
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DAA<br />z_27[38]
+
| style="background: rgb(255,205,154)" | 0x0DAA<br/>Bank[11/12][6]<br />z_27[38]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G1) - Jockey<br />00: Cloud<br /> 01: Tifa<br /> 02: Cid<br />
 
Chocobo Race(G1) - Jockey<br />00: Cloud<br /> 01: Tifa<br /> 02: Cid<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DAB<br />z_27[39]
+
| style="background: rgb(255,205,154)" | 0x0DAB<br/>Bank[11/12][7]<br />z_27[39]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G1) - Course<br />00: Long course<br /> 01: Short course<br />
 
Chocobo Race(G1) - Course<br />00: Long course<br /> 01: Short course<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DAC<br />z_27[40]
+
| style="background: rgb(255,205,154)" | 0x0DAC<br/>Bank[11/12][8]<br />z_27[40]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G1) - Bet Selection Screen<br />00: Enabled {crcin_1/esto}<br /> 01: Disabled {crcin_2/esto}<br />
 
Chocobo Race(G1) - Bet Selection Screen<br />00: Enabled {crcin_1/esto}<br /> 01: Disabled {crcin_2/esto}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DAD<br />z_27[41]
+
| style="background: rgb(255,205,154)" | 0x0DAD<br/>Bank[11/12][9]<br />z_27[41]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G1) - ???<br />00: All others times but<br /> 01: When you race by talking to ester in {crcin_1/esto}<br />
 
Chocobo Race(G1) - ???<br />00: All others times but<br /> 01: When you race by talking to ester in {crcin_1/esto}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DAE<br />z_27[42]
+
| style="background: rgb(255,205,154)" | 0x0DAE<br/>Bank[11/12][10]<br />z_27[42]
 
| style="background: rgb(205,230,230)" | 2 bytes
 
| style="background: rgb(205,230,230)" | 2 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Sprint Speed<br />Value = 4500 {crcin_2}<br />
 
Chocobo Race(G2) - Sprint Speed<br />Value = 4500 {crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DB0<br />z_27[44]
+
| style="background: rgb(255,205,154)" | 0x0DB0<br/>Bank[11/12][12]<br />z_27[44]
 
| style="background: rgb(205,230,230)" | 2 bytes
 
| style="background: rgb(205,230,230)" | 2 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Speed<br />Value = 3500 {crcin_2}<br />
 
Chocobo Race(G2) - Speed<br />Value = 3500 {crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DB2<br />z_27[46]
+
| style="background: rgb(255,205,154)" | 0x0DB2<br/>Bank[11/12][14]<br />z_27[46]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Acceleration<br />Value = 70 {crcin_2}<br />
 
Chocobo Race(G2) - Acceleration<br />Value = 70 {crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DB3<br />z_27[47]
+
| style="background: rgb(255,205,154)" | 0x0DB3<br/>Bank[11/12][15]<br />z_27[47]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Cooperation<br />Value = 100 {crcin_2}<br />
 
Chocobo Race(G2) - Cooperation<br />Value = 100 {crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DB4<br />z_27[48]
+
| style="background: rgb(255,205,154)" | 0x0DB4<br/>Bank[11/12][16]<br />z_27[48]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Intelligence<br />Value = 100 {crcin_2}<br />
 
Chocobo Race(G2) - Intelligence<br />Value = 100 {crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DB5<br />z_27[49]
+
| style="background: rgb(255,205,154)" | 0x0DB5<br/>Bank[11/12][17]<br />z_27[49]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Type (Yellow, Green, Blue, Black, Gold)<br />Value = 0 {crcin_2}<br />
 
Chocobo Race(G2) - Type (Yellow, Green, Blue, Black, Gold)<br />Value = 0 {crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DB6<br />z_27[50]
+
| style="background: rgb(255,205,154)" | 0x0DB6<br/>Bank[11/12][18]<br />z_27[50]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Personality<br />Value = 0 {crcin_2}<br />
 
Chocobo Race(G2) - Personality<br />Value = 0 {crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DB7<br />z_27[51]
+
| style="background: rgb(255,205,154)" | 0x0DB7<br/>Bank[11/12][19]<br />z_27[51]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - ???<br />05: When you race by talking to ester in {crcin_2/esto}<br /> 07: All others times {crcin_1/esto}<br />
 
Chocobo Race(G2) - ???<br />05: When you race by talking to ester in {crcin_2/esto}<br /> 07: All others times {crcin_1/esto}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DB8<br />z_27[52]
+
| style="background: rgb(255,205,154)" | 0x0DB8<br/>Bank[11/12][20]<br />z_27[52]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - ???<br />Value = 1 (ALWAYS) {crcin_1/crcin_2}<br />
 
Chocobo Race(G2) - ???<br />Value = 1 (ALWAYS) {crcin_1/crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DB9<br />z_27[53]
+
| style="background: rgb(255,205,154)" | 0x0DB9<br/>Bank[11/12][21]<br />z_27[53]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - ???<br />Value = 0 (ALWAYS) {crcin_1/crcin_2}<br />
 
Chocobo Race(G2) - ???<br />Value = 0 (ALWAYS) {crcin_1/crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DBA<br />z_27[54]
+
| style="background: rgb(255,205,154)" | 0x0DBA<br/>Bank[11/12][22]<br />z_27[54]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Joe/TEIOH Chalenge<br />00: No <br /> 01: Yes <br />
 
Chocobo Race(G2) - Joe/TEIOH Chalenge<br />00: No <br /> 01: Yes <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DBB<br />z_27[55]
+
| style="background: rgb(255,205,154)" | 0x0DBB<br/>Bank[11/12][23]<br />z_27[55]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Selected Rank<br />00: Class C<br /> 01: Class B<br /> 02: Class A<br /> 03: Class S<br />
 
Chocobo Race(G2) - Selected Rank<br />00: Class C<br /> 01: Class B<br /> 02: Class A<br /> 03: Class S<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DBC<br />z_27[56]
+
| style="background: rgb(255,205,154)" | 0x0DBC<br/>Bank[11/12][24]<br />z_27[56]
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" | 1 byte
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race - ???<br />Random 0/15{crcin_1/esto}<br /> 0: All others times
 
Chocobo Race - ???<br />Random 0/15{crcin_1/esto}<br /> 0: All others times
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DBD<br />z_27[57]
+
| style="background: rgb(255,205,154)" | 0x0DBD<br/>Bank[11/12][25]<br />z_27[57]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Chocobo Race - Finish Place (0 to 5)<br />Set to 0xFF on the elevator {GLDELEV/dic/s0}<br /> Used only when you must race to get out the desert prision. After winning the race and before exit the map is set to 0xFF and never change again. {crcin/esto/s0}<br />
 
Chocobo Race - Finish Place (0 to 5)<br />Set to 0xFF on the elevator {GLDELEV/dic/s0}<br /> Used only when you must race to get out the desert prision. After winning the race and before exit the map is set to 0xFF and never change again. {crcin/esto/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DBE<br />z_27[58]
+
| style="background: rgb(255,205,154)" | 0x0DBE<br/>Bank[11/12][26]<br />z_27[58]
 
| style="background: rgb(205,230,230)" | 2 bytes
 
| style="background: rgb(205,230,230)" | 2 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G2) - Stamina<br />Value = 6000 {crcin_2}<br />
 
Chocobo Race(G2) - Stamina<br />Value = 6000 {crcin_2}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0DC0<br />z_27[60]
+
| style="background: rgb(255,205,154)" | 0x0DC0<br/>Bank[11/12][28]<br />z_27[60]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race(G1) - Winning Prize<br />00 = 500GP | "Received "Sprint Shoes"<br /> 01 = 300GP | "Received "Counter Attack" Materia!!"<br /> 02 = 500GP | "Received "Magic Counter"<br /> 03 = 300GP | "Received "Precious Watch"!!"<br /> 04 = 500GP | "Received "Cat's Bell"!!"<br /> 05 = 300GP | "Enemy Away" Materia!!"<br /> 06 = 300GP | "Received "Sneak Attack" Materia!!"<br /> 07 = 400GP | "Received "Chocobracelet"!!"<br /> 08 = 30GP | "Received "Ether"!!"<br /> 09 = 200GP | "Received "Elixir"!!"<br /> 10 = 15GP | "Received "Hero Drink"!!"<br /> 11 = 20GP | "Received "Bolt Plume"!!"<br /> 12 = 20GP | "Received "Fire Fang"!!"<br /> 13 = 20GP | "Received "Antarctic Wind"!!"<br /> 14 = 50GP | "Received "Swift Bolt"!!"<br /> 15 = 50GP | "Received "Fire Veil"!!"<br /> 16 = 50GP | "Received "Ice Crystal"!!"<br /> 17 = 300GP | "Received "Megalixir"!!"<br /> 18 = 150GP | "Received "Turbo Ether"!!"<br /> 19 = 5GP | "Received "Potion"!!"<br /> 20 = 10GP | "Received "Phoenix Down"!!"<br /> 21 = 10GP | "Received "Hyper"!!"<br /> 22 = 10GP | "Received "Tranquilizer"!!"<br /> 23 = 15GP | "Received "Hi-Potion"!!"<br /> 255 = If you lost the race (Nothing)
 
Chocobo Race(G1) - Winning Prize<br />00 = 500GP | "Received "Sprint Shoes"<br /> 01 = 300GP | "Received "Counter Attack" Materia!!"<br /> 02 = 500GP | "Received "Magic Counter"<br /> 03 = 300GP | "Received "Precious Watch"!!"<br /> 04 = 500GP | "Received "Cat's Bell"!!"<br /> 05 = 300GP | "Enemy Away" Materia!!"<br /> 06 = 300GP | "Received "Sneak Attack" Materia!!"<br /> 07 = 400GP | "Received "Chocobracelet"!!"<br /> 08 = 30GP | "Received "Ether"!!"<br /> 09 = 200GP | "Received "Elixir"!!"<br /> 10 = 15GP | "Received "Hero Drink"!!"<br /> 11 = 20GP | "Received "Bolt Plume"!!"<br /> 12 = 20GP | "Received "Fire Fang"!!"<br /> 13 = 20GP | "Received "Antarctic Wind"!!"<br /> 14 = 50GP | "Received "Swift Bolt"!!"<br /> 15 = 50GP | "Received "Fire Veil"!!"<br /> 16 = 50GP | "Received "Ice Crystal"!!"<br /> 17 = 300GP | "Received "Megalixir"!!"<br /> 18 = 150GP | "Received "Turbo Ether"!!"<br /> 19 = 5GP | "Received "Potion"!!"<br /> 20 = 10GP | "Received "Phoenix Down"!!"<br /> 21 = 10GP | "Received "Hyper"!!"<br /> 22 = 10GP | "Received "Tranquilizer"!!"<br /> 23 = 15GP | "Received "Hi-Potion"!!"<br /> 255 = If you lost the race (Nothing)
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0DC4
+
| style="background: rgb(255,255,204)" | 0x0DC4<br/>Bank[11/12][32]
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Chocobo slot 1 [See Below for [[#Chocobo_Record|Chocobo Slot format]]]
 
Chocobo slot 1 [See Below for [[#Chocobo_Record|Chocobo Slot format]]]
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0DD4
+
| style="background: rgb(255,255,204)" | 0x0DD4<br/>Bank[11/12][48]
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | Chocobo slot 2
 
| style="background: rgb(255,255,204)" | Chocobo slot 2
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0DE4
+
| style="background: rgb(255,255,204)" | 0x0DE4<br/>Bank[11/12][64]
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | Chocobo slot 3
 
| style="background: rgb(255,255,204)" | Chocobo slot 3
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0DF4
+
| style="background: rgb(255,255,204)" | 0x0DF4<br/>Bank[11/12][80]
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | Chocobo slot 4 [Slot 5 and 6 are located at 0x1084 - 0x10A3]
 
| style="background: rgb(255,255,204)" | Chocobo slot 4 [Slot 5 and 6 are located at 0x1084 - 0x10A3]
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E04
+
| style="background: rgb(255,205,154)" | 0x0E04<br/>Bank[11/12][96]
 
| style="background: rgb(255,205,154)" | 13 Bytes
 
| style="background: rgb(255,205,154)" | 13 Bytes
 
| style="background: rgb(255,205,154)" | z_28 Unknown
 
| style="background: rgb(255,205,154)" | z_28 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E0C<br />z_28[8]
+
| style="background: rgb(255,205,154)" | 0x0E0C<br/>Bank[11/12][104]<br />z_28[8]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Change on Final Battle<br /><br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Final Battle<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Change on Final Battle<br /><br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: Final Battle<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E0E<br />z_28[10]
+
| style="background: rgb(255,205,154)" | 0x0E0E<br/>Bank[11/12][106]<br />z_28[10]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Yuffie Stolen Materia Quest - Disabled party members {YUFY1/YUFI}<br />(Bit mask is set just before stolen materia been restored, to know what chars must be reactivated.)<br /> 0x01: Unused<br /> 0x02: Barret<br /> 0x04: Tifa<br /> 0x08: Red XIII<br /> 0x10: Cait Sith<br /> 0x20: Cid<br /> 0x40: Vincent<br /> 0x80: Aeris<br />
 
Yuffie Stolen Materia Quest - Disabled party members {YUFY1/YUFI}<br />(Bit mask is set just before stolen materia been restored, to know what chars must be reactivated.)<br /> 0x01: Unused<br /> 0x02: Barret<br /> 0x04: Tifa<br /> 0x08: Red XIII<br /> 0x10: Cait Sith<br /> 0x20: Cid<br /> 0x40: Vincent<br /> 0x80: Aeris<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E0F<br />z_28[11]
+
| style="background: rgb(255,205,154)" | 0x0E0F<br/>Bank[11/12][107]<br />z_28[11]
 
| style="background: rgb(205,230,230)" | 2 bytes
 
| style="background: rgb(205,230,230)" | 2 bytes
 
| style="background: rgb(205,230,230)" | G-Bike Minigame Last Score {GAMES_2/dic}
 
| style="background: rgb(205,230,230)" | G-Bike Minigame Last Score {GAMES_2/dic}
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0E11
+
| style="background: rgb(255,255,204)" | 0x0E11<br/>Bank[11/12][109]
 
| style="background: rgb(255,255,204)" | 2 Bytes
 
| style="background: rgb(255,255,204)" | 2 Bytes
 
| style="background: rgb(255,255,204)" | G-Bike Minigame High Score
 
| style="background: rgb(255,255,204)" | G-Bike Minigame High Score
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E13
+
| style="background: rgb(255,205,154)" | 0x0E13<br/>Bank[11/12][111]
 
| style="background: rgb(255,205,154)" | 1 Byte
 
| style="background: rgb(255,205,154)" | 1 Byte
 
| style="background: rgb(255,205,154)" | UnSaved Snowboard Mini Game Temp Var.
 
| style="background: rgb(255,205,154)" | UnSaved Snowboard Mini Game Temp Var.
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0E14
+
| style="background: rgb(255,255,204)" | 0x0E14<br/>Bank[11/12][112]
 
| style="background: rgb(255,255,204)" | 4 Bytes
 
| style="background: rgb(255,255,204)" | 4 Bytes
 
| style="background: rgb(255,255,204)" | Fastest Time For Snowboard Beginner Course. Format: MMSSTTT0 90 27 36 02 in the file is a time of 2'36"279 (value is 32bit int so will become 02362790 when read )
 
| style="background: rgb(255,255,204)" | Fastest Time For Snowboard Beginner Course. Format: MMSSTTT0 90 27 36 02 in the file is a time of 2'36"279 (value is 32bit int so will become 02362790 when read )
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0E18
+
| style="background: rgb(255,255,204)" | 0x0E18<br/>Bank[11/12][116]
 
| style="background: rgb(255,255,204)" | 4 Bytes
 
| style="background: rgb(255,255,204)" | 4 Bytes
 
| style="background: rgb(255,255,204)" | Fastest Time For Snowboard Expert Course. See Beginner Course for more info
 
| style="background: rgb(255,255,204)" | Fastest Time For Snowboard Expert Course. See Beginner Course for more info
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0E1C
+
| style="background: rgb(255,255,204)" | 0x0E1C<br/>Bank[11/12][120]
 
| style="background: rgb(255,255,204)" | 4 Bytes
 
| style="background: rgb(255,255,204)" | 4 Bytes
 
| style="background: rgb(255,255,204)" | Fastest Time For Snowboard Crazy Course. See Beginner Course for more info
 
| style="background: rgb(255,255,204)" | Fastest Time For Snowboard Crazy Course. See Beginner Course for more info
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0E20
+
| style="background: rgb(255,255,204)" | 0x0E20<br/>Bank[11/12][124]
 
| style="background: rgb(255,255,204)" | 1 Byte
 
| style="background: rgb(255,255,204)" | 1 Byte
 
| style="background: rgb(255,255,204)" | HighScore For Snowboard Beginner Course
 
| style="background: rgb(255,255,204)" | HighScore For Snowboard Beginner Course
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0E21
+
| style="background: rgb(255,255,204)" | 0x0E21<br/>Bank[11/12][125]
 
| style="background: rgb(255,255,204)" | 1 Byte
 
| style="background: rgb(255,255,204)" | 1 Byte
 
| style="background: rgb(255,255,204)" | HighScore For Snowboard Expert Course
 
| style="background: rgb(255,255,204)" | HighScore For Snowboard Expert Course
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0E22
+
| style="background: rgb(255,255,204)" | 0x0E22<br/>Bank[11/12][126]
 
| style="background: rgb(255,255,204)" | 1 Byte
 
| style="background: rgb(255,255,204)" | 1 Byte
 
| style="background: rgb(255,255,204)" | HighScore For Snowboard Crazy Course
 
| style="background: rgb(255,255,204)" | HighScore For Snowboard Crazy Course
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E23
+
| style="background: rgb(255,205,154)" | 0x0E23<br/>Bank[11/12][127]
 
| style="background: rgb(255,205,154)" | 1 Byte
 
| style="background: rgb(255,205,154)" | 1 Byte
 
| style="background: rgb(255,205,154)" | UnSaved Snowboard Mini Game Temp Var
 
| style="background: rgb(255,205,154)" | UnSaved Snowboard Mini Game Temp Var
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0E24
+
| style="background: rgb(255,255,204)" | 0x0E24<br/>Bank[11/12][128]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2nd rank at RollerCoaster Shooter
 
| style="background: rgb(255,255,204)" | 2nd rank at RollerCoaster Shooter
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0E26
+
| style="background: rgb(255,255,204)" | 0x0E26<br/>Bank[11/12][130]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 3rd rank at RollerCoaster Shooter
 
| style="background: rgb(255,255,204)" | 3rd rank at RollerCoaster Shooter
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E28
+
| style="background: rgb(255,205,154)" | 0x0E28<br/>Bank[11/12][132]
 
| style="background: rgb(255,205,154)" | 17 Bytes
 
| style="background: rgb(255,205,154)" | 17 Bytes
 
| style="background: rgb(255,205,154)" | z_29 Unknown
 
| style="background: rgb(255,205,154)" | z_29 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E28<br />z_29[0]
+
| style="background: rgb(255,205,154)" | 0x0E28<br/>Bank[11/12][132]<br />z_29[0]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Mythril Side Quest/Chocobo Sage Side Quest<br />0x01: Talked to the Weapon Seller about the Keystone, Temple of the Ancients, DIO, etc {zz2/m/s4}<br /> 0x02: Chocobo Sage when he finish all remembering stuff {zz3/dic/s0}<br /> 0x04: Unused<br /> 0x08: Old man: "Large Materia needs high level Materia." {zz1/m1/s1}<br /> 0x10: Mythril given to the Weapon Seller {zz2/m/s1}<br /> 0x20: Chocobo Sage if you ask him "What about that Chocobo?" {zz3/m1/s1}<br /> 0x40: Chocobo Sage every time he remember something new about Chocobos is set to 1, and when you tell that back to Chole reset to 0. {zz3/m1/s1}{FRCYO/kodomo/s1}<br /> 0x80: First time you talk to Chole after meeting Chocobo Sage {FRCYO/kodomo/s1}<br />
 
Mythril Side Quest/Chocobo Sage Side Quest<br />0x01: Talked to the Weapon Seller about the Keystone, Temple of the Ancients, DIO, etc {zz2/m/s4}<br /> 0x02: Chocobo Sage when he finish all remembering stuff {zz3/dic/s0}<br /> 0x04: Unused<br /> 0x08: Old man: "Large Materia needs high level Materia." {zz1/m1/s1}<br /> 0x10: Mythril given to the Weapon Seller {zz2/m/s1}<br /> 0x20: Chocobo Sage if you ask him "What about that Chocobo?" {zz3/m1/s1}<br /> 0x40: Chocobo Sage every time he remember something new about Chocobos is set to 1, and when you tell that back to Chole reset to 0. {zz3/m1/s1}{FRCYO/kodomo/s1}<br /> 0x80: First time you talk to Chole after meeting Chocobo Sage {FRCYO/kodomo/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E29<br />z_29[1]
+
| style="background: rgb(255,205,154)" | 0x0E29<br/>Bank[11/12][133]<br />z_29[1]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Chocobo Sage Side Quest - Progression Variable 01: First time you talk to Chocobo Sage<br /> 02,03,04: About Blue/Green Chocobo<br /> 05: About Black Chocobo<br /> 06,07,08: About Gold Chocobo<br /> 09,10: About Zeio Nuts
 
Chocobo Sage Side Quest - Progression Variable 01: First time you talk to Chocobo Sage<br /> 02,03,04: About Blue/Green Chocobo<br /> 05: About Black Chocobo<br /> 06,07,08: About Gold Chocobo<br /> 09,10: About Zeio Nuts
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E2A<br />z_29[2]
+
| style="background: rgb(255,205,154)" | 0x0E2A<br/>Bank[11/12][134]<br />z_29[2]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | Number of battles to reach in order to unlock the next part of the Chocobo breeding tutorial
 
| style="background: rgb(255,255,204)" | Number of battles to reach in order to unlock the next part of the Chocobo breeding tutorial
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E2C<br />z_29[4]
+
| style="background: rgb(255,205,154)" | 0x0E2C<br/>Bank[11/12][136]<br />z_29[4]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | Chocobo Sage Side Quest - Part of the random number of battles formula<br />
 
| style="background: rgb(205,230,230)" | Chocobo Sage Side Quest - Part of the random number of battles formula<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E2D<br />z_29[5]
+
| style="background: rgb(255,205,154)" | 0x0E2D<br/>Bank[11/12][137]<br />z_29[5]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | Unused?<br />
 
| style="background: rgb(205,230,230)" | Unused?<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E2E<br />z_29[6]
+
| style="background: rgb(255,205,154)" | 0x0E2E<br/>Bank[11/12][138]<br />z_29[6]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Chocobo Race / Others<br />0x01: Set to 1 the first time you talk to Ester to race and Ride your own Chocobo {crcin_1/esto/s1}<br /> 0x02: Set to 1 just before Chocobo Race Engine be launched {crcin_1/esto/s1}<br /> Set to 0 when you receive the price or lose. {crcin_1/dic/s0}<br /> 0x04: Set to 1 just before your first time race (Ester say "Yeahh but jockeys can't buy tickets.")<br /> Then after been activated the next races (she say: "Good Luck! Take care!") {crcin_1/esto/s1}<br /> 0x08: After beating Mog's House and receive 30GP from the guy {GAMES_2/kabe/s1}<br /> 0x10: If you win 9 races to enter Rank S {crcin_1/esto/s1}<br /> 0x20: If you win 19 races with the same chocobo to receive Sprint Shoes, Cat's Bell, Precious Watch, Chocobracelet, and Counter Attack Materia. {crcin_1/esto/s1}<br /> 0x40: <br /> 0x80: <br />
 
Chocobo Race / Others<br />0x01: Set to 1 the first time you talk to Ester to race and Ride your own Chocobo {crcin_1/esto/s1}<br /> 0x02: Set to 1 just before Chocobo Race Engine be launched {crcin_1/esto/s1}<br /> Set to 0 when you receive the price or lose. {crcin_1/dic/s0}<br /> 0x04: Set to 1 just before your first time race (Ester say "Yeahh but jockeys can't buy tickets.")<br /> Then after been activated the next races (she say: "Good Luck! Take care!") {crcin_1/esto/s1}<br /> 0x08: After beating Mog's House and receive 30GP from the guy {GAMES_2/kabe/s1}<br /> 0x10: If you win 9 races to enter Rank S {crcin_1/esto/s1}<br /> 0x20: If you win 19 races with the same chocobo to receive Sprint Shoes, Cat's Bell, Precious Watch, Chocobracelet, and Counter Attack Materia. {crcin_1/esto/s1}<br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E2F<br />z_29[7]
+
| style="background: rgb(255,205,154)" | 0x0E2F<br/>Bank[11/12][139]<br />z_29[7]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | Chocobo Race - Selected Chocobo Stable Position (0 to 5)<br />
 
| style="background: rgb(205,230,230)" | Chocobo Race - Selected Chocobo Stable Position (0 to 5)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E30<br />z_29[8]
+
| style="background: rgb(255,205,154)" | 0x0E30<br/>Bank[11/12][140]<br />z_29[8]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | Unused?<br />
 
| style="background: rgb(205,230,230)" | Unused?<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E2E<br />z_29[6]
+
| style="background: rgb(255,205,154)" | 0x0E2E<br/>Bank[11/12][138]<br />z_29[6]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Northern Cave<br />0x01: Bottom of Northern Cave talk {las4_0/dic/s0}<br /> 0x02: Set to 1 when you enter the map "las3_3" comming from map "las4_1" {las3_3/dic/s0}<br />
 
Northern Cave<br />0x01: Bottom of Northern Cave talk {las4_0/dic/s0}<br /> 0x02: Set to 1 when you enter the map "las3_3" comming from map "las4_1" {las3_3/dic/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E2F<br />z_29[7]
+
| style="background: rgb(255,205,154)" | 0x0E2F<br/>Bank[11/12][139]<br />z_29[7]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Northern Cave<br />0x01: Bottom of Northern Cave talk {las4_0/dic/s0}<br /> 0x02: Set to 1 when you enter the map "las3_3" comming from map "las4_1" {las3_3/dic/s0}<br />
 
Northern Cave<br />0x01: Bottom of Northern Cave talk {las4_0/dic/s0}<br /> 0x02: Set to 1 when you enter the map "las3_3" comming from map "las4_1" {las3_3/dic/s0}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E30<br />z_29[8]
+
| style="background: rgb(255,205,154)" | 0x0E30<br/>Bank[11/12][140]<br />z_29[8]
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" | 1 bytes
 
| style="background: rgb(205,230,230)" |
 
| style="background: rgb(205,230,230)" |
 
Northern Cave - Received items from party in the last talk<br />0x01: Barret {las4_0/ballet/s1}<br /> 0x02: Tifa {las4_0/tifa/s1}<br /> 0x04: RedXIII {las4_0/red/s1}<br /> 0x08: Cid {las4_0/cid/s1}<br /> 0x10: Cait Sith {las4_0/cait/s1}<br /> 0x20: Yuffi {las4_0/yufi/s1}<br /> 0x40: Vincent {las4_0/vincent/s1}<br /> 0x80: <br />
 
Northern Cave - Received items from party in the last talk<br />0x01: Barret {las4_0/ballet/s1}<br /> 0x02: Tifa {las4_0/tifa/s1}<br /> 0x04: RedXIII {las4_0/red/s1}<br /> 0x08: Cid {las4_0/cid/s1}<br /> 0x10: Cait Sith {las4_0/cait/s1}<br /> 0x20: Yuffi {las4_0/yufi/s1}<br /> 0x40: Vincent {las4_0/vincent/s1}<br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E33<br />z_29[11]
+
| style="background: rgb(255,205,154)" | 0x0E33<br/>Bank[11/12][143]<br />z_29[11]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Lucrecia's Cave sidequest Progression Variable
 
| style="background: rgb(255,255,204)" | Lucrecia's Cave sidequest Progression Variable
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E35<br />z_29[13]
+
| style="background: rgb(255,205,154)" | 0x0E35<br/>Bank[11/12][145]<br />z_29[13]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | Lucrecia's Cave sidequest:<br />Number of battles to get past in order to unlock Chaos &amp; Death Penalty
 
| style="background: rgb(255,255,204)" | Lucrecia's Cave sidequest:<br />Number of battles to get past in order to unlock Chaos &amp; Death Penalty
 
|-
 
|-
| 0x0E39
+
| 0x0E39<br/>Bank[11/12][149]
 
| 2 bytes
 
| 2 bytes
 
| 1st rank at RollerCoaster Shooter
 
| 1st rank at RollerCoaster Shooter
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0E3C
+
| style="background: rgb(255,205,154)" | 0x0E3C<br/>Bank[11/12][152]
 
| style="background: rgb(255,205,154)" | 105 Bytes
 
| style="background: rgb(255,205,154)" | 105 Bytes
 
| style="background: rgb(255,205,154)" | z_30 Unknown
 
| style="background: rgb(255,205,154)" | z_30 Unknown
Line 1,497: Line 1,497:
 
! Description
 
! Description
 
|-
 
|-
| 0x0EA4
+
| 0x0EA4<br/>Bank[13/14][0]
 
| 1 byte
 
| 1 byte
 
| Which game-play Disc is needed
 
| Which game-play Disc is needed
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EA5
+
| style="background: rgb(255,205,154)" | 0x0EA5<br/>Bank[13/14][1]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
z_31 Tifa's House 0x01: Final Heaven {niv_ti2/piano/s1}<br /> 0x02: Cloud played the piano in the flashback {niv_ti2/molody/s2}<br /> 0x04: Elemental Materia {niv_ti2/piano/s1}<br />
 
z_31 Tifa's House 0x01: Final Heaven {niv_ti2/piano/s1}<br /> 0x02: Cloud played the piano in the flashback {niv_ti2/molody/s2}<br /> 0x04: Elemental Materia {niv_ti2/piano/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EA6
+
| style="background: rgb(255,205,154)" | 0x0EA6<br/>Bank[13/14][2]
 
| style="background: rgb(255,205,154)" | 1 Byte
 
| style="background: rgb(255,205,154)" | 1 Byte
 
| style="background: rgb(255,205,154)" | Start Of Bombing Mission (0x14=Yes, 0x56=No)<br />Northern Cave - Progress (TODO: more info) 0x94
 
| style="background: rgb(255,205,154)" | Start Of Bombing Mission (0x14=Yes, 0x56=No)<br />Northern Cave - Progress (TODO: more info) 0x94
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EA7
+
| style="background: rgb(255,205,154)" | 0x0EA7<br/>Bank[13/14][3]
 
| style="background: rgb(255,205,154)" | 3 bytes
 
| style="background: rgb(255,205,154)" | 3 bytes
 
| style="background: rgb(255,205,154)" | z_32 Unknown
 
| style="background: rgb(255,205,154)" | z_32 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EA7<br />z_32[0]
+
| style="background: rgb(255,205,154)" | 0x0EA7<br/>Bank[13/14][3]<br />z_32[0]
 
| style="background: rgb(255,205,154)" | 1 bytes
 
| style="background: rgb(255,205,154)" | 1 bytes
 
| style="background: rgb(255,205,154)" | Northern Cave - Progress (TODO: more info)
 
| style="background: rgb(255,205,154)" | Northern Cave - Progress (TODO: more info)
 
|-
 
|-
| 0x0EAA
+
| 0x0EAA<br/>Bank[13/14][6]
 
| 2 Bytes
 
| 2 Bytes
 
| Step counter. Used in great glacier to count the steps until passing out and resetted whenever you enter it. Value to pass out = 544
 
| Step counter. Used in great glacier to count the steps until passing out and resetted whenever you enter it. Value to pass out = 544
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EAC
+
| style="background: rgb(255,205,154)" | 0x0EAC<br/>Bank[13/14][8]
 
| style="background: rgb(255,205,154)" | 22 bytes
 
| style="background: rgb(255,205,154)" | 22 bytes
 
| style="background: rgb(255,205,154)" | z_33 Unknown
 
| style="background: rgb(255,205,154)" | z_33 Unknown
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0EC2
+
| style="background: rgb(255,255,204)" | 0x0EC2<br/>Bank[13/14][30]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Field pointers mask (hand over party leader's head + red and green arrows)<br />0x00: Inactive<br />0x02: Active
 
| style="background: rgb(255,255,204)" | Field pointers mask (hand over party leader's head + red and green arrows)<br />0x00: Inactive<br />0x02: Active
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EC3
+
| style="background: rgb(255,205,154)" | 0x0EC3<br/>Bank[13/14][31]
 
| style="background: rgb(255,205,154)" | 1 byte
 
| style="background: rgb(255,205,154)" | 1 byte
 
| style="background: rgb(255,205,154)" | z_34 Unknown. <del>If you have max materias in your equipment it is set to non-zero (needs to be confirmed)</del> FALSE! (By Ss4).
 
| style="background: rgb(255,205,154)" | z_34 Unknown. <del>If you have max materias in your equipment it is set to non-zero (needs to be confirmed)</del> FALSE! (By Ss4).
 
|-
 
|-
| 0x0EC4
+
| 0x0EC4<br/>Bank[13/14][32]
 
| 6 bytes
 
| 6 bytes
 
|
 
|
 
Name of Chocobo 1 ([[FF7/FF_Text|FF Text format]])
 
Name of Chocobo 1 ([[FF7/FF_Text|FF Text format]])
 
|-
 
|-
| 0x0ECA
+
| 0x0ECA<br/>Bank[13/14][38]
 
| 6 bytes
 
| 6 bytes
 
|
 
|
 
Name of Chocobo 2 ([[FF7/FF_Text|FF Text format]])
 
Name of Chocobo 2 ([[FF7/FF_Text|FF Text format]])
 
|-
 
|-
| 0x0ED0
+
| 0x0ED0<br/>Bank[13/14][44]
 
| 6 bytes
 
| 6 bytes
 
|
 
|
 
Name of Chocobo 3 ([[FF7/FF_Text|FF Text format]])
 
Name of Chocobo 3 ([[FF7/FF_Text|FF Text format]])
 
|-
 
|-
| 0x0ED6
+
| 0x0ED6<br/>Bank[13/14][50]
 
| 6 bytes
 
| 6 bytes
 
|
 
|
 
Name of Chocobo 4 ([[FF7/FF_Text|FF Text format]])
 
Name of Chocobo 4 ([[FF7/FF_Text|FF Text format]])
 
|-
 
|-
| 0x0EDC
+
| 0x0EDC<br/>Bank[13/14][56]
 
| 6 bytes
 
| 6 bytes
 
|
 
|
 
Name of Chocobo 5 ([[FF7/FF_Text|FF Text format]])
 
Name of Chocobo 5 ([[FF7/FF_Text|FF Text format]])
 
|-
 
|-
| 0x0EE2
+
| 0x0EE2<br/>Bank[13/14][62]
 
| 6 bytes
 
| 6 bytes
 
|
 
|
 
Name of Chocobo 6 ([[FF7/FF_Text|FF Text format]])
 
Name of Chocobo 6 ([[FF7/FF_Text|FF Text format]])
 
|-
 
|-
| 0x0EE8
+
| 0x0EE8<br/>Bank[13/14][68]
 
| 2 bytes
 
| 2 bytes
 
| Stamina of Chocobo 1
 
| Stamina of Chocobo 1
 
|-
 
|-
| 0x0EEA
+
| 0x0EEA<br/>Bank[13/14][70]
 
| 2 bytes
 
| 2 bytes
 
| Stamina of Chocobo 2
 
| Stamina of Chocobo 2
 
|-
 
|-
| 0x0EEC
+
| 0x0EEC<br/>Bank[13/14][72]
 
| 2 bytes
 
| 2 bytes
 
| Stamina of Chocobo 3
 
| Stamina of Chocobo 3
 
|-
 
|-
| 0x0EEE
+
| 0x0EEE<br/>Bank[13/14][74]
 
| 2 bytes
 
| 2 bytes
 
| Stamina of Chocobo 4
 
| Stamina of Chocobo 4
 
|-
 
|-
| 0x0EF0
+
| 0x0EF0<br/>Bank[13/14][76]
 
| 2 bytes
 
| 2 bytes
 
| Stamina of Chocobo 5
 
| Stamina of Chocobo 5
 
|-
 
|-
| 0x0EF2
+
| 0x0EF2<br/>Bank[13/14][78]
 
| 2 bytes
 
| 2 bytes
 
| Stamina of Chocobo 6
 
| Stamina of Chocobo 6
 
|-
 
|-
| 0x0EF4
+
| 0x0EF4<br/>Bank[13/14][80]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Vincent Regularly/Change Submarine Color. (Bit-mask)<br />0x01: <br /> 0x02: <br /> 0x04: Vincent Regulary. Has the character entered the party regularly? Byte value (Yes:[0xFF]; No:[0xFB])(NEEDS TO BE CHECKED)<br /> 0x08: Gray Submarine (bit = 1)/ Red Submarine (bit = 0) (Liked with 0x0EF6[2])<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Vincent Regularly/Change Submarine Color. (Bit-mask)<br />0x01: <br /> 0x02: <br /> 0x04: Vincent Regulary. Has the character entered the party regularly? Byte value (Yes:[0xFF]; No:[0xFB])(NEEDS TO BE CHECKED)<br /> 0x08: Gray Submarine (bit = 1)/ Red Submarine (bit = 0) (Liked with 0x0EF6[2])<br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EF5
+
| style="background: rgb(255,205,154)" | 0x0EF5<br/>Bank[13/14][81]
 
| style="background: rgb(255,205,154)" | 23 bytes
 
| style="background: rgb(255,205,154)" | 23 bytes
 
| style="background: rgb(255,205,154)" | z_35 Unknown
 
| style="background: rgb(255,205,154)" | z_35 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EF6<br />z_35[1]
+
| style="background: rgb(255,205,154)" | 0x0EF6<br/>Bank[13/14][82]<br />z_35[1]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Vehicle Submarine<br />0x01: <br /> 0x02: <br /> 0x04: Grey Submarine Ignored / Red Submarine bit = 1 (Linked with 0x0EF4[3])<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Vehicle Submarine<br />0x01: <br /> 0x02: <br /> 0x04: Grey Submarine Ignored / Red Submarine bit = 1 (Linked with 0x0EF4[3])<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EFD<br />z_35[8]
+
| style="background: rgb(255,205,154)" | 0x0EFD<br/>Bank[13/14][89]<br />z_35[8]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Northern Cave - Yuffie Split up path
 
| style="background: rgb(255,255,204)" | Northern Cave - Yuffie Split up path
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0EFF<br />z_35[10]
+
| style="background: rgb(255,205,154)" | 0x0EFF<br/>Bank[13/14][91]<br />z_35[10]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Save flag.<br />0x02: set when we in save (menu or point? please check) and unset when out<br /> Other byte values: 0x10, 0x12, 0x51
 
Save flag.<br />0x02: set when we in save (menu or point? please check) and unset when out<br /> Other byte values: 0x10, 0x12, 0x51
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F04<br />z_35[22]
+
| style="background: rgb(255,205,154)" | 0x0F04<br/>Bank[13/14][96]<br />z_35[22]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Northern Cave - Progress (TODO: more info)
 
| style="background: rgb(255,255,204)" | Northern Cave - Progress (TODO: more info)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F05<br />z_35[23]
+
| style="background: rgb(255,205,154)" | 0x0F05<br/>Bank[13/14][97]<br />z_35[23]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Northern Cave - Progress (TODO: more info)
 
| style="background: rgb(255,255,204)" | Northern Cave - Progress (TODO: more info)
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F0C
+
| style="background: rgb(255,255,204)" | 0x0F0C<br/>Bank[13/14][104]
 
| style="background: rgb(255,255,204)" | 24 bytes
 
| style="background: rgb(255,255,204)" | 24 bytes
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Name of location ([[FF7/FF_Text|FF Text format]])
 
Name of location ([[FF7/FF_Text|FF Text format]])
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F24
+
| style="background: rgb(255,205,154)" | 0x0F24<br/>Bank[13/14][128]
 
| style="background: rgb(255,205,154)" | 5 bytes
 
| style="background: rgb(255,205,154)" | 5 bytes
 
| style="background: rgb(255,205,154)" | z_36 Unknown
 
| style="background: rgb(255,205,154)" | z_36 Unknown
 
|-
 
|-
| 0x0F29
+
| 0x0F29<br/>Bank[13/14][133]
 
| 1 bytes
 
| 1 bytes
 
| Save on the world map - Tutorial seen (To be Checked)<br />0x3B: Seen<br />0x33: Not Seen
 
| Save on the world map - Tutorial seen (To be Checked)<br />0x3B: Seen<br />0x33: Not Seen
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F2A
+
| style="background: rgb(255,205,154)" | 0x0F2A<br/>Bank[13/14][134]
 
| style="background: rgb(255,205,154)" | 50 bytes
 
| style="background: rgb(255,205,154)" | 50 bytes
 
| style="background: rgb(255,205,154)" | z_37 Unknown
 
| style="background: rgb(255,205,154)" | z_37 Unknown
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F2A<br />z_37[0]
+
| style="background: rgb(255,205,154)" | 0x0F2A<br/>Bank[13/14][134]<br />z_37[0]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Needs more research. 0x01: <br /> 0x02: <br /> 0x04: Red Submarine Tutorial<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80:
 
Needs more research. 0x01: <br /> 0x02: <br /> 0x04: Red Submarine Tutorial<br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80:
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F2B<br />z_37[1]
+
| style="background: rgb(255,205,154)" | 0x0F2B<br/>Bank[13/14][135]<br />z_37[1]
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | 1 bytes
| style="background: rgb(255,255,204)" | 0x20: World map Ruby Weapon form. bit=0: Small Form (before first encounter). bit=1: Big Form (after first encounter).
+
| style="background: rgb(255,255,204)" | 0x20<br/>Bank[13/14][-3716]: World map Ruby Weapon form. bit=0: Small Form (before first encounter). bit=1: Big Form (after first encounter).
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F3A<br />z_37[16]
+
| style="background: rgb(255,205,154)" | 0x0F3A<br/>Bank[13/14][150]<br />z_37[16]
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | Rand number between 0,1,2. Is set when you change field map. ex: enter a town.
 
| style="background: rgb(255,255,204)" | Rand number between 0,1,2. Is set when you change field map. ex: enter a town.
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F5C
+
| style="background: rgb(255,255,204)" | 0x0F5C<br/>Bank[13/14][184]
 
| style="background: rgb(255,255,204)" | 3 bytes
 
| style="background: rgb(255,255,204)" | 3 bytes
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Party leader's coordinates on world map:<br /> Party leader X position on the world map (X coord). Value from 0 up to 295000<br />000000: 0x000000<br /> 065535: 0xFFFF00 | 065536: 0x000001<br /> 131071: 0xFFFF01 | 131072: 0x000002<br /> 196607: 0xFFFF02 | 196608: 0x000003<br /> 262143: 0xFFFF03 | 262144: 0x000004<br /> 295000: 0x588004
 
Party leader's coordinates on world map:<br /> Party leader X position on the world map (X coord). Value from 0 up to 295000<br />000000: 0x000000<br /> 065535: 0xFFFF00 | 065536: 0x000001<br /> 131071: 0xFFFF01 | 131072: 0x000002<br /> 196607: 0xFFFF02 | 196608: 0x000003<br /> 262143: 0xFFFF03 | 262144: 0x000004<br /> 295000: 0x588004
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F5F
+
| style="background: rgb(255,255,204)" | 0x0F5F<br/>Bank[13/14][187]
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | Party leader viewing direction angle on the world map. Value from 0 up to 255 to cover 0 - 359°<br />
 
| style="background: rgb(255,255,204)" | Party leader viewing direction angle on the world map. Value from 0 up to 255 to cover 0 - 359°<br />
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F60
+
| style="background: rgb(255,255,204)" | 0x0F60<br/>Bank[13/14][188]
 
| style="background: rgb(255,255,204)" | 3 bytes
 
| style="background: rgb(255,255,204)" | 3 bytes
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Party leader Y position on the world map (Y coord). Value from 1 up to 230000<br />000001: 0x01003C<br /> 065535: 0xFFFF3C | 065536: 0x00003D<br /> 131071: 0xFFFF3D | 131072: 0x00003E<br /> 196607: 0xFFFF3E | 196608: 0x00003F<br /> 230000: 0x70823F
 
Party leader Y position on the world map (Y coord). Value from 1 up to 230000<br />000001: 0x01003C<br /> 065535: 0xFFFF3C | 065536: 0x00003D<br /> 131071: 0xFFFF3D | 131072: 0x00003E<br /> 196607: 0xFFFF3E | 196608: 0x00003F<br /> 230000: 0x70823F
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F63
+
| style="background: rgb(255,255,204)" | 0x0F63<br/>Bank[13/14][191]
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | Party leader Z altitude on the world map (Z coord). Input value from -128 up to 127 are allowed (0 = Mean Sea Level)
 
| style="background: rgb(255,255,204)" | Party leader Z altitude on the world map (Z coord). Input value from -128 up to 127 are allowed (0 = Mean Sea Level)
 
|-
 
|-
| 0x0F64
+
| 0x0F64<br/>Bank[13/14][192]
 
| 8 bytes
 
| 8 bytes
 
| Caught Wild Chocobo's coordinates on world map
 
| Caught Wild Chocobo's coordinates on world map
 
|-
 
|-
| 0x0F6C
+
| 0x0F6C<br/>Bank[13/14][200]
 
| 8 bytes
 
| 8 bytes
 
| Tiny Bronco/Chocobo's coordinates on world map
 
| Tiny Bronco/Chocobo's coordinates on world map
 
|-
 
|-
| 0x0F74
+
| 0x0F74<br/>Bank[13/14][208]
 
| 8 bytes
 
| 8 bytes
 
| Buggy/Highwind's coordinates on world map
 
| Buggy/Highwind's coordinates on world map
 
|-
 
|-
| 0x0F7C
+
| 0x0F7C<br/>Bank[13/14][216]
 
| 8 bytes
 
| 8 bytes
 
| Submarine/???'s coordinates on world map
 
| Submarine/???'s coordinates on world map
 
|-
 
|-
| 0x0F84
+
| 0x0F84<br/>Bank[13/14][224]
 
| 8 bytes
 
| 8 bytes
 
| Diamond=&gt;Ultimate=&gt;Ruby Weapon's coordinates on world map (ruby is bound To the desert)
 
| Diamond=&gt;Ultimate=&gt;Ruby Weapon's coordinates on world map (ruby is bound To the desert)
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F8C
+
| style="background: rgb(255,255,204)" | 0x0F8C<br/>Bank[13/14][232]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 1<sup>st</sup> Snow Pole X Coordinate.
 
| style="background: rgb(255,255,204)" | 1<sup>st</sup> Snow Pole X Coordinate.
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F8E
+
| style="background: rgb(255,255,204)" | 0x0F8E<br/>Bank[13/14][234]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 1<sup>st</sup> Snow Pole Y Coordinate.
 
| style="background: rgb(255,255,204)" | 1<sup>st</sup> Snow Pole Y Coordinate.
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F90
+
| style="background: rgb(255,255,204)" | 0x0F90<br/>Bank[13/14][236]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2<sup>nd</sup> Snow Pole X Coordinate.
 
| style="background: rgb(255,255,204)" | 2<sup>nd</sup> Snow Pole X Coordinate.
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F92
+
| style="background: rgb(255,255,204)" | 0x0F92<br/>Bank[13/14][238]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2<sup>nd</sup> Snow Pole Y Coordinate.
 
| style="background: rgb(255,255,204)" | 2<sup>nd</sup> Snow Pole Y Coordinate.
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F94
+
| style="background: rgb(255,255,204)" | 0x0F94<br/>Bank[13/14][240]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 3<sup>ed</sup> Snow Pole X Coordinate.
 
| style="background: rgb(255,255,204)" | 3<sup>ed</sup> Snow Pole X Coordinate.
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x0F96
+
| style="background: rgb(255,255,204)" | 0x0F96<br/>Bank[13/14][242]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 3<sup>ed</sup> Snow Pole Y Coordinate.
 
| style="background: rgb(255,255,204)" | 3<sup>ed</sup> Snow Pole Y Coordinate.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F98
+
| style="background: rgb(255,205,154)" | 0x0F98<br/>Bank[13/14][244]
 
| style="background: rgb(255,205,154)" | 12/236 bytes
 
| style="background: rgb(255,205,154)" | 12/236 bytes
 
| style="background: rgb(255,205,154)" | z_38 Unknown[0-11] First 12 bytes of 236 (ENDS AT 0x1083 224 Bytes into next bank)
 
| style="background: rgb(255,205,154)" | z_38 Unknown[0-11] First 12 bytes of 236 (ENDS AT 0x1083 224 Bytes into next bank)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F9C<br />z_38[4]
+
| style="background: rgb(255,205,154)" | 0x0F9C<br/>Bank[13/14][248]<br />z_38[4]
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | Angle of the world. The viewing direction of the camera onto the world map. For top-view (ca. 45°) this value should be 0.
 
| style="background: rgb(255,255,204)" | Angle of the world. The viewing direction of the camera onto the world map. For top-view (ca. 45°) this value should be 0.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F9D<br />z_38[5]
+
| style="background: rgb(255,205,154)" | 0x0F9D<br/>Bank[13/14][249]<br />z_38[5]
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | Top-view (ca. 45°). Determines the camera's position.
 
| style="background: rgb(255,255,204)" | Top-view (ca. 45°). Determines the camera's position.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F9C<br />z_38[4]
+
| style="background: rgb(255,205,154)" | 0x0F9C<br/>Bank[13/14][248]<br />z_38[4]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Camera angle and rotation of normal world map.<br />00 00 - FF 0F: Map rotation angle. xx yx: if y &gt; 0, y will be changed to 0. (Source: Asa. Data Collision)
 
Camera angle and rotation of normal world map.<br />00 00 - FF 0F: Map rotation angle. xx yx: if y &gt; 0, y will be changed to 0. (Source: Asa. Data Collision)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0F9F<br />z_38[6]
+
| style="background: rgb(255,205,154)" | 0x0F9F<br/>Bank[13/14][251]<br />z_38[6]
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" | 2 bytes
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Snow Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )<br />00: 1st pole address<br /> 01: 2nd pole address<br /> 02: 3rd pole address
 
Snow Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )<br />00: 1st pole address<br /> 01: 2nd pole address<br /> 02: 3rd pole address
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FA0<br />z_38[8]
+
| style="background: rgb(255,205,154)" | 0x0FA0<br/>Bank[13/14][252]<br />z_38[8]
 
| 1 bytes
 
| 1 bytes
 
|
 
|
 
Wild Chocobo Type.<br />Value is set when Chocobo is caught and used after Chocobo is sent to cage.<br /> Index is the byte's value and not the bit-mask.<br /> 0x00: Chocobo not displayed in cage<br /> 0x01: Wonderful<br /> 0x02: Great<br /> 0x03: Good<br /> 0x04: Fair<br /> 0x05: Average<br /> 0x06: Poor<br /> 0x07: Bad<br /> 0x08: Terrible<br /> Over 08 = Choco Billy's rating window not displayed
 
Wild Chocobo Type.<br />Value is set when Chocobo is caught and used after Chocobo is sent to cage.<br /> Index is the byte's value and not the bit-mask.<br /> 0x00: Chocobo not displayed in cage<br /> 0x01: Wonderful<br /> 0x02: Great<br /> 0x03: Good<br /> 0x04: Fair<br /> 0x05: Average<br /> 0x06: Poor<br /> 0x07: Bad<br /> 0x08: Terrible<br /> Over 08 = Choco Billy's rating window not displayed
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FA1<br />z_38[9]
+
| style="background: rgb(255,205,154)" | 0x0FA1<br/>Bank[13/14][253]<br />z_38[9]
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" | 1 bytes
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Riding Byte.<br />Index is the byte's value and not the bit-mask.<br /> 0x00: On foot.<br /> 0x03: Highwind<br /> 0x04: Wild Chocobo (Liked with 0x0C22[0])<br /> 0x0D: Submarine<br /> 0x13: Chocobo (Liked with 0x0C22[1/7]. 0x0C22: 0x04=Yellow, ..., 0x40=Gold)<br />
 
Riding Byte.<br />Index is the byte's value and not the bit-mask.<br /> 0x00: On foot.<br /> 0x03: Highwind<br /> 0x04: Wild Chocobo (Liked with 0x0C22[0])<br /> 0x0D: Submarine<br /> 0x13: Chocobo (Liked with 0x0C22[1/7]. 0x0C22: 0x04=Yellow, ..., 0x40=Gold)<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FA3<br />z_38[11]
+
| style="background: rgb(255,205,154)" | 0x0FA3<br/>Bank[13/14][255]<br />z_38[11]
 
| style="background: rgb(255,205,154)" | 1 bytes
 
| style="background: rgb(255,205,154)" | 1 bytes
 
| style="background: rgb(255,205,154)" |
 
| style="background: rgb(255,205,154)" |
Line 1,758: Line 1,758:
 
! Description
 
! Description
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FA4
+
| style="background: rgb(255,205,154)" | 0x0FA4<br/>Bank[7/15][0]
 
| style="background: rgb(255,205,154)" | 224/236 Bytes
 
| style="background: rgb(255,205,154)" | 224/236 Bytes
 
| style="background: rgb(255,205,154)" | Unknown z_38[12-235] Last 224 bytes of 236
 
| style="background: rgb(255,205,154)" | Unknown z_38[12-235] Last 224 bytes of 236
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FA6<br />z_38[14]
+
| style="background: rgb(255,205,154)" | 0x0FA6<br/>Bank[7/15][2]<br />z_38[14]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
World map camera &amp; map display<br />Add two values (one from camera, one from map) and set this byte.<br />Camera: Aerial(00); Closeup(20)<br /> Map: Off(80); Small(00); Large(40)
 
World map camera &amp; map display<br />Add two values (one from camera, one from map) and set this byte.<br />Camera: Aerial(00); Closeup(20)<br /> Map: Off(80); Small(00); Large(40)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FAB<br />z_38[19]
+
| style="background: rgb(255,205,154)" | 0x0FAB<br/>Bank[7/15][7]<br />z_38[19]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | If not 0x00, game crashes
 
| style="background: rgb(255,255,204)" | If not 0x00, game crashes
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FC4<br />z_38[44]
+
| style="background: rgb(255,205,154)" | 0x0FC4<br/>Bank[7/15][32]<br />z_38[44]
 
| 2 bytes
 
| 2 bytes
 
| Fields items mask.<br />0x0001: first potion on MD1STIN.<br />0x0002: second potion on MD1STIN.<br />0x0004: potion at NMKIN3.<br />0x0008: phoenix down on NKMIN1.
 
| Fields items mask.<br />0x0001: first potion on MD1STIN.<br />0x0002: second potion on MD1STIN.<br />0x0004: potion at NMKIN3.<br />0x0008: phoenix down on NKMIN1.
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FC6<br />z_38[46]
+
| style="background: rgb(255,205,154)" | 0x0FC6<br/>Bank[7/15][34]<br />z_38[46]
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" | 1 byte
 
| style="background: rgb(225,236,252)" |
 
| style="background: rgb(225,236,252)" |
 
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Destruct Materia Animation displayed {sininb42/mtr/s3}<br /> 0x02: Destruct Materia {sininb42/mtr/s1}<br /> 0x04: Enemy Skill {blin68_2/mtr/s1} (See 0x0BEF[1])<br /> 0x08: Enemy Skill Animation (Drop after battle) {blin68_2/mtr/s3}<br /> 0x10: Odin Materia {sinin2_1/mtr/s1}<br /> 0x20: Odin Materia Animation displayed {sinin2_1/mtr/s3}<br /> 0x40: Counter Materia {nvdun1/mtr/s1}<br /> 0x80: Magic Plus Materia {sandun_1/mtr/s1}<br />
 
Items mask, Chocobo Farm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Destruct Materia Animation displayed {sininb42/mtr/s3}<br /> 0x02: Destruct Materia {sininb42/mtr/s1}<br /> 0x04: Enemy Skill {blin68_2/mtr/s1} (See 0x0BEF[1])<br /> 0x08: Enemy Skill Animation (Drop after battle) {blin68_2/mtr/s3}<br /> 0x10: Odin Materia {sinin2_1/mtr/s1}<br /> 0x20: Odin Materia Animation displayed {sinin2_1/mtr/s3}<br /> 0x40: Counter Materia {nvdun1/mtr/s1}<br /> 0x80: Magic Plus Materia {sandun_1/mtr/s1}<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FF1<br />z_38[89]
+
| style="background: rgb(255,205,154)" | 0x0FF1<br/>Bank[7/15][77]<br />z_38[89]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | On Buggy vehicle. Specifies if a character is on a Buggy. Only if a Buggy is present.<br />0x0E: On; 0x0C: Off
 
| style="background: rgb(255,255,204)" | On Buggy vehicle. Specifies if a character is on a Buggy. Only if a Buggy is present.<br />0x0E: On; 0x0C: Off
 
|-
 
|-
| 0x0FF4<br />z_38[92]
+
| 0x0FF4<br/>Bank[7/15][80]<br />z_38[92]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: 4sbwy_6 - Tent<br /> 0x02: 4sbwy_3 - Potion<br /> 0x04: 4sbwy_1 - Ether<br /> 0x08: psdun_3 - Ether<br /> 0x10: psdun_4 - Hi-Potion<br /> 0x20: psdun_4 - Elixir<br /> 0x40: psdun_3 - Long Range materia<br /> 0x80: gnmk - Titan Materia<br />
 
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: 4sbwy_6 - Tent<br /> 0x02: 4sbwy_3 - Potion<br /> 0x04: 4sbwy_1 - Ether<br /> 0x08: psdun_3 - Ether<br /> 0x10: psdun_4 - Hi-Potion<br /> 0x20: psdun_4 - Elixir<br /> 0x40: psdun_3 - Long Range materia<br /> 0x80: gnmk - Titan Materia<br />
 
|-
 
|-
| 0x0FF5<br />z_38[93]
+
| 0x0FF5<br/>Bank[7/15][81]<br />z_38[93]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: elmin2_2 - Ether<br /> 0x02: losin1 - Comet Materia<br /> 0x04: gonjun1 - Deathblow Materia<br /> 0x08: q_4 - Hades Materia<br /> 0x10: q_4 - Outsider<br /> 0x20: q_3 - Escourt Guard<br /> 0x40: q_3 - Conformer<br /> 0x80: q_4 - Spirit Lance<br />
 
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: elmin2_2 - Ether<br /> 0x02: losin1 - Comet Materia<br /> 0x04: gonjun1 - Deathblow Materia<br /> 0x08: q_4 - Hades Materia<br /> 0x10: q_4 - Outsider<br /> 0x20: q_3 - Escourt Guard<br /> 0x40: q_3 - Conformer<br /> 0x80: q_4 - Spirit Lance<br />
 
|-
 
|-
| 0x0FF6<br />z_38[94]
+
| 0x0FF6<br/>Bank[7/15][82]<br />z_38[94]
 
| 1 byte
 
| 1 byte
 
|
 
|
 
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: q_1 - Heaven's Cloud<br /> 0x02: q_3 - Megalixir<br /> 0x04: q_4 - Megalixir<br /> 0x08: losinn - Elixir<br /> 0x10: losin2 - Guard Source<br /> 0x20: losin3 - Magic Source<br /> 0x40: las1_2 las4_0 - Elixir<br /> 0x80: las1_2 las4_0 - Mystle<br />
 
Items mask, ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: q_1 - Heaven's Cloud<br /> 0x02: q_3 - Megalixir<br /> 0x04: q_4 - Megalixir<br /> 0x08: losinn - Elixir<br /> 0x10: losin2 - Guard Source<br /> 0x20: losin3 - Magic Source<br /> 0x40: las1_2 las4_0 - Elixir<br /> 0x80: las1_2 las4_0 - Mystle<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FF9<br />z_38[97]
+
| style="background: rgb(255,205,154)" | 0x0FF9<br/>Bank[7/15][85]<br />z_38[97]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Hidden Ether in the second floor of a house<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Hidden Ether in the second floor of a house<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FFB<br />z_38[99]
+
| style="background: rgb(255,205,154)" | 0x0FFB<br/>Bank[7/15][87]<br />z_38[99]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Kalm Traveler rewards visibility (each bit set back to 0 when picked up)<br />Guide Book (0x01); Master Command(0x02); Master Magic (0x04); Master Summon (0x08); Gold Chocobo (0x10)
 
| style="background: rgb(255,255,204)" | Kalm Traveler rewards visibility (each bit set back to 0 when picked up)<br />Guide Book (0x01); Master Command(0x02); Master Magic (0x04); Master Summon (0x08); Gold Chocobo (0x10)
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FFC<br />z_38[100]
+
| style="background: rgb(255,205,154)" | 0x0FFC<br/>Bank[7/15][88]<br />z_38[100]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Peacemaker in a house<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Peacemaker in a house<br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: <br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FFD<br />z_38[101]
+
| style="background: rgb(255,205,154)" | 0x0FFD<br/>Bank[7/15][89]<br />z_38[101]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: Hidden Ether from house next to the Inn<br /> 0x04: <br /> 0x08: Guard Source<br /> 0x10: Hidden Ether<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
Items mask, Kalm ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: Hidden Ether from house next to the Inn<br /> 0x04: <br /> 0x08: Guard Source<br /> 0x10: Hidden Ether<br /> 0x20: <br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x0FFE<br />z_38[102]
+
| style="background: rgb(255,205,154)" | 0x0FFE<br/>Bank[7/15][90]<br />z_38[102]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: Mind Source<br /> 0x20: Tent<br /> 0x40: <br /> 0x80: <br />
 
Items mask, Mythril Mine ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: <br /> 0x02: <br /> 0x04: <br /> 0x08: <br /> 0x10: Mind Source<br /> 0x20: Tent<br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x1004<br />z_38[]
+
| style="background: rgb(255,205,154)" | 0x1004<br/>Bank[7/15][96]<br />z_38[]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1<sup>st</sup> party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.<br />
 
| style="background: rgb(254,254,255)" | 1<sup>st</sup> party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x1005<br />z_38[]
+
| style="background: rgb(255,205,154)" | 0x1005<br/>Bank[7/15][97]<br />z_38[]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.<br />
 
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x1006<br />z_38[]
+
| style="background: rgb(255,205,154)" | 0x1006<br/>Bank[7/15][98]<br />z_38[]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.<br />
 
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x1007<br />z_38[]
+
| style="background: rgb(255,205,154)" | 0x1007<br/>Bank[7/15][99]<br />z_38[]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1<sup>st</sup> party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.<br />
 
| style="background: rgb(254,254,255)" | 1<sup>st</sup> party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x1008<br />z_38[]
+
| style="background: rgb(255,205,154)" | 0x1008<br/>Bank[7/15][100]<br />z_38[]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.<br />
 
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x1009<br />z_38[]
+
| style="background: rgb(255,205,154)" | 0x1009<br/>Bank[7/15][101]<br />z_38[]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.<br />
 
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x100A<br />z_38[]
+
| style="background: rgb(255,205,154)" | 0x100A<br/>Bank[7/15][102]<br />z_38[]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1<sup>st</sup> party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.<br />
 
| style="background: rgb(254,254,255)" | 1<sup>st</sup> party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x100B<br />z_38[]
+
| style="background: rgb(255,205,154)" | 0x100B<br/>Bank[7/15][103]<br />z_38[]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.<br />
 
| style="background: rgb(254,254,255)" | 2<sup>nd</sup> party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x100C<br />z_38[]
+
| style="background: rgb(255,205,154)" | 0x100C<br/>Bank[7/15][104]<br />z_38[]
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 1 byte
 
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.<br />
 
| style="background: rgb(254,254,255)" | 3<sup>ed</sup> party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.<br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x101E<br />z_38[134]
+
| style="background: rgb(255,205,154)" | 0x101E<br/>Bank[7/15][122]<br />z_38[134]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" |
 
| style="background: rgb(255,255,204)" |
 
Items mask, Junon ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Mind Source<br /> 0x02: Power Source<br /> 0x04: Guard Source<br /> 0x08: <br /> 0x10: 1/35 Soldier<br /> 0x20: Luck Source<br /> 0x40: <br /> 0x80: <br />
 
Items mask, Junon ([[Bit_numbering|LBS]])(applied when you take the item).<br />Bit=0(Item in field), Bit=1(Item taken).<br /> 0x01: Mind Source<br /> 0x02: Power Source<br /> 0x04: Guard Source<br /> 0x08: <br /> 0x10: 1/35 Soldier<br /> 0x20: Luck Source<br /> 0x40: <br /> 0x80: <br />
 
|-
 
|-
| style="background: rgb(255,205,154)" | 0x1030<br />z_38[152]
+
| style="background: rgb(255,205,154)" | 0x1030<br/>Bank[7/15][140]<br />z_38[152]
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | 1 byte
 
| style="background: rgb(255,255,204)" | Field screen rain switch (non-zero to turn on rain effect)
 
| style="background: rgb(255,255,204)" | Field screen rain switch (non-zero to turn on rain effect)
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x1084
+
| style="background: rgb(255,255,204)" | 0x1084<br/>Bank[7/15][224]
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | Chocobo slot 5
 
| style="background: rgb(255,255,204)" | Chocobo slot 5
 
|-
 
|-
| style="background: rgb(255,255,204)" | 0x1094
+
| style="background: rgb(255,255,204)" | 0x1094<br/>Bank[7/15][240]
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | 16 bytes
 
| style="background: rgb(255,255,204)" | Chocobo slot 6
 
| style="background: rgb(255,255,204)" | Chocobo slot 6

Revision as of 01:08, 27 October 2024

The Savemap

The following is the general save format for the game. This data excludes the header data that differs between the PSX and PC version. (PSX header is 512 Bytes, checksum @ 0x200) (PC header is 9 bytes, checksum @ 0x11) Note: For the preview descriptions below, changing these values does not change any in-game values. These are only used so a player can preview the data within the save file when viewing the Save menu.

Table 1: FF7 Save Slot
Offset Length Description
0x0000 2(4) bytes

Checksum (how to generate)
Technically this is a DWord, but the checksum generation method only stores the lower Word.

0x0004 1 byte Save Preview: Lead character's level
0x0005 1 byte Save Preview: Lead character's portrait
0x00: Cloud
0x01: Barret
0x02: Tifa
0x03: Aeris
0x04: Red XIII
0x05: Yuffie
0x06: Cait Sith
0x07: Vincent
0x08: Cid
0x09: Young Cloud
0x0A: Sephiroth
0x0B: Chocobo
0xFF: None
0x0006 1 byte Save Preview: 2nd character's portrait
0x0007 1 byte Save Preview: 3rd character's portrait
0x0008 16 bytes

Save Preview: Lead character's name, FF Text format , terminated with 0xFF

0x0018 2 bytes Save Preview: Lead character's current HP
0x001A 2 bytes Save Preview: Lead character's max HP
0x001C 2 bytes Save Preview: Lead character's current MP
0x001E 2 bytes Save Preview: Lead character's max MP
0x0020 4 bytes Save Preview: Amount of Gil
0x0024 4 bytes Save Preview: Total number of seconds played
0x0028 32 bytes

Save Preview: Save location, FF Text format, terminated with 0xFF

0x0048 3 bytes RGB value for upper left corner of window
0x004B 3 bytes RGB value for upper right corner of window
0x004E 3 bytes RGB value for lower left corner of window
0x0051 3 bytes RGB value for lower right corner of window
0x0054 132 bytes Character Record: Cloud
0x00D8 132 bytes Character Record: Barret
0x015C 132 bytes Character Record: Tifa
0x01E0 132 bytes Character Record: Aeris's
0x0264 132 bytes Character Record: Red XIII
0x02E8 132 bytes Character Record: Yuffie
0x036C 132 bytes Character Record: Cait Sith (or Young Cloud)
0x03F0 132 bytes Character Record: Vincent (or Sephiroth)
0x0474 132 bytes Character Record: Cid
0x04F8 1 byte Party member in slot 1 [uses same format as character portrait above]
0x04F9 1 byte Party member in slot 2
0x04FA 1 byte Party member in slot 3
0x04FB 1 byte Alignment (Always 0xFF)
0x04FC 640 bytes

Party Item stock, 2 bytes per item, 320 item slots max [See save item list below]

0x077C 800 bytes

Party Materia stock, 4 bytes per materia, 200 materia max [See save materia list ]

0x0A9C 192 bytes

Materia stolen by Yuffie, 4 bytes per materia, 48 materia max [See save materia list ]

0x0B5C 32 bytes z_3 Unknown (Always 0xFF?)
0x0B7C 4 bytes Party's Gil amount
0x0B80 4 bytes Total number of seconds played
0x0B84 4 bytes Countdown Timer (in seconds)
0x0B88 12 bytes z_4 Unknown
0x0B88
z_4[0]
4 byte

Used to calculate fractions of seconds (1/65535) of Game timer (0x0B80).
Technically this is a DWord, but only the lower Word is used.

0x0B8C
z_4[4]
4 byte

Used to calculate fractions of seconds (1/65535) of Countdown timer (0x0B84).
Share the same value with 0x0B88.

0x0B90
z_4[8]
4 byte

This is set along with Current map value (0x0B94).
If Current module value is 1, this is set to 2.
If Current module value is 3, this is set to 0.
Technically this is a DWord, but only the lower Byte is used.

0x0B94 2 bytes

Current module
If value is 1, the game was saved in the field.
If value is 3, the game was saved in the world map.

0x0B96 2 bytes Current location
0x0B98 2 bytes Alignment (Always 0x00)
0x0B9A 2 bytes X location on Field map (Signed)
0x0B9C 2 bytes Y location on Field map (Signed)
0x0B9E 2 bytes Triangle Id of player on Field map (Unsigned)
0x0BA0 1 byte Direction of Player Model on Field Map(Unsigned)
0x0BA1 3 bytes z_6 Unknown
0x0BA1
z_6[0]
1 byte

Field Encounter Timer: StepID/Seed ([1])

0x0BA2
z_6[1]
1 byte

Field Encounter Timer: Offset ([2])

0x0BA3
z_6[2]
1 byte Alignment (Always 0x00)
0x0BA4

[BEGINNING OF FIELD SCRIPT MEMORY BANK 1 (1/2)]

0x0CA4

[BEGINNING OF FIELD SCRIPT MEMORY BANK 2 (3/4)]

0x0DA4

[BEGINNING OF FIELD SCRIPT MEMORY BANK 3 (B/C)]

0x0EA4

[BEGINNING OF FIELD SCRIPT MEMORY BANK 4 (D/E)]

0x0FA4

[BEGINNING OF FIELD SCRIPT MEMORY BANK 5 (7/F)]

0x10A4 2 bytes PHS Locking Mask (1: Locked)
LSB Cloud Barret Tifa Aeris Red Yuffie Vincent Cait Cid MSB
0x10A6 2 bytes PHS Visibility Mask (does not turn off party characters)
LSB Cloud Barret Tifa Aeris Red Yuffie Vincent Cait Cid MSB
0x10A8 48 bytes z_39 Unknown (Always 0x00?)
0x10D8 1 byte Battle Speed (0x00: fastest, 0xFF: slowest)
0x10D9 1 byte Battle Message Speed
0x10DA 1 byte General configuration
Sound: mono (0x00); stereo (0x01)
Controller: normal (0x00); customize (0x04)
Cursor: initial (0x00); memory (0x10)
ATB: Active (0x00); Recommended (0x40); Wait (0x80)
0x10DB 1 byte General configuration (continued)
Camera angle: Auto (0x00); Fix (0x01)
Magic order: (game crashes if flag set to 0x18 or 0x1C)
"1. restore attack indirect" (0x00)
"2. restore indirect attack" (0x04)
"3. attack indirect restore" (0x08)
"4. attack restore indirect" (0x0C)
"5. indirect restore attack" (0x10)
"6. indirect attack restore" (0x14)
Extra battle window displaying information: Inactive (0x00); Active (0x40)
0x10DC 16 bytes Controller Mapping (PSX ONLY)
l2,r2,l1,r1,tri,circle,cross,square,Select,?,?,Start,u,r,d,l
l2,r2,l1,r1,Menu,OK,Cancel,Ext,Help,?,?,Pause,u,r,d,l
0x10EC 1 byte Message Speed
0x10ED 7 bytes z_40 Unknown (Always 0x00?)

Save Memory Bank 1/2

Table 1: FF7 Save Slot
Offset Length Description
0x0BA4
Bank[1/2][0]
2 byte Main progress variable
0x0BA6
Bank[1/2][2]
z_7[0]
1 Byte

Yuffie's Initial Level (z_7 Unknown) Byte value before Yuffie join the team: 0x00.
(If byte's value is changed, then you can't fight Yuffie, so she can't be obtained).
Yuffie's Initial Level only is set when she already join the team.
Credit to (NFITC1)

0x0BA7
Bank[1/2][3]
1 byte Aeris' current love points
0x0BA8
Bank[1/2][4]
1 byte Tifa's current love points
0x0BA9
Bank[1/2][5]
1 byte Yuffie's current love points
0x0BAA
Bank[1/2][6]
1 byte Barret's current love points
0x0BAB
Bank[1/2][7]
17 bytes z_8 Unknown
0x0BAB
Bank[1/2][7]
z_8[0]
1 byte

1st temp party member char ID placeholder
This is used to store the player's party configuration before they are overridden for a special event that requires a specific character setup using GTPYE. {elm/first/s1}
The player's original party configuration can then be set back to its original setup using SPTYE. {elminn_2/ballet/s11}

0x0BAC
Bank[1/2][8]
z_8[1]
1 byte 2nd temp party member char ID placeholder
0x0BAD
Bank[1/2][9]
z_8[2]
1 byte 3ed temp party member char ID placeholder
0x0BAE
Bank[1/2][10]
z_8[3]
6 byte Unknown (Always 0x00?)
0x0BB4
Bank[1/2][16]
z_8[9]
1 byte Game Timer Hours
0x0BB5
Bank[1/2][17]
z_8[10]
1 byte Game Timer Minutes
0x0BB6
Bank[1/2][18]
z_8[11]
1 byte Game Timer Seconds
0x0BB7
Bank[1/2][19]
z_8[12]
1 byte Game Timer Frames. From 0x00 to ~0x21 in one sec.(33 FPS?)
0x0BB8
Bank[1/2][20]
z_8[13]
1 bytes Countdown Timer Hours
0x0BB9
Bank[1/2][21]
z_8[14]
1 bytes Countdown Timer Minutes
0x0BBA
Bank[1/2][22]
z_8[15]
1 bytes Countdown Timer Seconds
0x0BBB
Bank[1/2][23]
z_8[16]
1 bytes Countdown Timer Frames. From 0 to 30 (dec) in one sec.
0x0BBC
Bank[1/2][24]
2 bytes Number of battles fought
0x0BBE
Bank[1/2][26]
2 bytes Number of escapes
0x0BC0
Bank[1/2][28]
2 bytes Menu Visiblity Mask (Quit not affected)
LSB item magic materia equip status order limit config PHS save MSB
0x0BC2
Bank[1/2][30]
2 bytes Menu Locking Mask (1: Locked) (Quit not affected)
LSB item magic materia equip status order limit config PHS save MSB
0x0BC4
Bank[1/2][32]
16 bytes z_9 Unknown
0x0BC4
Bank[1/2][32]
z_9[0]
4 byte Unknown (Always 0x00?)
0x0BC8
Bank[1/2][36]
z_9[4]
1 byte

Field Items, Sector 7 Train Graveyard
Item bit mask (LBS) (applied when you pick them up).
Bit=0(Item on the floor), Bit=1(Item Picked Up).
0x01: Hi-Potion.(mds7st1|Barrel 1)
0x02: Echo Screen.(mds7st1|Barrel 2)
0x04: Potion.(mds7st2|Floor 2)
0x08: Ether.(mds7st2|Floor 3)
0x10: Hi-Potion.(mds7st1|Roof Train 1)
0x20: Potion.(mds7st1|Inside Train 2)
0x40: Potion.(mds7st1|Floor 1)
0x80: Hi-Potion.(mds7st2|Roof Train 2)

0x0BC9
Bank[1/2][37]
z_9[5]
1 byte

Field Items
0x01: Elixir {hyou8_2/tr00/s1}
0x02: Potion {hyou5_1/tr00/s1}
0x04: Safety Bit {hyou5_3/trbox/s1}
0x08: Mind Source {hyou2/trbox/s1}
0x10: Sneak Glove {mkt_w/event/s1}
0x20: Premium Heart {mkt_ia/event/s3}{mkt_ia/line00/s4}
0x40: Unused
0x80: Unused

0x0BCA
Bank[1/2][38]
z_9[6]
10 byte Unknown (Always 0x00?)
0x0BD4
Bank[1/2][48]
1 byte

Item bit mask (LBS)(applied when you pick them up). Field Item / Materia
Bit=0(Item on the floor), Bit=1(Item Picked Up).
0x01: Potion {md8_3/p/s1}
0x02: Potion + Phoenix Down {ealin_2/zu/s1}
0x04: Ether {eals_1/p/s1}
0x08: Cover Materia {eals_1/mp/s1}
0x10: Choco-Mog Summon {farm/dancer/s1}
0x20: Sense Materia {mds6_22/mat/s1}
0x40: Ramuh Summon {crcin_2/mat/s1}
0x80: Mythril Key Item {zz1/m1/s1}

0x0BD5
Bank[1/2][49]
1 byte

Materia Cave / Northern Cave (Item bit mask)
0x01: Mime Materia {zz5/l1,l2,l3,l4/s1}
0x02: HP<->MP Materia {zz6/mat/s1}
0x04: Quadra Magic Materia {zz7/l1,l2,l3,l4/s1}
0x08: Knights of the Round Summon {zz8/l1,l2,l3,l4/s1}
0x10: Elixir {las3_1/hako1/s1}{las4_0/cid/s1}
0x20: X-Potion {las3_1/hako2/s1}
0x40: Turbo Ether {las3_2/hako1/s1}{las4_0/tifa/s1}{las4_0/cait/s1}
0x80: Vaccine {las3_2/hako2/s1}{las4_0/yufi/s1}

0x0BD6
Bank[1/2][50]
14 bytes z_10 Unknown
0x0BD6
Bank[1/2][50]
z_10[0]
1 byte

Field Items Northern Cave
0x01: Magic Counter Materia {las3_2/mat/s1}
0x02: Speed Source {las3_3/hako1/s1}{las4_0/red/s1}
0x04: Turbo Ether {las3_3/hako2/s1}
0x08: X-Potion {las3_3/hako3/s1}
0x10: Mega All {las3_3/mat/s3}{las4_0/vincent/s1}
0x20: Luck Source {las4_1/hako1/s1}
0x40: Remedy {las3_1/hako3/s1}{las4_0/ballet/s1}
0x80: Bolt Ring {zz1/m1/s1}

0x0BD7
Bank[1/2][51]
z_10[1]
1 byte

Field Items
0x01: Gold Armlet {zz2/m/s8}
0x02: Great Gospel {zz2/m/s7}
0x04: Shooting Coaster prize Umbrella {jetin1/dic/s0}
0x08: Shooting Coaster prize Flayer {jetin1/dic/s0}
0x10: Death Penalty + Chaos {zz4/buki/s1}
0x20: Elixir {ghotin_2/reizo/s1}
0x40: Enemy Skill animation displayed {zz3/mat/s3}
0x80: Enemy Skill {zz3/mat/s1}

0x0BD8
Bank[1/2][52]
z_10[2]
4 byte Unknown (Always 0x00?)
0x0BDC
Bank[1/2][56]
z_10[6]
1 byte

Field Items, Sector 7 Wall Market and Shinra HQ
Item bit mask (LBS) (applied when you pick them up).
Bit=0(Item on the floor), Bit=1(Item Picked Up).
0x01: Ether.(Corneo's masion basement floor) {colne_4/TAKARA/s1}
0x02: Hyper.(Corneo's masion corneo 's bedroom floor) {colne_6/TAKARA/s1}
0x04: Phoenix Down (Corneo's masion 2nd floor right room) {colne_3/TAKARA/s1}
0x08: Elixir at Shinra HQ stairs {blinst_2/TAKARA/s1}
0x10: Unused
0x20: Magic Source {cosmin7/TAKARA/s1}
0x40: First Midgar Part Key Item {blin65_1/PARTA/s1}
0x80: Second Midgar Part at Shinra HQ {blin65_1/PARTB/s1}

0x0BDD
Bank[1/2][57]
z_10[7]
1 byte

Field Items, Shinra HQ
Item bit mask (LBS) (applied when you pick them up).
Bit=0(Item on the floor), Bit=1(Item Picked Up).
0x01: Third Midgar Part Key Item {blin65_1/PARTC/s1}
0x02: Fourth Midgar Part Key Item {blin65_1/PARTD/s1}
0x04: Fifth Midgar Part Key Item {blin65_1/PARTE/s1}
0x08: Keycard 66 Key Item {blin65_1/TAKARA/s1}
0x10: All Materia {shpin_2/TAKARAA/s1}
0x20: Ether {shpin_2/TAKARAB/s1}
0x40: Wind Slash {shpin_3/TAKARA/s1}
0x80: Fairy Ring {gidun_4/TAKARAA/s1}

0x0BDE
Bank[1/2][58]
z_10[8]
1 byte

Field Items
0x01: X-Potion {gidun_4/TAKARAB/s1}
0x02: Added Effect Materia {gidun_1/TAKARAA/s1}
0x04: Black M-phone {gidun_2/TAKARAA/s1}
0x08: Ether {gidun_2/TAKARAB/s1}
0x10: Elixir {cosmin6/TAKARA/s1}
0x20: HP Absorb Materia {hideway3/TAKARA/s4}
0x40: Magic Shuriken {hideway1/TAKARA/s4}
0x80: Hairpin {hideway2/TAKARA/s4}

0x0BDF
Bank[1/2][59]
z_10[9]
1 byte

Field Items
0x01: Keycard 62 Key Item {blin61/ZAKOA/s1}
0x02: MP Absorb Materia {uta_im/TAKARAA/s1}
0x04: Swift Bolt {uttmpin4/TAKARAA/s1}
0x08: Elixir {uttmpin4/TAKARAB/s1}
0x10: Pile Bunker {blin2_i/TAKARAA/s1}
0x20: Master Fist {blin2_i/TAKARAB/s1}
0x40: Behemoth Horn {blinst_2/TAKARB/s1}
0x80: Full Cure Materia {cosmin7/TAKARAA/s1}

0x0BE0
Bank[1/2][60]
z_10[10]
4 byte Unknown (Always 0x00?)
0x0BE4
Bank[1/2][64]
8 bytes Key items [see Key Item List]
0x0BEC
Bank[1/2][72]
8 bytes z_11 Unknown
0x0BEC
Bank[1/2][72]
z_11[0]
1 byte Northern Cave - Progress (TODO: more info)
0x0BED
Bank[1/2][73]
z_11[1]
1 byte Unknown (Always 0x00?)
0x0BEE
Bank[1/2][74]
z_11[2]
1 byte Northern Cave - Progress (TODO: more info)
0x0BEF
Bank[1/2][75]
z_11[3]
1 byte

Items mask, Chocobo Farm (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: Activated right after getting Choco-Mog{farm/mat/s1}(Is set by kernel, not from Field) (See 0x0BD4[4])
0x02: Activated right after getting Enemy Skill {blin68_2/mtr/s1}(Is set by kernel, not from Field) (See 0x0FC6[2])
0x04:
0x08:
0x10:
0x20:
0x40:
0x80:

0x0BF0
Bank[1/2][76]
z_11[4]
4 byte Unknown (Always 0x00?)
0x0BF4
Bank[1/2][80]
1 byte Aeris battle love points
0x0BF5
Bank[1/2][81]
1 byte Tifa battle love points
0x0BF6
Bank[1/2][82]
1 byte Yuffie battle love points
0x0BF7
Bank[1/2][83]
1 byte Barret battle love points
0x0BF8
Bank[1/2][84]
1 bytes z_12 Unknown
0x0BF9
Bank[1/2][85]
1 byte Rating for Penned Chocobo Number 1 (01: Wonderful -> 08: Worst)
0x0BFA
Bank[1/2][86]
1 byte Rating for Penned Chocobo Number 2
0x0BFB
Bank[1/2][87]
1 byte Rating for Penned Chocobo Number 3
0x0BFC
Bank[1/2][88]
1 byte Rating for Penned Chocobo Number 4
0x0BFD
Bank[1/2][89]
2 bytes z_13 Unknown
0x0BFF
Bank[1/2][91]
3 bytes Ultimate Weapon's remaining HP
0x0C02
Bank[1/2][94]
28 bytes z_14 Unknown
0x0C02
Bank[1/2][94]
z_14[0]
1 byte

Northern Cave, bit mask
0x01: Set if Dragon Zombie has used Pandora's Box
0x02: Unknown
0x04: Northern Cave - Progress (TODO: more info)
0x08: Unknown
0x10: Unknown
0x20: Northern Cave - Bizarro Sephiroth Battle Progress: Second time you switch between party groups in battle change to 0xE0.
0x40: Northern Cave - Bizarro Sephiroth Battle Progress: First time you switch between party groups in battle change to 0xC0.
0x80: Northern Cave - Bizarro Sephiroth Battle Progress: Set to 0x80 on Bizarro Sephiroth battle start.

0x0C14
Bank[1/2][112]
z_14[18]
2 bytes Current Battle Points (Battle Square)
0x0C18
Bank[1/2][116]
z_14[22]
1 byte Current Number of Battles Won (Battle Square)
0x0C1E
Bank[1/2][122]
1 bytes

Needs more research. (bit=0: show tutorial. bit=1: hide tutorial.)
0x01: Junnon Parade (Jump to map junone22) {junonr1/evl0/s3}
0x02: Space Animation displayed {rcktin7/space/s3}
0x04: Grey Submarine Tutorial already seen?
0x08: Forgotten City Animation displayed {loslake1/ev1/s3}
0x10: unknown
0x20: Snow Area Tutorial already seen?
0x40: Display Field Help
0x80: Bizarro Sephiroth Battle, set if main group is currently fighting.

0x0C1F
Bank[1/2][123]
1 bytes

Weapons Killed
0x01: Ultimate Weapon killed (enables Special Battles at Battle Sq) {COLOIN1/s2/s1}
0x04: Ultima Weapon's HP < 20,000
0x08: Ruby Weapon
0x10: Emerald Weapon

0x0C20
Bank[1/2][124]
4 bytes z_15 Unknown
0x0C20
Bank[1/2][124]
z_15[0]
1 byte

Which Chocobo was taken out from the stable.
00 / 01 - 06 Which stable's Chocobo was taken out. The stable is displayed empty, but still occupied. 00: Chocobo can be taken out even if another Chocobo is exist on world map. - (* Glitch) Not 00: Chocobo cannot be taken out even if no Chocobo is exist on world map.

0x0C21
Bank[1/2][125]
z_15[1]
1 byte

Riding off wild chocobo dialog options.
0x01 Enter direction to Chocobo Farm & Show send/release Wild Chocobo option when riding off. ON: Right of ranch / Show option OFF: In front of cage / Hide option Set to "ON" after buying chocobo stable.

0x0C22
Bank[1/2][126]
z_15[2]
1 byte

Chocobo display value on world map (LBS).
Bit=0(Disabled), Bit=1(Enabled).
Ex: Wild Chocobo (0x01) + Black Chocobo (0x20) = Byte value 0x21
0x01: Caught wild chocobo
0x02: Riding Chocobo
0x04: Yellow
0x08: Green
0x10: Blue
0x20: Black
0x40: Gold
0x80: None?

0x0C23
Bank[1/2][127]
z_15[3]
1 byte

Vehicle display value on world map (LBS).
Note: if disk is different than 1, buggy is invisible.
Bit=0(Disabled), Bit=1(Enabled).
Ex: Buggy (0x01) + Tiny Bronco (0x04) = Byte value 0x05
Byte value 0x00: None
0x01: Buggy
0x02: Buggy (bit=1:Driving it | bit=0: Don't)
0x04: Tiny Bronco
0x08: Unknown/Unused
0x10: Highwind
0x20: Highwind (bit=1: Flying in the sky | bit=0: On the ground)
0x40: Unknown/Unused
0x80: Unknown/Unused

0x0C24
Bank[1/2][128]
97 bytes z_16 Unknown
0x0C24
Bank[1/2][128]
z_16[0]
1 byte

Field mask, Corel (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: Barret talks about his hometown before enter the Ropeway for first time {ROPEST[1][1-Main][49]}
0x02: Free rest in corel inn {NCOINN[0][0-Main][5]}
0x04: Villagers rebuke Barret {NCOREL[13][1][3]}
0x08:
0x10:
0x20: If you couldn't stop the train {NCOREL2[5][2][4]}
0x40: Huge Materia Key Item {NOREL3[1][0-Main][7]}
0x80: Ultima Materia {NCOREL2[2][4][26]}{NCOREL3[24][4][20]}{NCOIN2[8][1][25]}

0x0C25
Bank[1/2][129]
z_16[1]
1 byte

Field mask (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: Priscilla Warnings (Reset after read): "It gets deeper the farther you go..." or (High Voltage through tower base) {UJUNON2/cloud/s12}
0x02: Oldman: "Young man, do CPR!" {UJUNON4/oldm1/s3}
0x04: Free rest: "You all must be tired. If you want to get some rest, stay here." {JUMIN/drctr/s0}
0x08: Talk with oldm1 about seeing "a man with a black cape" {UJUNON1/cloud/s10}
0x10: Priscilla: "It gets deeper the farther you go..." {UJUNON2/cloud/s12}
0x20: Tifa: "No...it was 5 years ago" {JUMIN/tifa/s9}
0x40: Cloud: "Hey!!" (Group designate cloud to clim the High Tower) {ujunon1/cloud/s15}
0x80: If you reach the top of the pole{UJUNON3/ad/s5}

0x0C26
Bank[1/2][130]
z_16[2]
1 byte

Field mask (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: man1: "It's dangerous, please don't go!" if you choose "I'm still going" {SNOW/man1/s3}
0x02: Snowboard Key Item {SNMIN1/board/s1}
0x04: If you choose to kick Shinra Soldier's butt {SNOW/SINRAH1,SINRAH2,SINRAH3/s2}
0x08: Elena punch Cloud {SNOW/man1/s3}{SNOW/irena/s11}
0x10: Cloud wake-up in Gast home after beeing punched {SNMAYOR/drctr/s0}
0x20: The boy gives you his snowboard {SNMIN1/boy/s1}
0x40: Glacier Map Key Item {SNMIN2/dscvmap/s4}
0x80: First time you do Snowboard {SNOW/playgam/s2}

0x0C27
Bank[1/2][131]
z_16[3]
1 byte

Field mask (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: If you succeed climbing (to the top, not the cave, just before crater_1 map) {GAIA_32/ladd5/s4}
0x02: If you Push-over the rock {GAIIN_2/icerock/s1}
0x04: Ice Pillar 1 down {GAIIN_5/turara1/s3}
0x08: Ice Pillar 2 down {GAIIN_5/turara2/s3}
0x10: Ice Pillar 3 down {GAIIN_5/turara3/s3}
0x20: Ice Pillar 4 down {GAIIN_5/turara4/s3}
0x40: First time you enter Holzoff's house(2nd room) / If you collaps at the Great Glacier {HOLU_2/drctr/s0}
0x80: History about Yamski and mini Cliff tutorial {HOLU_1/drctr/s0}

0x0C28
Bank[1/2][132]
z_16[4]
1 byte

Field mask (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: First time you enter GAIAFOOT map talk {GAIAFOOT/drctr/s0}
0x02:
0x04: Tifa ask you take her with you {CRATER_2/drctr/s0}
0x08: Rufus finds the crater {TRNAD_2/hikutei/s2}
0x10: Sephiroth: "This is the end...for all of you" then his body vanish {TRNAD_4/discver/s2}
0x20:
0x40: Sephiroth illusion Nibelheim{WOA_3/gonivl1,gonivl2,gonivl3/s2}
0x80: First time cloud enter map crater_1 and talk about meteor and the crater {CRATER_1/drctr/s0}

0x0C29
Bank[1/2][133]
z_16[5]
1 byte

Field mask, Whirlwind Maze (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: If you give the Black Materia to Barret {TRNAD_1/ballet/s1}
0x02: If you give the Black Materia to {TRNAD_1/red/s1}
0x04: Entrust the Black Materia {TRNAD_1/ballet/s1}
0x08: Tifa tells you need to cross when the wind is calm {WOA_1/setume3/s2}
0x10: 12 Black Cape man down {TRNAD_3/drctr/s0}
0x20: Black Cape man down {WOA_1/drctr/s0}
0x40: Black Cape man down {CRATER_1/blkdown/s4}
0x80: Black Cape man jump off {TRNAD_2/drctr/s0}

0x0C2A
Bank[1/2][134]
z_16[6]
1 byte

Field mask, Whirlwind Maze (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: Cloud: "What happened to this town? It's so run-down" {UJUNON1/drctr/s0}
0x02: If you have taken the Glacier Map before he offers you to, man3: "What nerve! You already tore down the map."
0x04: Screen shake then Random Battle{GAIIN_6/drctr/s0}
0x08: Shiva Summon in Priscilla's house {PRISILA/sivamt/s1}
0x10: Black Cape man: "Ugh… Errgaahh!!" {GAIIN_6/drctr/s0}
0x20: oldm1: "What? Cloud is missing?" {UJUNON1/oldm1/s1}
0x40: Prisila/Tifa talk about at prisila's house while cloud is missing in lifestream {PRISILA/prisl/s1}
0x80: Prisila/Cloud Talk at prisila's house after lifestream {PRISILA/drctr/s0}

0x0C2B
Bank[1/2][135]
z_16[7]
1 byte

Field mask, Whirlwind Maze (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: Cid regets about gaving the Huge Materia to the Shinra {NCOREL/worry/s2}
0x02: After Barret finish talking about his hometown history then enters the ropeway {ROPEST/ad/S3}
0x04: Cid tell Prisila they have found Cloud {PRISILA/prisl/s1}
0x08:
0x10:
0x20:
0x40:
0x80:

0x0C44
Bank[1/2][160]
z_16[32]
1 byte

Progress items, Wallmarket (LBS).
Bit=0(Item not obtained), Bit=1(Item obtained).
0x01: Cologne at Wallmarket {mktpb/woman2/s1}
0x02: Flower Cologne at Wallmarket {mktpb/woman2/s1}
0x04: Sexy Cologne at Wallmarket {mktpb/woman2/s1}
0x08: Wig at Wallmarket {mkt_mens}
0x10: Dyed Wig at Wallmarket {mkt_mens}
0x20: Blonde Wig at Wallmarket {mkt_mens}
0x40: Pharmacy coupon at Wallmarket {mkt_s2/line01/s3}
0x80: Obtained any Wig at Wallmarket {mkt_mens/event/s1}

0x0C45
Bank[1/2][161]
z_16[33]
1 byte

Progress items, Wallmarket (LBS).
Bit=0(Item not obtained), Bit=1(Item obtained).
0x01: Girl at Honey Bee Inn put make-up on cloud, poor result (result is random) {onna2/girl1/s3}
0x02: Girl at Honey Bee Inn put make-up on cloud, averange result (result is random) {onna2/girl1/s3}
0x04: Girl at Honey Bee Inn put make-up on cloud, best result (result is random) {onna2/girl1/s3}
0x08: Obtaining the dress at Wallmarket {mkt_s1/event/s2}
0x10: Dress selected (clean/soft,shiny/shimmers) {mktpb/oldm3/s1}
0x20: Cotton Dress [0xCA] {mktpb/oldm3/s1}
0x40: Satin Dress [0xAA] {mktpb/oldm3/s1}
0x80: Silk Dress [0x9A] {mktpb/oldm3/s1}

0x0C46
Bank[1/2][162]
z_16[34]
1 byte

Progress items, Wallmarket (LBS).
Bit=0(Item not obtained), Bit=1(Item obtained).
0x01: Disinfectant at Wallmarket {mkt_s3/tensyu}
0x02: Deodorant at Wallmarket {mkt_s3/tensyu}
0x04: Digestive at Wallmarket {mkt_s3/tensyu}
0x08: Materia shop owner ask you to get something from the inn vending machine {MKT_M/tensyu/s1}
0x10: 200 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}
0x20: 100 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}
0x40: 50 gil Item at vending machine in Wallmarket {mktinn/cloud/s4}
0x80: Boutique owner's son ask you to bring his father back from bar {mkt_s1/man1/s8}

0x0C47
Bank[1/2][163]
z_16[35]
1 byte

Ms. Cloud Bauty level (Don Corneo choice) (0 to 25 Points)
1 Point: Cotton Dress, Wig, Glass Tiara, Cologne, Poor Make-Up
3 Points: Satin Dress, Dyed Wig, Ruby Tiara, Flower Cologne, Averange Make-Up
5 Points: Silk Dress, Blonde Wig, Diamond Tiara, Sexy Cologne, Best Make-Up
Unfinished Calc Script for this items (Not taken into account by point calc):
Lingerie (Should be +1), Mystery panties (+3), Bikini briefs (+5)
2 to 11 Points: Choose Tifa
12 to 18 Points: Choose Aerith
19 or more Points: Choose Cloud

0x0C48
Bank[1/2][164]
z_16[36]
1 byte

Field Objects, Sector 7 Train Graveyard (LBS) (so far)
Bit=0(Original Position), Bit=1(Moved).
0x01: Train 1 Position. {mds7st2}
0x02: Train 2 Position. {mds7st2}
0x04: Train 3 Position. {mds7st2}
0x08, 0x10, 0x20, 0x40, 0x80: Unused

0x0C49
Bank[1/2][165]
z_16[37]
1 byte

Field Items, Sector 7 Wall Market
Items bit mask (LBS)
0x01: Cloud see the first battery holder and figured out the idea of using a battery there... {wcrimb_1}
0x02: First battery applied up the wall of Wallmarket(0x02){wcrimb_1}
0x04: Second battery applied up the wall of Wallmarket(0x04){wcrimb_1}
0x08:
0x10: Third battery applied and Ether obtained up the wall of Wallmarket (0x10){wcrimb_2}
0x20: Battery (Gun shop batery pack 1/3){MKT_W/oyaji02/s1}
0x40: Battery (Gun shop batery pack 2/3){MKT_W/oyaji02/s1}
0x80: Battery (Gun shop batery pack 3/3){MKT_W/oyaji02/s1}
Note: all 3 batteries get at same time.

0x0C4A
Bank[1/2][166]
z_16[38]
1 byte Number of Fort Condor Battles Fought
0x0C4B
Bank[1/2][167]
z_16[39]
1 byte Number of Fort Condor Battles Won
0x0C4C
Bank[1/2][168]
z_16[40]
1 byte

Progress, Fort Condor
0x01: Oldman sited ask your help to protect the Condor [0x01] {convil_1/event/s13}
0x02: If 0x01 &Cloud join them to fight Shinra [0x03] {convil_1/cloud/s18}
0x04: If 0x02 & you talk him again: [0x07] {convil_1/event/s15}
A) He tells you he already talk to the store owners to sell you items.
B) He let you rest for free.
0x08: When set they tell you that there are no more shinra troops to fight[0x0F] {convil_2/event/s4}
0x10: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Party talk {convil_2/event/s11}-->{condor2/init/s0}-->{condor2/event/s3}
0x20: Phoenix Materia (Then Condor fly) {convil_4/ph_mat/s1}
0x40: Condor Born movie() {convil_2/event/s11}
0x80: Banished from Fort Condor after loosing the Huge Materia Boss Fight: Cutted rope {convil_2/event/s11}-->{condor2/init/s0}

0x0C4D
Bank[1/2][169]
z_16[41]
1 byte

Battle Rank (Battle difficulty), Fort Condor
01: Rank 1 (Battles 1-3)
02: Rank 2 (Battles 4-6)
03: Rank 3 (Battles 7-9)
04: Rank 4 (Battles 10-12)
05: Rank 5 (Battles 13+)
06: Rank 6 (Huge Materia battle)
The Battle Rank set the number of enemies. Fire Catapults enabled from Rank 2, and Tristoners from Rank 3.

0x0C4E
Bank[1/2][170]
z_16[42]
1 byte

Number of Allies left, Fort Condor
The number of surviving allies units. (The ones that you give in exchange for gil)

0x0C4F
Bank[1/2][171]
z_16[43]
1 byte Number of Enemies killed, Fort Condor
0x0C50
Bank[1/2][172]
z_16[44]
1 byte

Battle result, Fort Condor
00: If you win the battle
01: If you lose the battle

0x0C51
Bank[1/2][173]
z_16[45]
2 bytes

Game Progres Temp Var, Fort Condor {convil_4/mihari/s1}
When the battle ends, the Game Progres Var (0x0BA4) is copied to this Var.
Is used to check the progresion diff to trigger the new attack event.

0x0C53
Bank[1/2][175]
z_16[47]
1 bytes

Number of Enemies left alive in the battle field, Fort Condor
Set by kernel, not referenced by the field script.

0x0C54
Bank[1/2][176]
z_16[48]
1 byte

Progress, Fort Condor
00: No battle
01: Normal Battle
03: Final Boss Battle

0x0C55
Bank[1/2][177]
z_16[49]
1 byte

Progress & Battle Reward, Fort Condor
0x01: Condor Progress {convil_1/jijii/s1}
0x02: Condor Progress {convil_1/mihari/s1}{convil_2/mihari/s1}{convil_4/ph_mat/s1}
0x04: Condor Progress {convil_1/event/s19}
0x08: Condor Progress {convil_2/mihari/s1}
0x10: "Received "Magic Comb"!" {convil_2/itemget/s1}
0x20: "Received "Peace Ring"!" {convil_2/itemget/s1}
0x40: "Received "Megalixir"!" {convil_2/itemget/s1}
0x80: "Received "Super Ball"!" {convil_2/itemget/s1}

0x0C56
Bank[1/2][178]
z_16[50]
1 byte

Progress, Fort Condor
0x01:
0x02: If you ever entered the {condor1} map
0x04: If you are inside the Fort
0x08:
0x10:
0x20:
0x40:
0x80:

0x0C57
Bank[1/2][179]
z_16[51]
1 byte

Battle modifier linked with 0x0C4D, Fort Condor
0x01: If 0x0C4D >= 2 is set to 1 {convil_2/event/s7}
0x02: If 0x0C4D >= 3 is set to 1 {convil_2/event/s7}
0x04:
0x08:
0x10:
0x20:
0x40:
0x80:

0x0C58
Bank[1/2][180]
z_16[52]
2 bytes Fort Condor Funds
0x0C5A
Bank[1/2][182]
z_16[54]
1 byte Number of Fort Condor Battles Lost
0x0C5B
Bank[1/2][183]
z_16[55]
1 byte

Conversations mask (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01: Speaking to the children near the wall of Wallmarket(0x01)
0x02: Speaking to the children near the wall of Wallmarket(0x02)
0x04: Conversation of children on top of the wall of Wallmarket(0x04)
0x08: Speaking to the child by the pipe in Wallmarket (0x08)
0x10:
0x20:
0x40:
0x80:

0x0C5C
Bank[1/2][184]
z_16[56]
1 byte Handle the map jumps to MOVE_S(670),MOVE_I,MOVE_F,MOVE_R,MOVE_U,MOVE_D, Great Glacier
0x0C5D
Bank[1/2][185]
z_16[57]
1 byte

Progress, Great Glacier
0x01: To know if you came from the snowboard course (0=YES,1=NO), if so display the land event: "...So where did we land?..."{hyou2/event/s1}, "We've jumped pretty far..." {hyou3/event/s5}
0x02: To know if you came from the Glacier Map Screen, if so restore your position and set this bit to 0 {hyou1/init/s0}

0x0C5E
Bank[1/2][186]
z_16[58]
2 byte Store Cloud MAPID, is used to know where to send you after seeing the Glacier Map, Great Glacier {hyoumap/init/s0}
0x0C60
Bank[1/2][188]
z_16[60]
2 byte Store Cloud position (X) right before you use the map, Great Glacier
0x0C62
Bank[1/2][190]
z_16[62]
2 byte Store Cloud position (Y) right before you use the map, Great Glacier
0x0C64
Bank[1/2][192]
z_16[64]
2 byte Store Cloud position (Z) right before you use the map, Great Glacier
0x0C66
Bank[1/2][194]
z_16[66]
2 byte Store Cloud position (triangle ID) right before you use the map, Great Glacier
0x0C68
Bank[1/2][196]
z_16[68]
1 byte Store Cloud direction right before you use the map, then restore it from it, Great Glacier
0x0C69
Bank[1/2][197]
z_16[69]
1 byte Is set to 1 when cloud pass-out, Great Glacier
0x0C6A
Bank[1/2][198]
z_16[70]
1 byte

Cloud Pass-out Counter, Great Glacier
First time you jump to HOLU_1(687), then to HOLU_2(688)

0x0C6B
Bank[1/2][199]
z_16[71]
1 byte

Progress & Field item mask, Great Glacier
0x01: When you touch the hot spring (used to get Alexander Summon) {hyou10/event/s3}--->{hyou10/cloud/s4,s5}
0x02: If you ever have spoken to snoww {hyou12/snoww/s1}
0x04: If you lose the battle against the Snow woman (snoww)
0x08: If you win the battle against the Snow woman
0x10: Received "Alexander" Materia{hyou13_2/mt/s1}
0x20: Received "Added Cut" Materia {MOVE_d/mt/s1}
0x40: Received "All" Materia {hyou12/mt/s1}
0x80:

0x0C74
Bank[1/2][208]
z_16[80]
1 byte

Used to save user anwser in the debugroom {BLACKBG7/leave/s1} before Jump to map blin70_4 (No269)
00: Set along with GameProgress = 0
00: Set along with GameProgress = 1566
00: Set along with GameProgress = 1572

0x0C75
Bank[1/2][209]
z_16[81]
1 byte Unknown is set to 0 in Wall Market {MRKT2/mapinit/s0}
0x0C84
Bank[1/2][224]
z_16[96]
1 byte Keeps track of which Shinra floors are unlocked (By picking keycards). Values still unknown.(255 all doors opened when set manualy)
0x0C85
Bank[1/2][225]
1 byte Mission 1st reactor flags.
0x01: elevator on top floor.
0x08: 1st door opened.
0x10: 2nd door opened.
0x20: Jessie free from stuck.
0x40: bomb set.
0x80: set if time is out for gameover check.
0x0C86
Bank[1/2][226]
1 byte Mission 1st reactor flags.
0x02: elevator door opened.
0x04: scrolled at map init to show reactor.
0x0C87
Bank[1/2][227]
29/45 bytes z_17 Unknown[0-28] First 29 bytes of 45 (ENDS AT 0x0CB3 16 Bytes into next bank)

Save Memory Bank 3/4

Table 1: FF7 Save Slot
Offset Length Description
0x0CA4
Bank[3/4][0]
16/45 Bytes z_17 Unknown[29-44] Last 16 bytes of 45
0x0CAD
Bank[3/4][9]
z_17[9]
1 byte

1st party member char ID mirror. Is a mirror of 0x04F8 (set from field module).

0x0CAE
Bank[3/4][10]
z_17[10]
1 byte

2nd party member char ID mirror. Is a mirror of 0x04F9 (set from field module).

0x0CAF
Bank[3/4][11]
z_17[11]
1 byte

3ed party member char ID mirror. Is a mirror of 0x04FA (set from field module).

0x0CB4
Bank[3/4][16]
1 byte Aeris In Church progression (document this better)
0x0CB5
Bank[3/4][17]
49 Bytes z_18 Unknown
0x0CE6
Bank[3/4][66]
1 byte Escape from 1st reactor progress.
0x01: after scroll at start of map MD8_2 (maybe unneded).
0x02: after people panic on MD8_3 is over to never show it again.
0x0CE7
Bank[3/4][67]
7 Bytes z_19 Unknown
0x0CEE
Bank[3/4][74]
2 bytes Party GP (0-10000)
0x0CF0
Bank[3/4][76]
12 Bytes z_20 Unknown
0x0CF0
Bank[3/4][76]
z_20[0]
1 byte Chocobo Race - Times you lose (Only on Corel Prision Race){crcin/esto/s0}
0x0CF3
Bank[3/4][79]
z_20[3]
1 Byte Battle Square Special Dialog Progression {0x00 init, 0x10 :no text, 0xF0:new special fight}
0x0CF4
Bank[3/4][80]
z_20[4] & Z_20[5]
2 Bytes Battle Square Battle Points
0x0CFC
Bank[3/4][88]
1 byte Number of chocobo stables owned
0x0CFD
Bank[3/4][89]
1 byte Number of occupied stables
0x0CFE
Bank[3/4][90]
1 Byte

Choco Bill dialogs mask 0x01: If you talk him after meteor get summoned (only showed once) {FRMIN/jijii/s1}
0x02: If he offers you to rent Chocobo Stables (only showed once) {FRMIN/jijii/s1}

0x0CFF
Bank[3/4][91]
1 byte Chocobo Stables Occupied Mask. LSB 1 2 3 4 5 6 x x MSB Stable #) Chocobo's in stables. 1=0ccupied
0x0D00
Bank[3/4][92]
1 byte Chocobos who can't mate LSB 1 2 3 4 5 6 x x MSB (Stable #).The Chocobo Was Just Born or has Recently Mated.1=can't mate
0x0D01
Bank[3/4][93]
40 Bytes z_22 Unknown
0x0D13
Bank[3/4][111]
z_22[18]
1 byte Aeris flower quest progress.
0x01: if we buy flower from Aeris.
0x0D23
Bank[3/4][127]
z_22[34]
1 byte Current room in TUNNEL_1. From 1 to 6. If less then 1 then we go to TUNNEL_3. If 6 then to TUNNEL_2. Used instead of duplicating tunnel rooms. Start room set during mission 5 reactor train minigame.
0x0D24
Bank[3/4][128]
z_22[35]
1 byte

Conversations mask, Kalm (LBS)(applied when you speak to someone).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01:
0x02:
0x04:
0x08: Spoke to the child in the house next to the Inn
0x10: Freed the dog in a house
0x20:
0x40:
0x80:

0x0D26
Bank[3/4][130]
z_22[37]
1 byte

Conversations mask, Reactor under the plate (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01: Speaking with Biggs(0x01)
0x02:
0x04:
0x08:
0x10:
0x20:
0x40:
0x80:

0x0D27
Bank[3/4][131]
z_22[38]
1 byte

Conversations mask, Reactor under the plate (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01: Speaking with Jesse(0x01)
0x02:
0x04:
0x08:
0x10:
0x20:
0x40:
0x80:

0x0D29
Bank[3/4][133]
1 Byte Yuffie can be found in the forests? (LSB only) others used?
0x0D2A
Bank[3/4][134]
28 Bytes z_23 Unknown
0x0D44
Bank[3/4][160]
z_23[26]
1 byte

Conversations mask, Reactor under the plate (LBS).
Bit=0(NOT Activated/Received/Spoken to), Bit=1(Activated/Received/Spoken to).
0x01:
0x02:
0x04:
0x08:
0x10: Aerith on roof event ends
0x20:
0x40: Turbo Ether {MIN51_2}
0x80: Aerith on roof event starts

0x0D46
Bank[3/4][162]
1 byte Don's Mission Progress (more needed here)
0x0D47
Bank[3/4][163]
31 Bytes z_24 Unknown
0x0D47
Bank[3/4][163]
z_24[0]
1 byte

Conversations mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01:
0x02:
0x04:
0x08: Elevator event at shinra HQ(0x08)
0x10: First conversation while climbing Shinra HQ stairs(0x10)
0x20:
0x40:
0x80:

0x0D49
Bank[3/4][165]
z_24[2]
1 byte

Conversations mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01:
0x02:
0x04:
0x08:
0x10:
0x20:
0x40:
0x80: Second conversation while climbing Shinra HQ stairs(0x80)

0x0D4A
Bank[3/4][166]
z_24[3]
1 byte

Conversations mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01: Third conversation while climbing Shinra HQ stairs (0x01)
0x02:
0x04:
0x08:
0x10:
0x20:
0x40:
0x80:

0x0D4C
Bank[3/4][168]
z_24[5]
1 byte

Conversations mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01: Braking in Shinra HQ scene (0x01)
0x02: Taking out the guards and obtaining keycard 60(0x02)
0x04: Taking everyone out the first floor in Shinra HQ(0x04)
0x08: Speaking to the couple in the shop at Shinra HQ(0x08)
0x10: Speaking to the shop seller in Shinra HQ(0x10)
0x20: Approaching Shinra HQ and conversation at the front door scene(0x20)
0x40: Approaching Shinra HQ and conversation at the front door scene(0x40)
0x80:

0x0D50
Bank[3/4][172]
z_24[9]
1 byte

Items mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Item on floor), Bit=1(Item taken).
0x01: Phoenix down from locker at floor 64 (0x01)
0x02: Ether from locker at floor 64(0x02)
0x04:
0x08:
0x10: Exiting elevator FMV at floor 60(0x10)
0x20:
0x40:
0x80:

0x0D52
Bank[3/4][174]
z_24[11]
2 bytes

Bits kept for the doors at floor 63, Shinra HQ (LBS)(applied when you speak).
Bit=0(Door opened), Bit=1(Door closed).

0x0D55
Bank[3/4][177]
z_24[14]
1 byte

Item mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Item on floor), Bit=1(Item taken).
0x01:
0x02: Coupon C from Shinra HQ(0x02)
0x04: Coupon C from Shinra HQ(0x04)
0x08: Coupon B from Shinra HQ(0x08)
0x10: Speaking to the machine at floor 63(0x10)
0x20:
0x40:
0x80:

0x0D56
Bank[3/4][178]
z_24[15]
1 byte

Bits kept for some events on floor 63, Shinra HQ (LBS)(Really needs to be investigated).
Bit=0(Door opened), Bit=1(Door closed).

0x0D57
Bank[3/4][179]
z_24[16]
1 byte

Conversations mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01: Hitting vending machine at floor 64(0x01)
0x02:
0x04:
0x08:
0x10:
0x20:
0x40:
0x80:

0x0D58
Bank[3/4][180]
z_24[17]
1 byte

Conversations mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01:
0x02:
0x04:
0x08: Placing midgar fifth part(0x08)
0x10: Placing midgar fourth part(0x10)
0x20: Placing midgar third part(0x20)
0x40: Placing midgar second part(0x40)
0x80: Placing midgar first part(0x80)

0x0D59
Bank[3/4][181]
z_24[18]
1 byte

Conversations mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01: Midgar model lights up at floor 65
0x02:
0x04:
0x08:
0x10:
0x20:
0x40:
0x80: Last conversation with floor 63 machine

0x0D5D
Bank[3/4][185]
z_24[22]
1 byte

Conversations mask, Shinra HQ (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to).
0x01:
0x02:
0x04:
0x08:
0x10:
0x20: Retrieving coupons (must know the order)(0x20)
0x40: Retrieving coupons (must know the order)(0x40)
0x80: Retrieving coupons (must know the order)(0x80)

0x0D66
Bank[3/4][194]
1 byte

Turtle Paradise Flyers Seen LSB 1 2 3 4 5 6 x x MSB (flyer#) 1=seen 0x01: Sector 7 Slums
0x02: 1st Floor Shinra Building
0x04: Gold Saucer - Ghost Hotel
0x08: Cosmo Canyon - Inn 2nd Floor
0x10: Cosmo Canyon - Near Shop
0x20: Wutai In Front of Trap Room
0x40: Wutai - In Front of Turtle Paradise
0x80:

0x0D67
Bank[3/4][195]
12 Bytes z_25 Unknown
0x0D67
Bank[3/4][195]
z_25[0]
1 byte

Conversations mask
0x01: Cait Sith Leaves, and tell you that "The Sister Ray's not this way" {SINBIL_1/KETLINE/s5}
0x02: Don Corneo's mansion first time you talk to DOORMAN {colne_1/DOORMAN/s1}
0x04:
0x08:
0x10:
0x20:
0x40:
0x80:

0x0D68
Bank[3/4][196]
z_25[1]
1 byte

Northern Cave: Cloud Lv just before Jenova Synthesis battle start.
Used as lv placeholder for Jenova Synthesis Boost formula.

0x0D69
Bank[3/4][197]
z_25[2]
1 byte Northern Cave: Barret Lv just before Jenova Synthesis battle start.
0x0D6A
Bank[3/4][198]
z_25[3]
1 byte Northern Cave: Tifa Lv just before Jenova Synthesis battle start.
0x0D6B
Bank[3/4][199]
z_25[4]
1 byte Northern Cave: Red XII Lv just before Jenova Synthesis battle start.
0x0D6C
Bank[3/4][200]
z_25[5]
1 byte Northern Cave: Yuffie Lv just before Jenova Synthesis battle start.
0x0D6D
Bank[3/4][201]
z_25[6]
1 byte Northern Cave: Cait Sith Lv just before Jenova Synthesis battle start.
0x0D6E
Bank[3/4][202]
z_25[7]
1 byte Northern Cave: Vincent Lv just before Jenova Synthesis battle start.
0x0D6F
Bank[3/4][203]
z_25[8]
1 byte Northern Cave: Cid Lv just before Jenova Synthesis battle start.
0x0D70
Bank[3/4][204]
z_25[9]
1 byte

Bizarro Sephiroth Fight Number of Groups
01: 1 Group. First time you enter the map{LASTMAP/directr/s0}
02: 2 Groups {LASTMAP/AD3/s3}
03: 3 Groups {LASTMAP/AD3/s3}

0x0D71
Bank[3/4][205]
z_25[10]
1 byte

Bizarro Sephiroth Fight, some progress value
00: {LASTMAP/BAT/s4,s5}
01: {LASTMAP/BAT/s4}
02: {LASTMAP/BAT/s4}
03: {LASTMAP/BAT/s5}
04: {LASTMAP/BAT/s5}
05: {LASTMAP/BAT/s5}
06: {LASTMAP/BAT/s5}

0x0D72
Bank[3/4][206]
z_25[11]
1 byte

Great Glacier Snowboard, taken path (Set the exit location where you land) {hyou1/event/s1}
0x01: Left both times: Forest HYOU2
0x02: Right both times: Outside Frostbite cave HYOU3
0x04: Left right: Main gate HYOU1
0x08: Right then left: Single tree HYOU7

0x0D73
Bank[3/4][207]
1 byte Yuffie Regulary. Has the character entered the party regulary? For example Yuffie further appears in the forest if this option is off.
0x6E: Yes; 0x6F: No
0x0D74
Bank[3/4][208]
15 Bytes z_26 Unknown
0x0D74
Bank[3/4][208]
z_26[0]
1 byte

MDS7PLR1 event flags.
0x01: when everyone run to hideout.
0x02: when talk to man to view pillar to call. This will run special event script when return to this map. Remove this bit after script is called.
0x04: when Barret return to map and call us again.
0x08: after return to this map after seeing pillar.
0x10: after talking to right soldier twice (before mission in 5th reactor).
0x20:
0x40:
0x80:

0x0D75
Bank[3/4][209]
z_26[1]
1 byte

Conversations mask, MDS7 (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.
Start sector 7 slums [0x00]
0x01: Right after enter s7 bar MAP[0xA1]
0x02: After 7th heaven initial scene[0xFF]or[0xBF] if bit 6 is 0
0x04: Tifa get out the bar[0xA5]?
0x08: Scene ends and barret wait outside bar[0xAD]
0x10: Barret talk before enter the bar[0xFD]or[0xBD] if bit 6 is 0
0x20: Right after enter s7 bar MAP[0xA1]
0x40: Girl talk about reactor explotion[0xED]
0x80: Right after enter s7 bar MAP[0xA1]

0x0D76
Bank[3/4][210]
z_26[2]
1 byte

Conversations mask, MDS7 (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.
Start sector 7 slums [0x00]
0x01: After you wake up in the Hideout[0x03]
0x02: After you wake up in the Hideout[0x03]
0x04: Unknown[0x00]?
0x08: Unknown[0x00]
0x10: Avalache member continue running to s7 train station and Villagers are arround Avalache team [0x51]{mds7}
0x20: Unknown it become 1 seconds after 0x0D76[4] is set [0x51]{mds7}
0x40: Unknown[0x00]
0x80: Unknown[0x00]

0x0D77
Bank[3/4][211]
z_26[3]
1 byte

Conversations mask, MDS7 (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.
Start sector 7 slums [0x00]
0x01: Tell tifa did fight w/ barret (1) didn't fight (0)[0x05]or[0x04] if not
0x02: Unknown[0x00]
0x04: Auto tifa talk about fight w/ barret[0x04]
0x08: Unknown[0x00]
0x10: Unknown[0x00]
0x20: Unknown[0x00]
0x40: Unknown[0x00]
0x80: Unknown[0x00]

0x0D78
Bank[3/4][212]
z_26[4]
1 byte

Conversations mask, MDS7 (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.
Start sector 7 slums [0x00]
0x01: Barret chages in bar (set w/ z_26[1] state #2)[0x03]
0x02: Barret chages in bar (set w/ z_26[1] state #2)[0x03]
0x04: After we have talked to tifa[0x07]
0x08: Set to 1 if we choose no drink when talking to tifa[0x0F]
0x10: Set to 1 if we choose strong drink talking ot tifa[0x17]
0x20: Unknown[0x00]
0x40: Unknown[0x00]
0x80: Unknown[0x00]

0x0D79
Bank[3/4][213]
z_26[5]
1 byte

Conversations mask, MDS7 (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.
Start sector 7 slums [0x00]
0x01: set to 1 when tifa calls the machine down after you 1st talk down stairs, never gets unset[0x03]
0x02: 1 if elevator is in hide out (pinball machine)[0x02]
0x04: After you wake up in the Hideout[0x1F]
0x08: After you wake up in the Hideout[0x1F]
0x10: After you wake up in the Hideout[0x1F]
0x20: Unknown[0x00]
0x40: After giving Barret the materia tutorial[0x5D]
0x80: Unknown[0x00]

0x0D7A
Bank[3/4][214]
z_26[6]
1 byte

Conversations mask, MDS7 (LBS)(applied when you speak).
Bit=0(Not spoken to), Bit=1(Spoken to). The value inside [] is the hex value of the entire byte.
Start sector 7 slums [0x00]
0x01: After hide out 1st talk[0x03]
0x02: After hide out 1st talk[0x03]
0x04: second part of talk tifa enter in scene[0x07]
0x08: After you wake up in the Hideout[0x6F]
0x10: Unknown[0x00]
0x20: After you wake up in the Hideout[0x6F]
0x40: After you wake up in the Hideout[0x6F]
0x80: After you get out the Hideout and talk to tifa [0xEF]

0x0D7B
Bank[3/4][215]
z_26[7]
1 byte

Items mask, Training room at sector 5 (LBS)(applied when you speak).
Bit=0(Item on floor), Bit=1(Item taken).
0x01:
0x02:
0x04:
0x08:
0x10: All materia after taking ether(0x10)
0x20: Ether chest that falls from ceiling(0x20)
0x40:
0x80:

0x0D7C
Bank[3/4][216]
z_26[8]
1 byte

MDS7ST3 event flags.
0x01: when everyone start run to hideout.
0x02: when trainman tells you about war (3 talk).
0x04: when pair on station agreed with each other.
0x08: when Jessie, Biggs and Wedge run into train.
0x10:
0x20:
0x40:
0x80:

0x0D83
Bank[3/4][223]
1 byte Midgard train flags.
0x01: when we talk to Biggs on way to sector 7.
0x02: when we talk to Wedge twice on way to sector 7.
0x04: when talk to Jessie, before look at map.
0x10: this bit is checked on ROOTMAP, though it doesn't use ingame.
0x0D84
Bank[3/4][224]
32/64 Bytes z_27 Unknown[0-31] First 32 bytes of 64 (ENDS AT 0x0DC3 32 Bytes into next bank)
0x0D90
Bank[3/4][236]
z_27[12]
1 byte

Event flags inside Junon.
0x01:
0x02:
0x04: Junon Soldiers running through the city after the parade.
0x08:
0x10:
0x20: Enemy Skill materia
0x40:
0x80:

Save Memory Bank B/C

Table 1: FF7 Save Slot
Offset Length Description
0x0DA4
Bank[11/12][0]
32/64 Bytes z_27 Unknown[32-63] Last 32 bytes of 64
0x0DA4
Bank[11/12][0]
z_27[32]
6 bytes

Chocobo Race - Chocobo Name (FF Text format)

0x0DAA
Bank[11/12][6]
z_27[38]
1 bytes

Chocobo Race(G1) - Jockey
00: Cloud
01: Tifa
02: Cid

0x0DAB
Bank[11/12][7]
z_27[39]
1 bytes

Chocobo Race(G1) - Course
00: Long course
01: Short course

0x0DAC
Bank[11/12][8]
z_27[40]
1 bytes

Chocobo Race(G1) - Bet Selection Screen
00: Enabled {crcin_1/esto}
01: Disabled {crcin_2/esto}

0x0DAD
Bank[11/12][9]
z_27[41]
1 bytes

Chocobo Race(G1) - ???
00: All others times but
01: When you race by talking to ester in {crcin_1/esto}

0x0DAE
Bank[11/12][10]
z_27[42]
2 bytes

Chocobo Race(G2) - Sprint Speed
Value = 4500 {crcin_2}

0x0DB0
Bank[11/12][12]
z_27[44]
2 bytes

Chocobo Race(G2) - Speed
Value = 3500 {crcin_2}

0x0DB2
Bank[11/12][14]
z_27[46]
1 byte

Chocobo Race(G2) - Acceleration
Value = 70 {crcin_2}

0x0DB3
Bank[11/12][15]
z_27[47]
1 byte

Chocobo Race(G2) - Cooperation
Value = 100 {crcin_2}

0x0DB4
Bank[11/12][16]
z_27[48]
1 byte

Chocobo Race(G2) - Intelligence
Value = 100 {crcin_2}

0x0DB5
Bank[11/12][17]
z_27[49]
1 byte

Chocobo Race(G2) - Type (Yellow, Green, Blue, Black, Gold)
Value = 0 {crcin_2}

0x0DB6
Bank[11/12][18]
z_27[50]
1 byte

Chocobo Race(G2) - Personality
Value = 0 {crcin_2}

0x0DB7
Bank[11/12][19]
z_27[51]
1 byte

Chocobo Race(G2) - ???
05: When you race by talking to ester in {crcin_2/esto}
07: All others times {crcin_1/esto}

0x0DB8
Bank[11/12][20]
z_27[52]
1 byte

Chocobo Race(G2) - ???
Value = 1 (ALWAYS) {crcin_1/crcin_2}

0x0DB9
Bank[11/12][21]
z_27[53]
1 byte

Chocobo Race(G2) - ???
Value = 0 (ALWAYS) {crcin_1/crcin_2}

0x0DBA
Bank[11/12][22]
z_27[54]
1 byte

Chocobo Race(G2) - Joe/TEIOH Chalenge
00: No
01: Yes

0x0DBB
Bank[11/12][23]
z_27[55]
1 byte

Chocobo Race(G2) - Selected Rank
00: Class C
01: Class B
02: Class A
03: Class S

0x0DBC
Bank[11/12][24]
z_27[56]
1 byte

Chocobo Race - ???
Random 0/15{crcin_1/esto}
0: All others times

0x0DBD
Bank[11/12][25]
z_27[57]
1 byte

Chocobo Race - Finish Place (0 to 5)
Set to 0xFF on the elevator {GLDELEV/dic/s0}
Used only when you must race to get out the desert prision. After winning the race and before exit the map is set to 0xFF and never change again. {crcin/esto/s0}

0x0DBE
Bank[11/12][26]
z_27[58]
2 bytes

Chocobo Race(G2) - Stamina
Value = 6000 {crcin_2}

0x0DC0
Bank[11/12][28]
z_27[60]
1 bytes

Chocobo Race(G1) - Winning Prize
00 = 500GP | "Received "Sprint Shoes"
01 = 300GP | "Received "Counter Attack" Materia!!"
02 = 500GP | "Received "Magic Counter"
03 = 300GP | "Received "Precious Watch"!!"
04 = 500GP | "Received "Cat's Bell"!!"
05 = 300GP | "Enemy Away" Materia!!"
06 = 300GP | "Received "Sneak Attack" Materia!!"
07 = 400GP | "Received "Chocobracelet"!!"
08 = 30GP | "Received "Ether"!!"
09 = 200GP | "Received "Elixir"!!"
10 = 15GP | "Received "Hero Drink"!!"
11 = 20GP | "Received "Bolt Plume"!!"
12 = 20GP | "Received "Fire Fang"!!"
13 = 20GP | "Received "Antarctic Wind"!!"
14 = 50GP | "Received "Swift Bolt"!!"
15 = 50GP | "Received "Fire Veil"!!"
16 = 50GP | "Received "Ice Crystal"!!"
17 = 300GP | "Received "Megalixir"!!"
18 = 150GP | "Received "Turbo Ether"!!"
19 = 5GP | "Received "Potion"!!"
20 = 10GP | "Received "Phoenix Down"!!"
21 = 10GP | "Received "Hyper"!!"
22 = 10GP | "Received "Tranquilizer"!!"
23 = 15GP | "Received "Hi-Potion"!!"
255 = If you lost the race (Nothing)

0x0DC4
Bank[11/12][32]
16 bytes

Chocobo slot 1 [See Below for Chocobo Slot format]

0x0DD4
Bank[11/12][48]
16 bytes Chocobo slot 2
0x0DE4
Bank[11/12][64]
16 bytes Chocobo slot 3
0x0DF4
Bank[11/12][80]
16 bytes Chocobo slot 4 [Slot 5 and 6 are located at 0x1084 - 0x10A3]
0x0E04
Bank[11/12][96]
13 Bytes z_28 Unknown
0x0E0C
Bank[11/12][104]
z_28[8]
1 byte

Change on Final Battle

0x01:
0x02:
0x04:
0x08: Final Battle
0x10:
0x20:
0x40:
0x80:

0x0E0E
Bank[11/12][106]
z_28[10]
1 byte

Yuffie Stolen Materia Quest - Disabled party members {YUFY1/YUFI}
(Bit mask is set just before stolen materia been restored, to know what chars must be reactivated.)
0x01: Unused
0x02: Barret
0x04: Tifa
0x08: Red XIII
0x10: Cait Sith
0x20: Cid
0x40: Vincent
0x80: Aeris

0x0E0F
Bank[11/12][107]
z_28[11]
2 bytes G-Bike Minigame Last Score {GAMES_2/dic}
0x0E11
Bank[11/12][109]
2 Bytes G-Bike Minigame High Score
0x0E13
Bank[11/12][111]
1 Byte UnSaved Snowboard Mini Game Temp Var.
0x0E14
Bank[11/12][112]
4 Bytes Fastest Time For Snowboard Beginner Course. Format: MMSSTTT0 90 27 36 02 in the file is a time of 2'36"279 (value is 32bit int so will become 02362790 when read )
0x0E18
Bank[11/12][116]
4 Bytes Fastest Time For Snowboard Expert Course. See Beginner Course for more info
0x0E1C
Bank[11/12][120]
4 Bytes Fastest Time For Snowboard Crazy Course. See Beginner Course for more info
0x0E20
Bank[11/12][124]
1 Byte HighScore For Snowboard Beginner Course
0x0E21
Bank[11/12][125]
1 Byte HighScore For Snowboard Expert Course
0x0E22
Bank[11/12][126]
1 Byte HighScore For Snowboard Crazy Course
0x0E23
Bank[11/12][127]
1 Byte UnSaved Snowboard Mini Game Temp Var
0x0E24
Bank[11/12][128]
2 bytes 2nd rank at RollerCoaster Shooter
0x0E26
Bank[11/12][130]
2 bytes 3rd rank at RollerCoaster Shooter
0x0E28
Bank[11/12][132]
17 Bytes z_29 Unknown
0x0E28
Bank[11/12][132]
z_29[0]
1 bytes

Mythril Side Quest/Chocobo Sage Side Quest
0x01: Talked to the Weapon Seller about the Keystone, Temple of the Ancients, DIO, etc {zz2/m/s4}
0x02: Chocobo Sage when he finish all remembering stuff {zz3/dic/s0}
0x04: Unused
0x08: Old man: "Large Materia needs high level Materia." {zz1/m1/s1}
0x10: Mythril given to the Weapon Seller {zz2/m/s1}
0x20: Chocobo Sage if you ask him "What about that Chocobo?" {zz3/m1/s1}
0x40: Chocobo Sage every time he remember something new about Chocobos is set to 1, and when you tell that back to Chole reset to 0. {zz3/m1/s1}{FRCYO/kodomo/s1}
0x80: First time you talk to Chole after meeting Chocobo Sage {FRCYO/kodomo/s1}

0x0E29
Bank[11/12][133]
z_29[1]
1 byte

Chocobo Sage Side Quest - Progression Variable 01: First time you talk to Chocobo Sage
02,03,04: About Blue/Green Chocobo
05: About Black Chocobo
06,07,08: About Gold Chocobo
09,10: About Zeio Nuts

0x0E2A
Bank[11/12][134]
z_29[2]
2 bytes Number of battles to reach in order to unlock the next part of the Chocobo breeding tutorial
0x0E2C
Bank[11/12][136]
z_29[4]
1 bytes Chocobo Sage Side Quest - Part of the random number of battles formula
0x0E2D
Bank[11/12][137]
z_29[5]
1 bytes Unused?
0x0E2E
Bank[11/12][138]
z_29[6]
1 bytes

Chocobo Race / Others
0x01: Set to 1 the first time you talk to Ester to race and Ride your own Chocobo {crcin_1/esto/s1}
0x02: Set to 1 just before Chocobo Race Engine be launched {crcin_1/esto/s1}
Set to 0 when you receive the price or lose. {crcin_1/dic/s0}
0x04: Set to 1 just before your first time race (Ester say "Yeahh but jockeys can't buy tickets.")
Then after been activated the next races (she say: "Good Luck! Take care!") {crcin_1/esto/s1}
0x08: After beating Mog's House and receive 30GP from the guy {GAMES_2/kabe/s1}
0x10: If you win 9 races to enter Rank S {crcin_1/esto/s1}
0x20: If you win 19 races with the same chocobo to receive Sprint Shoes, Cat's Bell, Precious Watch, Chocobracelet, and Counter Attack Materia. {crcin_1/esto/s1}
0x40:
0x80:

0x0E2F
Bank[11/12][139]
z_29[7]
1 bytes Chocobo Race - Selected Chocobo Stable Position (0 to 5)
0x0E30
Bank[11/12][140]
z_29[8]
1 bytes Unused?
0x0E2E
Bank[11/12][138]
z_29[6]
1 bytes

Northern Cave
0x01: Bottom of Northern Cave talk {las4_0/dic/s0}
0x02: Set to 1 when you enter the map "las3_3" comming from map "las4_1" {las3_3/dic/s0}

0x0E2F
Bank[11/12][139]
z_29[7]
1 bytes

Northern Cave
0x01: Bottom of Northern Cave talk {las4_0/dic/s0}
0x02: Set to 1 when you enter the map "las3_3" comming from map "las4_1" {las3_3/dic/s0}

0x0E30
Bank[11/12][140]
z_29[8]
1 bytes

Northern Cave - Received items from party in the last talk
0x01: Barret {las4_0/ballet/s1}
0x02: Tifa {las4_0/tifa/s1}
0x04: RedXIII {las4_0/red/s1}
0x08: Cid {las4_0/cid/s1}
0x10: Cait Sith {las4_0/cait/s1}
0x20: Yuffi {las4_0/yufi/s1}
0x40: Vincent {las4_0/vincent/s1}
0x80:

0x0E33
Bank[11/12][143]
z_29[11]
1 byte Lucrecia's Cave sidequest Progression Variable
0x0E35
Bank[11/12][145]
z_29[13]
2 bytes Lucrecia's Cave sidequest:
Number of battles to get past in order to unlock Chaos & Death Penalty
0x0E39
Bank[11/12][149]
2 bytes 1st rank at RollerCoaster Shooter
0x0E3C
Bank[11/12][152]
105 Bytes z_30 Unknown

Save Memory Bank D/E

Table 1: FF7 Save Slot
Offset Length Description
0x0EA4
Bank[13/14][0]
1 byte Which game-play Disc is needed
0x0EA5
Bank[13/14][1]
1 byte

z_31 Tifa's House 0x01: Final Heaven {niv_ti2/piano/s1}
0x02: Cloud played the piano in the flashback {niv_ti2/molody/s2}
0x04: Elemental Materia {niv_ti2/piano/s1}

0x0EA6
Bank[13/14][2]
1 Byte Start Of Bombing Mission (0x14=Yes, 0x56=No)
Northern Cave - Progress (TODO: more info) 0x94
0x0EA7
Bank[13/14][3]
3 bytes z_32 Unknown
0x0EA7
Bank[13/14][3]
z_32[0]
1 bytes Northern Cave - Progress (TODO: more info)
0x0EAA
Bank[13/14][6]
2 Bytes Step counter. Used in great glacier to count the steps until passing out and resetted whenever you enter it. Value to pass out = 544
0x0EAC
Bank[13/14][8]
22 bytes z_33 Unknown
0x0EC2
Bank[13/14][30]
1 byte Field pointers mask (hand over party leader's head + red and green arrows)
0x00: Inactive
0x02: Active
0x0EC3
Bank[13/14][31]
1 byte z_34 Unknown. If you have max materias in your equipment it is set to non-zero (needs to be confirmed) FALSE! (By Ss4).
0x0EC4
Bank[13/14][32]
6 bytes

Name of Chocobo 1 (FF Text format)

0x0ECA
Bank[13/14][38]
6 bytes

Name of Chocobo 2 (FF Text format)

0x0ED0
Bank[13/14][44]
6 bytes

Name of Chocobo 3 (FF Text format)

0x0ED6
Bank[13/14][50]
6 bytes

Name of Chocobo 4 (FF Text format)

0x0EDC
Bank[13/14][56]
6 bytes

Name of Chocobo 5 (FF Text format)

0x0EE2
Bank[13/14][62]
6 bytes

Name of Chocobo 6 (FF Text format)

0x0EE8
Bank[13/14][68]
2 bytes Stamina of Chocobo 1
0x0EEA
Bank[13/14][70]
2 bytes Stamina of Chocobo 2
0x0EEC
Bank[13/14][72]
2 bytes Stamina of Chocobo 3
0x0EEE
Bank[13/14][74]
2 bytes Stamina of Chocobo 4
0x0EF0
Bank[13/14][76]
2 bytes Stamina of Chocobo 5
0x0EF2
Bank[13/14][78]
2 bytes Stamina of Chocobo 6
0x0EF4
Bank[13/14][80]
1 byte

Vincent Regularly/Change Submarine Color. (Bit-mask)
0x01:
0x02:
0x04: Vincent Regulary. Has the character entered the party regularly? Byte value (Yes:[0xFF]; No:[0xFB])(NEEDS TO BE CHECKED)
0x08: Gray Submarine (bit = 1)/ Red Submarine (bit = 0) (Liked with 0x0EF6[2])
0x10:
0x20:
0x40:
0x80:

0x0EF5
Bank[13/14][81]
23 bytes z_35 Unknown
0x0EF6
Bank[13/14][82]
z_35[1]
1 byte

Vehicle Submarine
0x01:
0x02:
0x04: Grey Submarine Ignored / Red Submarine bit = 1 (Linked with 0x0EF4[3])
0x08:
0x10:
0x20:
0x40:
0x80:

0x0EFD
Bank[13/14][89]
z_35[8]
1 byte Northern Cave - Yuffie Split up path
0x0EFF
Bank[13/14][91]
z_35[10]
1 byte

Save flag.
0x02: set when we in save (menu or point? please check) and unset when out
Other byte values: 0x10, 0x12, 0x51

0x0F04
Bank[13/14][96]
z_35[22]
1 byte Northern Cave - Progress (TODO: more info)
0x0F05
Bank[13/14][97]
z_35[23]
1 byte Northern Cave - Progress (TODO: more info)
0x0F0C
Bank[13/14][104]
24 bytes

Name of location (FF Text format)

0x0F24
Bank[13/14][128]
5 bytes z_36 Unknown
0x0F29
Bank[13/14][133]
1 bytes Save on the world map - Tutorial seen (To be Checked)
0x3B: Seen
0x33: Not Seen
0x0F2A
Bank[13/14][134]
50 bytes z_37 Unknown
0x0F2A
Bank[13/14][134]
z_37[0]
1 byte

Needs more research. 0x01:
0x02:
0x04: Red Submarine Tutorial
0x08:
0x10:
0x20:
0x40:
0x80:

0x0F2B
Bank[13/14][135]
z_37[1]
1 bytes 0x20
Bank[13/14][-3716]: World map Ruby Weapon form. bit=0: Small Form (before first encounter). bit=1: Big Form (after first encounter).
0x0F3A
Bank[13/14][150]
z_37[16]
1 bytes Rand number between 0,1,2. Is set when you change field map. ex: enter a town.
0x0F5C
Bank[13/14][184]
3 bytes

Party leader's coordinates on world map:
Party leader X position on the world map (X coord). Value from 0 up to 295000
000000: 0x000000
065535: 0xFFFF00 | 065536: 0x000001
131071: 0xFFFF01 | 131072: 0x000002
196607: 0xFFFF02 | 196608: 0x000003
262143: 0xFFFF03 | 262144: 0x000004
295000: 0x588004

0x0F5F
Bank[13/14][187]
1 bytes Party leader viewing direction angle on the world map. Value from 0 up to 255 to cover 0 - 359°
0x0F60
Bank[13/14][188]
3 bytes

Party leader Y position on the world map (Y coord). Value from 1 up to 230000
000001: 0x01003C
065535: 0xFFFF3C | 065536: 0x00003D
131071: 0xFFFF3D | 131072: 0x00003E
196607: 0xFFFF3E | 196608: 0x00003F
230000: 0x70823F

0x0F63
Bank[13/14][191]
1 bytes Party leader Z altitude on the world map (Z coord). Input value from -128 up to 127 are allowed (0 = Mean Sea Level)
0x0F64
Bank[13/14][192]
8 bytes Caught Wild Chocobo's coordinates on world map
0x0F6C
Bank[13/14][200]
8 bytes Tiny Bronco/Chocobo's coordinates on world map
0x0F74
Bank[13/14][208]
8 bytes Buggy/Highwind's coordinates on world map
0x0F7C
Bank[13/14][216]
8 bytes Submarine/???'s coordinates on world map
0x0F84
Bank[13/14][224]
8 bytes Diamond=>Ultimate=>Ruby Weapon's coordinates on world map (ruby is bound To the desert)
0x0F8C
Bank[13/14][232]
2 bytes 1st Snow Pole X Coordinate.
0x0F8E
Bank[13/14][234]
2 bytes 1st Snow Pole Y Coordinate.
0x0F90
Bank[13/14][236]
2 bytes 2nd Snow Pole X Coordinate.
0x0F92
Bank[13/14][238]
2 bytes 2nd Snow Pole Y Coordinate.
0x0F94
Bank[13/14][240]
2 bytes 3ed Snow Pole X Coordinate.
0x0F96
Bank[13/14][242]
2 bytes 3ed Snow Pole Y Coordinate.
0x0F98
Bank[13/14][244]
12/236 bytes z_38 Unknown[0-11] First 12 bytes of 236 (ENDS AT 0x1083 224 Bytes into next bank)
0x0F9C
Bank[13/14][248]
z_38[4]
1 bytes Angle of the world. The viewing direction of the camera onto the world map. For top-view (ca. 45°) this value should be 0.
0x0F9D
Bank[13/14][249]
z_38[5]
1 bytes Top-view (ca. 45°). Determines the camera's position.
0x0F9C
Bank[13/14][248]
z_38[4]
2 bytes

Camera angle and rotation of normal world map.
00 00 - FF 0F: Map rotation angle. xx yx: if y > 0, y will be changed to 0. (Source: Asa. Data Collision)

0x0F9F
Bank[13/14][251]
z_38[6]
2 bytes

Snow Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )
00: 1st pole address
01: 2nd pole address
02: 3rd pole address

0x0FA0
Bank[13/14][252]
z_38[8]
1 bytes

Wild Chocobo Type.
Value is set when Chocobo is caught and used after Chocobo is sent to cage.
Index is the byte's value and not the bit-mask.
0x00: Chocobo not displayed in cage
0x01: Wonderful
0x02: Great
0x03: Good
0x04: Fair
0x05: Average
0x06: Poor
0x07: Bad
0x08: Terrible
Over 08 = Choco Billy's rating window not displayed

0x0FA1
Bank[13/14][253]
z_38[9]
1 bytes

Riding Byte.
Index is the byte's value and not the bit-mask.
0x00: On foot.
0x03: Highwind
0x04: Wild Chocobo (Liked with 0x0C22[0])
0x0D: Submarine
0x13: Chocobo (Liked with 0x0C22[1/7]. 0x0C22: 0x04=Yellow, ..., 0x40=Gold)

0x0FA3
Bank[13/14][255]
z_38[11]
1 bytes

Unknown. It seems this value is mixture of Number of Snow Poles, Party direction and walking steps or coordinates. Value will be ignored when loading slot.

Save Memory Bank 7/F

Table 1: FF7 Save Slot
Offset Length Description
0x0FA4
Bank[7/15][0]
224/236 Bytes Unknown z_38[12-235] Last 224 bytes of 236
0x0FA6
Bank[7/15][2]
z_38[14]
1 byte

World map camera & map display
Add two values (one from camera, one from map) and set this byte.
Camera: Aerial(00); Closeup(20)
Map: Off(80); Small(00); Large(40)

0x0FAB
Bank[7/15][7]
z_38[19]
1 byte If not 0x00, game crashes
0x0FC4
Bank[7/15][32]
z_38[44]
2 bytes Fields items mask.
0x0001: first potion on MD1STIN.
0x0002: second potion on MD1STIN.
0x0004: potion at NMKIN3.
0x0008: phoenix down on NKMIN1.
0x0FC6
Bank[7/15][34]
z_38[46]
1 byte

Items mask, Chocobo Farm (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: Destruct Materia Animation displayed {sininb42/mtr/s3}
0x02: Destruct Materia {sininb42/mtr/s1}
0x04: Enemy Skill {blin68_2/mtr/s1} (See 0x0BEF[1])
0x08: Enemy Skill Animation (Drop after battle) {blin68_2/mtr/s3}
0x10: Odin Materia {sinin2_1/mtr/s1}
0x20: Odin Materia Animation displayed {sinin2_1/mtr/s3}
0x40: Counter Materia {nvdun1/mtr/s1}
0x80: Magic Plus Materia {sandun_1/mtr/s1}

0x0FF1
Bank[7/15][77]
z_38[89]
1 byte On Buggy vehicle. Specifies if a character is on a Buggy. Only if a Buggy is present.
0x0E: On; 0x0C: Off
0x0FF4
Bank[7/15][80]
z_38[92]
1 byte

Items mask, Mythril Mine (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: 4sbwy_6 - Tent
0x02: 4sbwy_3 - Potion
0x04: 4sbwy_1 - Ether
0x08: psdun_3 - Ether
0x10: psdun_4 - Hi-Potion
0x20: psdun_4 - Elixir
0x40: psdun_3 - Long Range materia
0x80: gnmk - Titan Materia

0x0FF5
Bank[7/15][81]
z_38[93]
1 byte

Items mask, (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: elmin2_2 - Ether
0x02: losin1 - Comet Materia
0x04: gonjun1 - Deathblow Materia
0x08: q_4 - Hades Materia
0x10: q_4 - Outsider
0x20: q_3 - Escourt Guard
0x40: q_3 - Conformer
0x80: q_4 - Spirit Lance

0x0FF6
Bank[7/15][82]
z_38[94]
1 byte

Items mask, (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: q_1 - Heaven's Cloud
0x02: q_3 - Megalixir
0x04: q_4 - Megalixir
0x08: losinn - Elixir
0x10: losin2 - Guard Source
0x20: losin3 - Magic Source
0x40: las1_2 las4_0 - Elixir
0x80: las1_2 las4_0 - Mystle

0x0FF9
Bank[7/15][85]
z_38[97]
1 byte

Items mask, Kalm (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: Hidden Ether in the second floor of a house
0x02:
0x04:
0x08:
0x10:
0x20:
0x40:
0x80:

0x0FFB
Bank[7/15][87]
z_38[99]
1 byte Kalm Traveler rewards visibility (each bit set back to 0 when picked up)
Guide Book (0x01); Master Command(0x02); Master Magic (0x04); Master Summon (0x08); Gold Chocobo (0x10)
0x0FFC
Bank[7/15][88]
z_38[100]
1 byte

Items mask, Kalm (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: Peacemaker in a house
0x02:
0x04:
0x08:
0x10:
0x20:
0x40:
0x80:

0x0FFD
Bank[7/15][89]
z_38[101]
1 byte

Items mask, Kalm (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01:
0x02: Hidden Ether from house next to the Inn
0x04:
0x08: Guard Source
0x10: Hidden Ether
0x20:
0x40:
0x80:

0x0FFE
Bank[7/15][90]
z_38[102]
1 byte

Items mask, Mythril Mine (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01:
0x02:
0x04:
0x08:
0x10: Mind Source
0x20: Tent
0x40:
0x80:

0x1004
Bank[7/15][96]
z_38[]
1 byte 1st party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.
0x1005
Bank[7/15][97]
z_38[]
1 byte 2nd party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.
0x1006
Bank[7/15][98]
z_38[]
1 byte 3ed party member char ID in Group 1. Final Boss Battle: Bizarro Sephiroth.
0x1007
Bank[7/15][99]
z_38[]
1 byte 1st party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.
0x1008
Bank[7/15][100]
z_38[]
1 byte 2nd party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.
0x1009
Bank[7/15][101]
z_38[]
1 byte 3ed party member char ID in Group 2. Final Boss Battle: Bizarro Sephiroth.
0x100A
Bank[7/15][102]
z_38[]
1 byte 1st party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.
0x100B
Bank[7/15][103]
z_38[]
1 byte 2nd party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.
0x100C
Bank[7/15][104]
z_38[]
1 byte 3ed party member char ID in Group 3. Final Boss Battle: Bizarro Sephiroth.
0x101E
Bank[7/15][122]
z_38[134]
1 byte

Items mask, Junon (LBS)(applied when you take the item).
Bit=0(Item in field), Bit=1(Item taken).
0x01: Mind Source
0x02: Power Source
0x04: Guard Source
0x08:
0x10: 1/35 Soldier
0x20: Luck Source
0x40:
0x80:

0x1030
Bank[7/15][140]
z_38[152]
1 byte Field screen rain switch (non-zero to turn on rain effect)
0x1084
Bank[7/15][224]
16 bytes Chocobo slot 5
0x1094
Bank[7/15][240]
16 bytes Chocobo slot 6

Character Record

Table 2: Character Record
Offset Length Description
0x00 1 byte Character ID - Ignored If Not Cait / Vincent???
0x01 1 byte Level (1-99)
0x02 1 byte Strength (0-255)
0x03 1 byte Vitality (0-255)
0x04 1 byte Magic (0-255)
0x05 1 byte Spirit (0-255)
0x06 1 byte Dexterity (0-255)
0x07 1 byte Luck (0-255)
0x08 1 byte Strength Bonus (Power Sources used)
0x09 1 byte Vitality Bonus (Guard Sources used)
0x0A 1 byte Magic Bonus (Magic Sources used)
0x0B 1 byte Spirit Bonus (Mind Sources used)
0x0C 1 byte Dexterity Bonus (Speed Sources used)
0x0D 1 byte Luck Bonus (Luck Sources used)
0x0E 1 byte Current limit level (1-4)
0x0F 1 byte Current limit bar (0xFF = limit break)
0x10 12 bytes

Name (FF Text format) Game's Naming Boxes Cap you At 9 Chars

0x1C 1 byte Equipped weapon
0x1D 1 byte Equipped armor
0x1E 1 byte Equipped accessory
0x1F 1 byte Character flags - 0x10-Sadness, 0x20-Fury
0x20 1 byte Char order - 0xFF-Normal, 0xFE-Back row
0x21 1 byte Level progress bar (0-63) Games Gui Hides Values <4, 4-63 are visible as "progress"
0x22 2 bytes

Learned limit skills
0x0001: Limit Lv. 1-1
0x0002: Limit Lv. 1-2
0x0004: Always 0 (reserved bit or spacer/breaker/end of limit)
0x0008: Limit Lv. 2-1
0x0010: Limit Lv. 2-2
0x0020: Always 0 (reserved bit or spacer/breaker/end of limit)
0x0040: Limit Lv. 3-1
0x0080: Limit Lv. 3-2
0x0100: Always 0 (reserved bit or spacer/breaker/end of limit)
0x0200: Limit Lv. 4

0x24 2 bytes Number of kills
0x26 2 bytes Times limit 1-1 has been used
0x28 2 bytes Times limit 2-1 has been used
0x2A 2 bytes Times limit 3-1 has been used
0x2C 2 bytes Current HP
0x2E 2 bytes Base HP (before materia alterations)
0x30 2 bytes Current MP
0x32 2 bytes Base MP (before materia alterations)
0x34 4 bytes Unknown
0x38 2 bytes Maximum HP (after materia alterations)
0x3A 2 bytes Maximum MP (after materia alterations)
0x3C 4 bytes Current EXP
0x40 4 bytes Weapon materia slot number 1
0x44 4 bytes Weapon materia slot number 2
0x48 4 bytes Weapon materia slot number 3
0x4C 4 bytes Weapon materia slot number 4
0x50 4 bytes Weapon materia slot number 5
0x54 4 bytes Weapon materia slot number 6
0x58 4 bytes Weapon materia slot number 7
0x5C 4 bytes Weapon materia slot number 8
0x60 4 bytes Armor materia slot number 1
0x64 4 bytes Armor materia slot number 2
0x68 4 bytes Armor materia slot number 3
0x6C 4 bytes Armor materia slot number 4
0x70 4 bytes Armor materia slot number 5
0x74 4 bytes Armor materia slot number 6
0x78 4 bytes Armor materia slot number 7
0x7C 4 bytes Armor materia slot number 8
0x80 4 bytes EXP to next level

Chocobo Record

Table 3: Chocobo Record
Offset Length Description
0x0 2 bytes Sprint Speed
0x2 2 bytes Max Sprint Speed
0x4 2 bytes Speed
0x6 2 bytes Max Speed
0x8 1 byte Acceleration
0x9 1 byte Cooperation
0xA 1 byte Intelligence
0xB 1 byte Personality
0xC 1 byte Pcount (?)
0xD 1 byte Number of races won
0xE 1 byte 1: female)
0xF 1 byte Type (Yellow, Green, Blue, Black, Gold)

Save Item List

Each item in the item list is stored as a word value with the quantity, expressed as a 7-bit value, concatenated with the item's index, expressed as a 9-bit value between the range of 0-320. In Binary: QQQQQQQXXXXXXXXX Where X is the index and Q is the quantity. There are a total of 320 item slots in the save map and a total of 320 objects that are stored there, some of which are dummy items. The objects are indexed like this:
Indexes 0 - 127: Items
Indexes 128 - 255: Weapons
Indexes 256 - 287: Armors
Indexes 288 - 319: Accessories
Quantity is limited (by the menu mechanics) to 99 since there are only two characters available in the item menu to show quantity. A Graphical "glitch" occurs in the ten's digit when quantity exceeds that number. The menu only checks the current quantity to determine if the value can increase and the quantity will not decrease unless an item is used or sold. Forcing the quantity to exceed 99 does not have any side effect with most versions of the game. The Japanese PSX version(BISLPS-00700) is the only version with a problem when you exceed a quantity of 99 for an item. This version will experience an error during battles when you have more then 99 of an item.

Save Materia List

Materia is stored as a single-byte ID followed by the amount of AP on that instance of Materia stored as an unsigned 24-bit integer.eskill materia does not use the ap value, but instead the 24 bits as switches for each skill that can be learned. For every materia ap =0xFFFFFF when mastered

Table 1: Materia List (PC)
ID Name Type
0x00 MP Plus Independent
0x01 HP Plus Independent
0x02 Speed Plus Independent
0x03 Magic Plus Independent
0x04 Luck Plus Independent
0x05 EXP Plus Independent
0x06 Gil Plus Independent
0x07 Enemy Away Independent
0x08 Enemy Lure Independent
0x09 Chocobo Lure Independent
0x0B Long Range Independent
0x0C Mega All Independent
0x0D Counter Attack Independent
0x0E Slash-All Command
0x0F Double Cut Command
0x0A Pre-emptive Independent
0x10 Cover Independent
0x11 Underwater Independent
0x12 HP <-> MP Independent
0x13 W-Magic Command
0x14 W-Summon Command
0x15 W-Item Command
0x16 Unknown Placeholder?
0x17 All Support
0x18 Counter Support
0x19 Magic Counter Support
0x1A MP Turbo Support
0x1B MP Absorb Support
0x1C HP Absorb Support
0x1D Elemental Support
0x1E Added Effect Support
0x1F Sneak Attack Support
0x20 Final Attack Support
0x21 Added Cut Support
0x22 Steal As Well Support
0x23 Quadra Magic Support
0x24 Steal Command
0x25 Sense Command
0x26 Unknown Placeholder?
0x27 Throw Command
0x28 Morph Command
0x29 Deathblow Command
0x2A Manipulate Command
0x2B Mime Command
0x2C Enemy Skill Command
0x2D Unknown Placeholder?
0x2E Unknown Placeholder?
0x2F Unknown Placeholder?
0x30 Master Command Command
0x31 Fire Magic
0x32 Ice Magic
0x33 Earth Magic
0x34 Lightning Magic
0x35 Restore Magic
0x36 Heal Magic
0x37 Revive Magic
0x38 Seal Magic
0x39 Mystify Magic
0x3A Transform Magic
0x3B Exit Magic
0x3C Poison Magic
0x3D Demi Magic
0x3E Barrier Magic
0x3F Unknown Placeholder?
0x40 Comet Magic
0x41 Time Magic
0x42 Unknown Placeholder?
0x43 Unknown Placeholder?
0x44 Destruct Magic
0x45 Contain Magic
0x46 FullCure Magic
0x47 Shield Magic
0x48 Ultima Magic
0x49 Master Magic Magic
0x4A Choco/Mog Summon
0x4B Shiva Summon
0x4C Ifrit Summon
0x4D Ramuh Summon
0x4E Titan Summon
0x4F Odin Summon
0x50 Leviathan Summon
0x51 Bahamut Summon
0x52 Kujata Summon
0x53 Alexander Summon
0x54 Phoenix Summon
0x55 Neo Bahamut Summon
0x56 Hades Summon
0x57 Typhoon Summon
0x58 Bahamut ZERO Summon
0x59 Knights of Round Summon
0x5A Master Summon Summon
0xFF Empty Slot NONE

Key Item List

Key Items are stored in Bank 1 of the Savemap, one bit for each item. Bit ON - party has the item.

Table 1: Key Items List
Variable Description
0x0BE4
Var 64

0x01: Cotton Dress
0x02: Satin Dress
0x04: Silk Dress
0x08: Wig
0x10: Dyed Wig
0x20: Blonde Wig
0x40: Glass Tiara
0x80: Ruby Tiara

0x0BE5
Var 65

0x01: Diamond Tiara
0x02: Cologne
0x04: Flower cologne
0x08: Sexy Cologne
0x10: Member's Card
0x20: Lingerie
0x40: Mystery panties
0x80: Bikini briefs

0x0BE6
Var 66

0x01: Pharmacy Coupon
0x02: Disinfectant
0x04: Deodorant
0x08: Digestive
0x10: Huge Materia (Fort Condor)
0x20: Huge Materia (Corel)
0x40: Huge Materia (Underwater)
0x80: Huge Materia (rocket)

0x0BE7
Var 67

0x01: Key to Ancients
0x02: Letter to a Daughter
0x04: Letter to a Wife
0x08: Lunar Harp
0x10: Basement Key
0x20: Key to Sector 5
0x40: Keycard 60
0x80: Keycard 62

0x0BE8
Var 68

0x01: Keycard 65
0x02: Keycard 66
0x04: Keycard 68
0x08: Midgar parts
0x10: Midgar parts
0x20: Midgar parts
0x40: Midgar parts
0x80: Midgar parts

0x0BE9
Var 69

0x01: PHS
0x02: Gold Ticket
0x04: Keystone
0x08: Leviathan Scales
0x10: Glacier Map
0x20: A Coupon
0x40: B Coupon
0x80: C Coupon

0x0BEA
Var 70

0x01: Black Materia
0x02: Mythril
0x04: Snowboard

KERNEL.BIN Section 4 Entry

During game initialization, section 4 from KERNEL.BIN is decompressed and copied into RAM. This is all the initial values and structure for most of the Save, excluding the header data and the tail of the last bank (0x0054 to 0x0B93).

Documentation Notes & Format

Format: Bit mask: Bit description [Hex byte value] {Field Keyword}
Example: 0x04: Set to 1 if we choose no drink when talking to tifa. [0x0F] {MDS7PB_1}

Bit mask: Is the bit position number in hex. Bit7(0x80)|Bit6(0x40)|Bit5(0x20)|Bit4(0x10)|Bit3(0x08)|Bit2(0x04)|Bit1(0x02)|Bit0(0x01)

Note: We use LBS 0 bit numbering.

Bit description: What bit does.

Hex byte value: The Byte's value in hex when the bit change.(optional)

Field Keyword: Field name code.